Back to devlogProgress log

Chat and Operations are in

This is a progress log. Chat and Operations both went into the game this week, and the closed test opens on 28 September.

The zone is talking

Chat is in. Everyone in your zone shares one board: you post, you read, and you test your squad against the people you are talking to. That last part is the point of putting it there. An argument about whose build is better ends the way it should — one of you attacks the other and both of you watch the replay.

The zone board with an attack result card in the feed showing both syndicates, a loser and a winner stamp and a replay button, and beside it the sheet where the winner picks a taunt.

Win one and you get to say something about it. The taunts are a fixed set and they are all short and flat — Your back row never fired. You brought the wrong four. Bring more next time. You pick one or you pick nothing.

What is not going in: private messages, friend lists, none of the usual chat furniture. This is Syndicates. We are not here to keep each other comfortable, and a board where everyone can read everything is the version of that I want. The one exception comes later — when Pacts land, a pact gets its own room to talk in.

I did not take anything off the shelf for this. Every line of it is mine, including an automatic moderation pass that is frankly an experiment. We will find out together whether it holds.

Operations, and a permit you fill in yourself

The other big one. Until this week there was no honest source of resources in the game, and now there is.

The daily Operations board with its clearance bar, a Blank Permit above the day's jobs and a countdown to the reset, and the Blank Permit sheet with its difficulty slider and the four payouts it pays.

Operations is a board that refreshes every day. How far you have pushed the campaign decides which permits you hold, and each permit opens a job that pays out something you actually need.

Then there is the Blank Permit. You set the difficulty yourself — the slider picks how strong the opposition is — and you choose which resources it pays. Push it up and the payout stops being one currency and becomes four.

It is rare. One a week, plus whatever turns up in events. And it does not come back if you lose, which is the whole reason the slider is interesting. Plan it properly.

What I am building now

Leagues. The design is finished and the work started this week, and it is the last large system standing between here and putting this in your hands.

Which brings me to the part I have been waiting to write.

28 September. Not a clip, not a screenshot — the game, on your phone, closed test.

See you there.