Hunger, a bench, deer at the river and something hooded that comes at night.

Wave 2 added survival: health and hunger, fall damage, eating, beds and respawn; a 27-slot pack and 12 recipes at a crafting bench with tool tiers; deer, fish and the gloam, a hooded night threat that avoids light and closed shelters; doors and ladders. The 60-minute play test ran with no faults; it also caught a memory leak, which was fixed and re-verified flat.

The second painterly pass rounded the shading on block faces, added grass and leaf cards that sway in the wind, and put ripples on the water. Deer, fish and the gloam spawn in a fixed order from the seed, so the same world always has the same creatures, and all of them draw in three draw calls. A closed shelter keeps the gloam out, so a night indoors is safe, and tools come in tiers from the bench. Unloaded chunks now load their saved blobs only when needed. The story test passed 24 of 24, 318 unit tests passed and the city engine's 16 golden images still matched. The 60-minute session ran at 239.9 frames a second with no faults.
World memory in that session peaked at 29.8 MB, over the 25 MB target: chunks that had been edited kept their saved blobs in memory after they unloaded. The fix was verified flat at 21.2 MB over 15 minutes, but the clean 60-minute run on the fixed build did not happen in this wave. The art still reads as tidy voxel art.
This work is in every build since, including the one live on our demo host today (live rebuild 26, 17 October 2026).
Every wave closes with a play test on the build machine in the browser, at a 12-chunk view: frame rate, faults, world memory, and a scripted story test that plays the new loop end to end and reloads the world to check it came back exactly. What did not pass is written down and carried into the next wave.