The newest playable update comes first. Follow today’s build, then scroll back to F0’s early development archive.
11 transmissions shown.
GameplayPlayable now
F0 Foundry · Milestone 01
F0 Foundry is ready to play
Choose one of three original spacecraft, set its livery and handling style, then race a timed one-lap challenge with boost, recharge, results, and retry.
What changedMachine choice, launch, lap, result, and retry passed desktop and mobile browser checks.
Good to knowThis is the first challenge, not the full F0 race. Required checkpoints, pause, full sound controls, remapping, and wider device testing remain in progress.
What comes nextImprove the race feel, connect the creator tools, and build toward F0 v0.1.
A reproducible sound-design pass produced 44 original cues. Seven effects and one optional music track now support Foundry, while the wider library remains available for the full race.
What changedSource definitions, masters, browser files, cue manifest, and the current Foundry sound set
Good to knowThe wider library still needs full-race packaging, level checks, trigger review, and complete player sound controls.
Next at the timeVerify every active cue in a fresh race build, confirm credits, and document the final sound controls.
GameplayInternal test
Editor-to-race test package
Faster testing moves from the editor to the track
The course editor gained a direct test handoff, the Garage and race shared more machine data, and machine footprints made crowded contact easier to tune.
Read this milestone
What changedEditor, Garage, shared course and machine records, original vehicle data, and a package manifest
Good to knowThis package was an internal test, not a public release candidate. Only later reviewed original work carried forward.
Next at the timeRebuild from newer original source, verify the complete race loop, and create fresh public captures.
BuildPrivate test
First hosted original-content test
Original machines and courses meet in one hosted test
A private browser test brought the race and course editor together with 30 procedural machine drafts and five original seed courses.
Read this milestone
What changedHosted test receipts for the game shell, original roster data, five-course editor data, and fallback behavior
Good to knowThe test did not establish public availability, final identities, broad browser support, or a finished race loop.
Next at the timeChoose a flagship machine and circuit, measure the full loop, and package a versioned public build.
MachinesBuilt · under review
Original procedural roster draft
Thirty original machine drafts take shape
The project gained 30 original low-poly machine drafts, modular parts, roster data, and review sheets. A later pass explored ten more varied silhouettes.
Read this milestone
What changedGenerated models, machine manifests, roster records, regeneration tools, and contact sheets
Good to knowThe fleet was a design and performance test, not a finished public roster.
Next at the timeApprove unmistakably original machines, document their credits and handling, then test them in the race.
GameplayPrototype
Finding the race feel
Race feel and input paths move into one loop
The prototype gained fixed-step movement, steering, a grid countdown, computer racers, collisions, boost and energy behavior, jumps, hazards, recovery, cameras, restart controls, and early input experiments.
Read this milestone
What changedWorking source and internal verification captures from the prototype stage
Good to knowAt this stage, ordered checkpoints, validated laps, results, final handling, and measured device performance remained open.
Next at the timeFinish one reliable start-to-result loop and test it across a dated browser and device matrix.
BuildInternal prototype
One browser shell for the project
The game and its tools begin working together
The title flow, machine and course choices, race scene, Garage, and editor entry points began working together in one browser experience.
Read this milestone
What changedIntegrated source plus shared course and machine data formats
Good to knowThis research-stage build was not released publicly. Only its original systems work carried forward.
Next at the timeKeep the useful workflow, replace research placeholders with original material, and verify it in a clean package.
CircuitsInternal prototype
Building the course tool
The course becomes editable data
A browser course editor began turning control points into a live 3D track with width, banking, feature markers, a minimap, and portable files.
Read this milestone
What changedEditor source, shared course format, and local workflow records
Good to knowThe tool proved an editing method, not a finished circuit or public creator product.
Next at the timeUse approved original course data, complete the editor-to-race round trip, and review the circuit before publication.
StudioFoundation
Starting at zero
Start with one satisfying race
Work centered on a browser-first high-speed racing game that could load on ordinary hardware and grow from one convincing race into deeper creation tools later.
Read this milestone
What changedThe first product direction, phase plan, sprint checklist, and prototype source
Good to knowThere was no release candidate, public build, approved roster, or release date.
Next at the timeProve one original browser race before expanding into larger systems.
ArchiveHistorical record
Early development archive
The F0 archive traces development back to 2024
F0’s archived planning and visual development work dates back to 2024, before the current public demos and Transmissions updates.
Read this milestone
What changedPrivate archive records preserve year-level evidence of early planning and visual exploration
Good to knowThe old drafts remain private. They do not define today’s game, scope, schedule, credits, or commitments.
Next at the timeKeep the origin date in the record while current pages follow verified builds and approved public work.