The eras
The game is in early development: sixteen vaults are playable offline, and a local workshop builds and proves your own; publishing and online play are still to come. Each phase below is one step of the work, grouped into eras.
The design
The idea, the concept art and a complete written design for an asynchronous game of player-built vaults.
A playable vault
In one day: an offline game flow, real-time stealth with a tactical pause, a first 3D vault kit, a two-tier vault, a larger room with a pulsing scanner and four showcase rooms.
From a vault to a game
A workshop to build and prove your own vault, six heists joined into a guided journey with an original soundscape, phone controls, and eight vaults with a review that shows what gave you away.
Full-size vaults, traps and guards
The interface was rebuilt around the room, the opening heist became readable with a short forecast, and the vaults grew: full-size rooms, a timing challenge, booby traps and living vaults with guards and machinery. Sixteen rooms are playable offline.
Three looks for every room
Rooms can now be dressed as a stone Archive, a glasshouse Conservatory or an iron Strongroom. The styles change only how a room looks, never how it plays, and all of them are free.
The design
The idea, the concept art and a complete written design for an asynchronous game of player-built vaults.
- Design 25 Oct
Every vault has one
doneBlind Spot is an asynchronous infiltration game in the Cantorite universe: players build vaults, and other players try to get the core out and back to the entrance. A room should read at a glance, a failure should show exactly which device caught you, and players show their cleverness in what they build and how they solve. The concept art and a complete design were written down first: rules, the builder, screens, style and the shared platform. Every mechanic, mode, hint and retry is free; purchases only change how a room or an infiltrator looks.
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A playable vault
In one day: an offline game flow, real-time stealth with a tactical pause, a first 3D vault kit, a two-tier vault, a larger room with a pulsing scanner and four showcase rooms.
- Stealth 26 Oct
Direct control, a live scanner and a tactical pause
doneThe first offline game flow went in, and then the main direction changed after a try: you steer the infiltrator directly while a scanner sweeps the room live, and a free tactical pause lets you zoom, inspect and prepare a decoy before deploying it. Two vaults play in a row, with saves and resume.
8d7c633, d5a6c2e, e835416, e0c9241The tactical view of a vault: the scanner beam, cover and the core at the top. From the repo · 26 Oct - Vaults 26 Oct
A 3D vault kit, two tiers and a pulsing scanner
doneA modular infiltrator and the first 3D vault kit replaced the placeholders, followed by a graphite architecture pass. A two-tier vault adds stairs and sight across heights, and a larger 8x8 room adds scanner pulses. Each vault opens with a slow arrival tour, and four showcase rooms set the visual bar. The builder, publishing and online play are still to come.
f33ec8a, c597f93, ddbce4f, a03d803, df45a8fThe two-tier vault, with stairs to the upper level. From the repo · 26 Oct One of the four showcase rooms. From the repo · 26 Oct
From a vault to a game
A workshop to build and prove your own vault, six heists joined into a guided journey with an original soundscape, phone controls, and eight vaults with a review that shows what gave you away.
- Workshop 27 Oct
Build your own vault
doneA local Workshop lets you build a vault from a template: place cover, move the core and the scanners, set their timing, and add an upper floor and stairs. Every edit can be undone. Before a vault counts as fair, its builder has to play it and escape; the game then replays that whole run to prove the vault can be beaten. A new room with relay terminals and timed lasers joined the set.
999b1f1, 08f5a4f, d0ee12b - Journey 27 Oct
Six heists, a field guide and sound
doneSix heists now form a guided offline journey, from the first lesson to the Sunken Vigil, with pressure plates you can hold down with a decoy. Records keep your best time and fewest decoys, and every first clear earns a free journal stamp. An optional field guide gives a tip for the next step but never plays for you. An original soundscape, made in code, carries the rooms, and phones got immersive touch controls with a joystick.
ed88383, ee71698, b761da7, cfe58e2, 593898a, 77ba1f1, 242fdd9 - Vaults 28 Oct
Eight vaults and a look at what went wrong
doneTwo harder challenge vaults with several scanners on their own timing brought the game to eight. When you are spotted, a review now replays the last moments and shows exactly what saw you and why. The infiltrator got a better-fitting character, scouting a room lets you look all around it, and the Workshop was redesigned with a direct object inspector.
a554a81, d21ca55, 5a5405b, f4fdb05, efc4305, d3b10b0, 477b59b
Full-size vaults, traps and guards
The interface was rebuilt around the room, the opening heist became readable with a short forecast, and the vaults grew: full-size rooms, a timing challenge, booby traps and living vaults with guards and machinery. Sixteen rooms are playable offline.
- Readable 29 Oct
Built around the room, with a short forecast
doneThe interface was rebuilt: the room fills the screen, the objective and thumb controls stay small, and Home shows the actual next room and takes you straight into it. In the opening heist, a two-second forecast while paused shows where the scanners will look next if you wait, so you can judge a moment before you take it.
0e6856a, e629ce4, ae797bd, 8bb1101, 0376168, 8ac1ab5The opening heist on a phone: the core, the cover and the thumb controls. From the repo · 30 Oct - Full vaults 30 Oct
Full-size vaults and the Meridian Lock
doneThree full-size vaults, the Drowned Exchange, the Null Observatory and the Prism Foundry, are big enough to need a map you can pinch and drag. The Workshop now builds rectangular vaults too. The Meridian Lock is a focused challenge built on a very short circuit: two ways in, one plate to hold with a decoy, and a way out that is different from the way in.
554636e, 261c82f, 1c8ed85, 7106e4d, fd872bbPlanning in the Null Observatory: the map, the core and a forecast of the next moment. From the repo · 30 Oct - Traps 30 Oct
Booby traps
doneVaults can now hide playful traps: trapdoors, bombs and launchers, set off by pads, tripwires or picking up the core. Each trap warns before it goes off, and a paused forecast shows exactly what will happen. The Workshop wires triggers to traps on a sheet that keeps the room in view, and the Mischief Vault shows what traps can do.
3bb490c, 24be319, e6bc962, cc21fac, 2c7ff3a, 74776b5, a35d9f4 - Living vaults 30 Oct
Guards, quiet floors and moving machinery
doneLiving vaults add patrolling guards who investigate what they hear, noisy floors to tiptoe around, crates to push onto plates or into cover, shutters, separate power circuits, bait loot, conveyor belts and crushing machinery. The guards are the Directorate's, with animated poses. Three new living heists, starting with the Listening Gallery, bring the game to sixteen rooms, and every one of these pieces can be used in the Workshop. All of it is free.
0c95dcd, 4984ed2, a50ddc9, 7ec0d14, 7150313, 434c7e2, 017c895A guard investigates the noise of a decoy in the Listening Gallery. From the repo · 30 Oct
Three looks for every room
Rooms can now be dressed as a stone Archive, a glasshouse Conservatory or an iron Strongroom. The styles change only how a room looks, never how it plays, and all of them are free.
- Styles 6 Nov
The Archive, the Conservatory and the Strongroom
doneRooms now come in three new styles. The Archive is stone first, with arched window bays, coffered ceilings, shutters, shelves of books and warm reading lights. The Conservatory is a glasshouse with planters, ferns and foliage that sways. The Strongroom is heavy iron and clockwork. Traps are dressed to match too, so a hatch, a press or a launcher fits the room around it. The styles change only how a room looks: the layout, the rules and every solution stay exactly the same, and planning pause and reduced motion still freeze everything. In the Workshop the styles are picked from pictures, and the picker works on a phone. All three are free.
027d4ed, 29b0d69, 5ccf048, f844c7b, 2dc97ba, cc8b1f9, 16dafb1, a290264The Listening Gallery dressed as the Archive. From the repo · 6 Nov The same room as the Conservatory. From the repo · 6 Nov And as the Strongroom. From the repo · 6 Nov - Walls 7 Nov
Walls that vary
doneLong walls no longer repeat one piece. They now mix runs of different lengths with structural piers and feature bays, so each room's outline reads as built rather than tiled.
b57b39e, d062dd7 - After Hours 7 Nov
Gallery After Hours, and wiring in the room
doneA new encounter, Gallery After Hours, joins an Archive heist, and the Listening Gallery gets its own centrepiece fixtures. In the Workshop, circuits and traps are now connected directly in the room instead of on a separate sheet. Living vaults explain their pieces when you meet them, and objectives stay clear of the thumb controls on a phone. Obstacles also got their own shapes per room style, so a crate or a shutter reads at a glance.
bbe0141, 0e9547d, 5b52a9d, 2c324c7, 1199f37, a32c3ad, 817c04a
The images are renders of the game from its repository, shown as they were made.