<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Cantorite: Blind Spot — Devlog</title><description>The development log of Cantorite: Blind Spot, an asynchronous game of player-built vault infiltration: from the design to a playable vault.</description><link>https://devlog.hollowcut.com/</link><language>en</language><item><title>Phase Walls: Walls that vary</title><link>https://devlog.hollowcut.com/blindspot/#bs-walls</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-walls</guid><description>Long walls no longer repeat one piece. They now mix runs of different lengths with structural piers and feature bays, so each room&apos;s outline reads as built rather than tiled.</description><pubDate>Sat, 07 Nov 2026 12:00:00 GMT</pubDate></item><item><title>Phase After Hours: Gallery After Hours, and wiring in the room</title><link>https://devlog.hollowcut.com/blindspot/#bs-after-hours</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-after-hours</guid><description>A 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.</description><pubDate>Sat, 07 Nov 2026 12:00:00 GMT</pubDate></item><item><title>Phase Styles: The Archive, the Conservatory and the Strongroom</title><link>https://devlog.hollowcut.com/blindspot/#bs-styles</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-styles</guid><description>Rooms 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.</description><pubDate>Fri, 06 Nov 2026 12:00:00 GMT</pubDate></item><item><title>Phase Full vaults: Full-size vaults and the Meridian Lock</title><link>https://devlog.hollowcut.com/blindspot/#bs-full</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-full</guid><description>Three 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.</description><pubDate>Fri, 30 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase Traps: Booby traps</title><link>https://devlog.hollowcut.com/blindspot/#bs-traps</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-traps</guid><description>Vaults 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.</description><pubDate>Fri, 30 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase Living vaults: Guards, quiet floors and moving machinery</title><link>https://devlog.hollowcut.com/blindspot/#bs-living</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-living</guid><description>Living 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&apos;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.</description><pubDate>Fri, 30 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase Readable: Built around the room, with a short forecast</title><link>https://devlog.hollowcut.com/blindspot/#bs-readable</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-readable</guid><description>The 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.</description><pubDate>Thu, 29 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase Vaults: Eight vaults and a look at what went wrong</title><link>https://devlog.hollowcut.com/blindspot/#bs-advanced</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-advanced</guid><description>Two 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.</description><pubDate>Wed, 28 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase Workshop: Build your own vault</title><link>https://devlog.hollowcut.com/blindspot/#bs-workshop</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-workshop</guid><description>A 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.</description><pubDate>Tue, 27 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase Journey: Six heists, a field guide and sound</title><link>https://devlog.hollowcut.com/blindspot/#bs-journey</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-journey</guid><description>Six 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.</description><pubDate>Tue, 27 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase Stealth: Direct control, a live scanner and a tactical pause</title><link>https://devlog.hollowcut.com/blindspot/#bs-stealth</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-stealth</guid><description>The 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.</description><pubDate>Mon, 26 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase Vaults: A 3D vault kit, two tiers and a pulsing scanner</title><link>https://devlog.hollowcut.com/blindspot/#bs-vaults</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-vaults</guid><description>A 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.</description><pubDate>Mon, 26 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase Design: Every vault has one</title><link>https://devlog.hollowcut.com/blindspot/#bs-design</link><guid isPermaLink="true">https://devlog.hollowcut.com/blindspot/#bs-design</guid><description>Blind 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.</description><pubDate>Sun, 25 Oct 2026 12:00:00 GMT</pubDate></item></channel></rss>