
Boiler Room 9
A roguelite in a plant that is still running.
The build
Boiler Room 9 is our most ambitious title and the reason we learned how to run a real open-testing track. Each run assembles the plant from hand-authored rooms, but the pressure system is global: venting a turbine hall to escape it raises the temperature of every room you have not reached yet.
We ship a build to open testing roughly every eleven days. Crash traces and run telemetry come back through Play Console, get triaged the same week, and the balance changes go out with the next build alongside a written changelog.
The 1.0 release is scheduled once the final two biomes and the endgame loop are locked. Progress is posted in the testing track notes rather than a roadmap nobody updates.
What is in it
Global pressure system
Rooms share one thermal simulation, so surviving one hall makes the rest of the plant harder rather than resetting it.
Hand-authored rooms, shuffled layouts
Eighty-four built rooms assembled per run, so the geometry always reads as designed rather than generated.
Eleven-day patch cadence
Open testing builds ship on a fixed rhythm with a written changelog, not when marketing feels like it.
Controller and touch parity
Full gamepad support with a touch scheme that was designed first, not retrofitted from the pad layout.
