Recent Paradroid work has brought together two sides of the project: the behaviour that makes the ship feel alive, and the visual language that helps explain what is happening.
A native Swift direction
The native Swift version is the active implementation, with the older GameMaker project retained as reference material. Droid navigation and wall interactions are part of that work, testing how the inhabitants move through the ship and where they can get stuck.
Blueprints and droid details
The terminal screens are taking on a blueprint-inspired appearance, with dark blue backgrounds and lighter linework. High-resolution droid artwork gives the information screens another layer of character, while the HUD controls make it easier to explore different tilesets.
This is still an evolving project. The development blog is a place to document those decisions, show the experiments, and explain what changes along the way.
