THE DEVELOPMENT JOURNAL

A game.
In the making.

The real work behind The Gods of War. Every update records what changed, what was checked, and what still needs work.

Newest entries first. Early builds mix illustrated concepts with draft silhouettes while the original roster and animation are developed.

BUILD 0.1

What’s new in The Gods of War

Catch up on the fighters, animations, arenas, music, recorder, website artwork and the arrival of The Nothing.

Thirty fighters, with the ultimate boss

The confirmed roster now contains 30 fighters across the Norse, Valkyrie, Greek, Biblical and boss groups. Chronos keeps his revised silver hair, and God, Jesus and the separate fictional Christ character retain their distinct designs. Jesus and Christ’s Trinity presentation brings the three warriors together for the original beam attack.

Twenty-nine fighters have every drawn pose bank required by their inherited fighting archetype. Thor’s set remains partly complete: his full action, dash and crouching-punch banks are still unfinished. His oversized action poses have been corrected, with new grapple and Mjölnir Wheel drawings already selected.

The Nothing is the ultimate boss: a faceless black void in shadow armor with violet edges. His larger body stays visible within the original arena, and his six animation banks contain 56 separate combat drawings.

Absolute Nothing

With all three Super bars charged, press right trigger and right bumper together. The Nothing’s portrait cut-in leads into his voiced warning, followed by a black hole absorbing the arena. The four-second attack sends twelve pulses across the entire screen.

Hold back, away from The Nothing, to block the pulses without chip damage or guard drain. HIT and BLOCK contacts remain visible at the defender’s position while the scene contracts. Separate hit and block sounds and the new rising screech make the attack’s result audible too.

The original system, with a mythic world

The game continues to use Fighting in the Streets at its original 960 × 540 size. Its combat timing, cut-ins, weather, lighting, camera and recorder remain the foundation.

The rainbow and marble floors have been corrected, connected scenery scrolls coherently, and Covenant Hall’s permanent circle has been removed. Asgard now opens the live sky so the original sun and moon can rise and set above the skyline.

The downloaded Suno Storm Dance remix is installed through the original music controls. The restored gameplay recorder captures the arena, HUD and owned game audio, with preview and manual download available in the website game.

Painted artwork and a new trailer

The website has its large ensemble cover, individual full-body portraits, character showcase, gameplay screenshots and painted navigation. Character cards and artwork descriptions have been cleaned up, with the extra transparent-PNG download buttons removed.

The new sixty-second 1080p promo introduces The Nothing, his speech and Absolute Nothing using approved paintings and actual recorded gameplay. It includes the Suno remix, the attack screech and hit/block feedback. The first forty-second promo is preserved.

Development progress and the public build

The Nothing, Absolute Nothing, the latest website cleanup and the new promo are complete and verified in the local development build. Their public upload is still pending DreamHost access. The public game currently uses the earlier release; the entries below document the completed development work.

Thor’s remaining pose banks, additional artwork and further animation polish are still in progress. The detailed dated entries keep those unfinished items separate from completed work.

Actual local gameplay: The Nothing’s larger body beside Thor in the original arena.
Actual local gameplay: The Nothing’s larger body beside Thor in the original arena.
Actual recorded local gameplay from the new promo: Absolute Nothing absorbs the arena.
Actual recorded local gameplay from the new promo: Absolute Nothing absorbs the arena.
The Nothing’s animation update Absolute Nothing: controls and blocking The new promo Roster animation progress Thor’s size and animation corrections Asgard’s sun and moon Stage scrolling corrections The installed Suno remix The original recorder The painted portraits The painted website menus Character-gallery cleanup Website visitor statistics

BUILD 0.1

Introducing The Nothing

A new one-minute promo introduces the ultimate boss, his warning, and Absolute Nothing.

The legends meet the void

The new promo begins with the painted cast, Thor and Chronos fighting, the Trinity attack and the four arenas. It then introduces The Nothing by name as the ultimate boss. The current local roster contains 30 characters.

His portrait cut-in leads into the recorded speech about humanity losing faith, followed by the black hole absorbing the arena. The attack keeps its rising screech and separate hit and block sounds. The recorded contact flashes show what happens when the defender holds back and when a pulse lands.

A new trailer, with the first preserved

The promo runs for sixty seconds at 1920 × 1080 and 30 frames per second, with stereo audio. It combines reviewed painted artwork and actual recordings from the playable prototype. Gameplay is uniformly enlarged from the original 960 × 540 recording for the video; the game itself keeps its original size.

The final video decodes through all 1,800 frames and its complete stereo audio without errors. Visual review checks the boss identity, readable titles and subtitles, real hit and block contacts, and the development-build wording. All 258 game files match the verified local build from before this promo update.

The Suno Storm Dance remix supplies the soundtrack. During The Nothing’s cut-in, speech and attack, the native recording provides its voice, game sound and captured music; the separate music bed fades out to keep the dialogue clear and avoid doubling the song.

The new trailer is featured on the homepage, with playback and download controls. The first forty-second promo remains available through its own link. The ending identifies the game as a browser prototype in development. This entry records the local trailer and website update; public upload is verified separately.

A frame from the new promo: The Nothing’s painted ultimate-boss reveal. This is character artwork.
A frame from the new promo: The Nothing’s painted ultimate-boss reveal. This is character artwork.
A frame from the new promo showing the actual recorded Absolute Nothing attack.
A frame from the new promo showing the actual recorded Absolute Nothing attack.
Watch the new promo Download the 1080p MP4 Watch the first promo

BUILD 0.1

Absolute Nothing

The Nothing speaks, then opens a black hole that strikes the entire arena. Hold back to survive.

The ultimate boss speaks

With all three Super bars charged, press right trigger and right bumper together to activate Absolute Nothing. The Nothing’s original portrait cut-in introduces the move, followed by a voiced close-up with timed captions. Keyboard alternatives are 5 or X + E for player one and 6 for player two.

The Nothing says: “You guys quarrel and fight amongst each other, but you don't really understand or know what's most important. When the humans lose faith and belief in all of you, I become their belief. And when I become their belief, I gain power, and everything becomes absolute nothing by my hand.”

The speech lasts about 24 seconds. Combat waits for the speech to finish before the attack begins. Pausing also pauses the voice and move. The voice and black-hole sound use the game’s effects volume and the existing gameplay recorder.

Hold back against the void

A black hole opens with a loud rising screech over its absorption rumble and draws the visible arena toward its center. The four-second attack sends twelve damage pulses across the whole screen. All twelve unblocked pulses defeat an opponent at full health.

Hold away from The Nothing to block every pulse. This protection causes no chip damage or guard drain and works in the air and during hit recovery. Jumping, parrying and rolling alone do not avoid the screen-wide attack. Blocking part of the attack reduces the damage; the last pulse does not force a knockout.

Each pulse gives a distinct hit or block sound. Its illustrated impact and HIT or BLOCK label stay at the defender’s position while the arena contracts, so the player can see and hear whether the attack is landing.

The move extends the existing Fighting in the Streets combat system specifically for The Nothing. The original engine files, 960 × 540 arena, ordinary Supers, character animations, weather, lighting and recorder remain in place. The God Tour boss can use Absolute Nothing when his three-bar Super decision occurs.

Development build status

This entry records a verified local development update. The public game’s rollout is checked separately; the latest Nothing changes are prepared for upload while DreamHost access is restored.

Actual local gameplay: the original portrait cut-in introduces Absolute Nothing.
Actual local gameplay: the original portrait cut-in introduces Absolute Nothing.
Actual local gameplay: The Nothing delivers his speech with timed captions.
Actual local gameplay: The Nothing delivers his speech with timed captions.
Actual local gameplay: the black hole absorbs the stage during the screen-wide attack.
Actual local gameplay: the black hole absorbs the stage during the screen-wide attack.
A frame from an actual local game recording: the cyan blocking impact remains at Thor’s position during the black-hole attack.
A frame from an actual local game recording: the cyan blocking impact remains at Thor’s position during the black-hole attack.
Actual local gameplay: an unblocked pulse shows its impact and HIT feedback.
Actual local gameplay: an unblocked pulse shows its impact and HIT feedback.
Play The Nothing versus Thor

BUILD 0.1

The Nothing takes the stage

The ultimate boss gains 56 separate combat drawings and joins the roster with a larger silhouette.

A larger presence

The Nothing joins the roster as the ultimate boss. His featureless black void, jagged shadow armor and violet-edged mantle carry into his combat drawings. The roster now contains 30 characters.

His original boss template stands 270 pixels tall in the 960 × 540 arena. His standing body is larger than the normal fighters, with space around him and room below the HUD. Native image measurements check the complete silhouettes and their footing.

Six drawn animation banks

The finished source pose set contains 56 separate drawings: four idle frames, 16 action poses, eight walking frames, eight dash frames, 12 crouching punches and eight grapple or thrown-response poses. Every selected drawing has its own measured source rectangle. The original frame timing, move phases and crouching proportions select those drawings.

The existing Fighting in the Streets combat system supplies the boss behavior, super, cut-in, weather and lighting. The Nothing is placed last in the existing God Tour boss order. Thor’s separate animation set remains partly finished.

Development build status

This entry records a verified local development update. The public game’s rollout is checked separately; the latest Nothing changes are prepared for upload while DreamHost access is restored.

Actual local gameplay: The Nothing beside Thor in the original 960 × 540 arena.
Actual local gameplay: The Nothing beside Thor in the original 960 × 540 arena.
Play The Nothing versus Thor View the animation workshop View the painted roster

BUILD 0.1

The Nothing emerges

The Nothing takes shape as the game's ultimate boss: a featureless black void with a commanding full-body presence.

The ultimate boss, formed from the void

The Nothing is the ultimate boss of The Gods of War. His first concept painting gives the black void a complete humanoid silhouette, with a featureless face, jagged shadow armor, torn cloak shapes and wisps of violet darkness.

This illustration establishes the boss's visual direction. Combat animation, moves and gameplay implementation are future development work.

The Nothing, the game's ultimate boss — original full-body character concept artwork.
The Nothing, the game's ultimate boss — original full-body character concept artwork.

BUILD 0.1

The characters take the spotlight

Simpler character cards and cleaner artwork descriptions across the website.

A clearer gallery

Character cards now focus on the fighter name, pantheon and illustration. The extra transparent-PNG download buttons have been removed from the original character gallery. Clicking a character image still opens the full illustration, and the pantheon filters remain available.

Artwork descriptions and earlier journal entries now focus on the paintings and game development, without repeated production-tool labels. The full-body portrait gallery still contains all 29 fighters.

View the character illustrations View the full-body portraits

BUILD 0.1

The arena, day by day

One public daily browser-session chart now follows visitors across the website, art galleries, journal and standalone game.

At the bottom of every page

The homepage, character and portrait galleries, animation workshop, research page, developer journal and playable game pages share one visitor-statistics footer. It appears after the page content, with a running total for today, an interactive daily bar chart, selected-day totals, 7-, 30- and 90-day views, a date picker, earlier/later navigation and a last-updated timestamp.

All pages use the same site-wide counter. The full-page game has a scrollable footer below its existing arena and controls. The embedded game uses its parent play page’s footer. Shared layout and page generators include the feature on future pages too. The chart uses the website’s existing painted menu artwork.

Session counts with honest history

An anonymous first-party browser-session cookie counts that session once per Eastern calendar day. Refreshing or moving between pages does not add another session that day; a new browser or session may count separately. These totals describe sessions rather than unique people, and today’s number remains in progress. The first tracking day is partial.

The chart refreshes about every thirty seconds and keeps up to 365 days. Dates before tracking began show “Not recorded.” Public responses contain aggregate totals only. The counter stores no IP addresses or visitor identities, and its JSON and locks remain outside the public document root. Existing valid history is preserved.

Checked alongside the game

Focused backend checks cover real session cookies, daily deduplication, ordinary and daylight-saving midnight rollover, concurrent writes, retention, private storage and existing-state preservation. Shared-layout checks cover one footer per page, future nested pages, cache revisions and preservation of the original markup. Browser review checks page-bottom placement, chart interaction, deep links and the standalone arena.

The original fighting engine, stage effects, artwork, arena size and recorder remain intact. Chart keyboard controls stay inside the statistics footer, and entering it clears held game keys through the original input-reset event.

Actual local website preview of the shared footer, with real local test-session counts. Production history begins when the public counter receives its first visit.
Actual local website preview of the shared footer, with real local test-session counts. Production history begins when the public counter receives its first visit.
View the live visitor statistics Open the standalone game footer View statistics from the portrait gallery

BUILD 0.1

A painting for every legend

All 29 confirmed fighters now have separate full-body paintings in the colorful fantasy RPG style of the approved cover.

The full cast, one character at a time

Twenty-nine new individual portraits cover Thor, Odin, Loki and Freyja; Brunhild, Sigrun, Mist and Hrist; the eleven Greek fighters including Chronos; and all ten Biblical fighters including the separate fictional Christ character requested for this game. Each image shows one complete figure with the full costume and weapon, with expressive ink, gouache and watercolor textures and luminous fantasy color.

The approved character designs guided each portrait. Chronos retains his swept-back silver hair, short tied tail, white headband, teal clothing, yellow scarf and sword. God, Jesus and Christ keep their distinct designs. These images are character artwork for the website and gallery.

Reviewed paintings in a dedicated gallery

Each portrait was created separately using the supplied style reference, the approved cover and the existing character identity as references. All selected PNGs are preserved at their native 1024 × 1536 resolution with their generated RGBA alpha. Partial transparency is retained exactly as generated.

The gallery shows each painting individually, with links to its full-size original and filters for Norse, Valkyries, Greek and Biblical characters. Its navigation and filter buttons use the existing painted menu artwork. Desktop browser checks confirm 29 cards, 11 Greek portraits and 10 Biblical portraits with working filters and no horizontal overflow. Native file hashes and dimensions are checked before selection and packaging.

The earlier concepts, game sprites and animation banks remain preserved. This artwork update keeps the current combat system, stage presentation, recorder and 960 × 540 game arena unchanged.

Actual portrait-gallery preview with Thor, Odin and Loki shown as separate full-body paintings. This is a website capture.
Actual portrait-gallery preview with Thor, Odin and Loki shown as separate full-body paintings. This is a website capture.
Browse all 29 painted portraits Open the earlier concepts Watch the game promo

BUILD 0.1

Hear the storm: the first promo

A forty-second widescreen promo brings the painted cover, actual combat, the Trinity attack and the Suno Storm Dance remix together.

Artwork meets the arena

The promo opens with the approved ensemble painting, introduces Thor, Chronos and Jesus, then cuts to freshly recorded Thor-versus-Chronos combat. A second public-game recording shows the real Trinity cut-in and the God, Jesus and Christ trio firing the inherited beam. Four actual arena captures follow, before the cover and website close the video.

Original artwork and captured gameplay are identified in the edit. The Suno Storm Dance remix supplies the soundtrack. The video is forty seconds at 1920 × 1080 and 30 frames per second; the original 960 × 540 gameplay was uniformly upscaled for the export. The illustration and arena inputs retain their native files.

Recorded with the original system

Both new action clips were captured directly from the public game using the original recorder. Thor and Chronos fought as AI opponents in Asgard; Jesus and Christ fought in Covenant Hall. Microphone commentary and stage music were off during recording, and the selected Suno track was mixed into the promo afterward.

The MP4 decodes through all 1,200 frames without errors and contains stereo AAC audio. Its fast-start layout supports browser playback. The edit removes brief inherited source-character name flashes from the selected gameplay shots. This is a playable-prototype promo; animation and artwork polishing continue.

A frame from the promo showing the actual Trinity trio and beam in Covenant Hall. This is captured gameplay.
A frame from the promo showing the actual Trinity trio and beam in Covenant Hall. This is captured gameplay.
Watch the promo Download the 1080p MP4 Play the browser prototype

BUILD 0.1

Painted menus for a painted world

Painted menu plates and a new painted emblem bring the website navigation, play buttons, roster filters and art-gallery controls into the cover's fantasy style.

Illustrated navigation

Six original painted menu plates combine painted gold ornaments with blue and violet panels, swords and lightning, a shield and crystal, an illustrated castle, a quill and scroll, wings and a compass star. Their artwork now frames the website navigation, play actions, full-painting link, roster choices, footer links and gallery controls. Labels remain readable and controls retain their normal links, button behavior and keyboard focus.

A separate painted lightning-and-wings emblem replaces the previous site icon and brand symbol with a PNG. The selected menu atlas is native transparent RGBA at 1774 × 887, and the emblem is 1254 × 1254. Both generated PNGs are preserved unchanged. Earlier drafts and prompts remain private.

Stylesheet links carry a revision derived from their content so returning browsers load the current cover and menu layout. Gallery builders retain those links on future rebuilds.

The cover and controls together

The ensemble cover remains fully visible below its title and play strip. Desktop and narrow-phone previews show the painted navigation and the whole cover without horizontal overflow. Selected roster and gallery filters keep their illustrated frames; phone gallery menus wrap into two columns.

Browser checks confirm the gallery's Greek filter still shows its eleven character concepts, and the animation workshop's pause control still holds its drawn frames. The gallery builders preserve their original catalogue data and callbacks, and the regenerated animation-assets file remains byte-identical. This website presentation update preserves the game's established combat, animation, weather, lighting, arena size and recorder.

Actual homepage preview with the new ensemble cover and painted navigation and play button. This is a website capture.
Actual homepage preview with the new ensemble cover and painted navigation and play button. This is a website capture.
Explore the painted website Open the character illustrations View the complete cover painting

BUILD 0.1

The main cast comes together

Thor, Chronos, Brunhild, Jesus, Athena, Odin, Zeus and Satan share the website's new painted cover, inspired by the supplied colorful fantasy RPG reference.

Eight warriors in one painting

Thor, Chronos and Brunhild lead the foreground, with Jesus at the center, Athena to the right, and Odin, Zeus and Satan above. The composition brings their distinct silhouettes together through flowing brushwork, vivid warm and cool color, ink details and a gouache-and-watercolor fantasy finish. Chronos retains his approved silver hair.

This is original website concept artwork. The selected 1672 × 941 painting is kept at its native size, and earlier character illustrations remain preserved. It introduces the main cast together while the full confirmed roster remains available in the character showcase.

A large cover for the homepage

The ensemble is the new homepage hero cover. A compact title and play strip sits above it, with the caption below, so the whole painting stays visible without cropping or text across faces. The cover scales with the page, names the eight featured characters and links directly to the full-size PNG. The original Thor illustration remains in the character showcase and art gallery, and the other website sections remain in place.

The local nine-page website link check passes with no missing files. Syntax checks pass for the website, research and saved-blog scripts. This update adds website artwork and presentation; the game's existing combat system, 960 × 540 arena, animation selections, weather, lighting and recorder remain intact.

Original website concept illustration of Thor, Chronos, Brunhild, Jesus, Athena, Odin, Zeus and Satan together.
Original website concept illustration of Thor, Chronos, Brunhild, Jesus, Athena, Odin, Zeus and Satan together.
See the ensemble on the homepage Open the original full-size painting Explore the full character showcase

BUILD 0.1

The Gods of War is live

The game, illustrated roster, screenshots and development journal are now available together on the public HTTPS website, with the original gameplay recorder tested online.

A public home for the game

The Gods of War is live at https://thegodsofwar.com. The public website includes the playable game, character showcase, actual game screenshots and this development journal. Its game, art and website files are published together so their relative links continue to work.

Launch verification checked all 474 published files against their expected remote sizes and verified the SHA-256 hashes of 64 small HTML, CSS and JavaScript files. The HTTPS landing pages and redirects were checked too. This confirms the published build; the large artwork and media files were checked by size rather than downloaded again for hashing.

The original recorder, tested online

The public build uses the original gameplay recorder and stylesheet from Fighting in the Streets, with both files byte-identical to the preserved source. Its manual recording controls retain gameplay, the live HUD and the game audio mix.

A recording downloaded from the public full-page game was verified as a genuine MP4: 16.7139 seconds, 960 × 540 H.264 video, 48 kHz stereo AAC audio and 5,516,019 bytes. Its decoded stereo soundtrack is non-silent. The screenshot below shows the real recording preview after its download was requested. The clip is a local QA recording and is not automatically posted to the website.

Recording inside the website

The embedded website game also captured and previewed a 17.235-second recording at 960 × 540. In the Codex in-app browser test, its embedded download action did not deliver a file. If an embedded download does not arrive, use Open game in a full page and download from the full-page recorder instead.

This launch preserves the established fighting system, arena size, lighting, weather and selected stage artwork. Twenty-eight fighters have their full required drawn pose sets; Thor remains partly complete. Further animation, artwork and game updates will continue to be recorded here.

The actual public full-page game showing its original MP4 recorder preview and Download requested confirmation.
The actual public full-page game showing its original MP4 recorder preview and Download requested confirmation.
Visit the public website Play inside the website Open game in a full page

BUILD 0.1

The original gameplay recorder returns

Ordinary game visits and the embedded website game now select the preserved Fighting in the Streets public recorder, with gameplay, live HUD, game audio and a manual browser download.

Restoring the public recorder

The mythology host had copied the helper-based testing recorder. That version installed only when a testing URL flag was present, so normal game visits hid recording. The host now selects the original public-game-recorder.js and stylesheet from Fighting in the Streets. Both files remain byte-identical to the preserved source; no capture engine was recreated.

Pause / Settings → Record gameplay and the original LT / L2 controller shortcut open recording controls. The recorder composes the 960 × 540 gameplay canvas with the displayed health, Guard, Super, round and fighter HUD, and captures the owned game music and effects mix. Menus are excluded. Start returns to gameplay; the same menu stops the clip for preview and download.

Recording on the website

The website game uses this same native host and delegates microphone permission to its same-origin iframe. Microphone commentary starts off. Enabling it requests browser permission, and the original recorder can switch commentary during an active clip. Gameplay-only recording uses canvas capture and does not ask to share a screen or install a local helper.

Download is a manual browser action. A browser that encodes MP4 saves MP4; a browser that encodes WebM saves its genuine WebM format. Nothing is uploaded to the developer blog, and website publication remains a separate step. This entry records the recorder restoration; it does not claim the DreamHost rollout is complete.

Preserved behavior and validation

All 911 project tests pass, including 44 inherited public-recorder, audio-bus and controller-routing checks. They cover final buffered frames, explicit downloads, genuine file formats, optional microphone permissions and disconnects, cancellation, owned audio tracks, current HUD values and LT / L2 routing. Native verification confirms both public recorder files match the preserved source bytes, all 15 core modules and the arena stylesheet remain unchanged, and the 960 × 540 arena retains its selected artwork. The nine-page website link check passes. Public browser and hosting verification remain part of rollout.

Play and record in the website Open the full game

BUILD 0.1

Preparing the first public build

The website now reflects the current illustrated roster and animation progress while the first DreamHost rollout is being prepared.

Current animation progress

The homepage and play page previously described combat animation as future work and mentioned draft silhouettes. They now reflect the current build: all 29 fighters have illustrated character concepts, and 28 have their full required sets of drawn combat poses. Thor's animation set is partly complete, and further animation polish remains in progress.

This update changes the website's wording. The established Fighting in the Streets combat system, game size, artwork, weather and lighting are unchanged. Earlier journal entries and screenshots remain as dated development history.

A release prepared for publication

The game, character showcase, screenshots and developer journal are prepared together as one static upload release so their relative links continue to work. The local nine-page link check passes, and the release's selected assets and file hashes are verified before upload.

DreamHost hosting setup, upload and public verification are still underway. This entry records the preparation work; it does not announce a live public website. Thor's remaining animation work, future artwork and matchup tuning continue after this first build.

Try the current prototype Meet the illustrated roster

BUILD 0.1

Asgard opens the live sky for the sun and moon

The rainbow stage now exposes the original live sky through a broad opening, with visible sun and moon arcs below the HUD and natural rising and setting behind the skyline.

A sky opening that fits the scene

The earlier Asgard painting placed a dense tree canopy and trunk across most of the sky. Its small sky cuts missed the rising and setting sun, while the upper arc sat near the HUD. The new composition keeps the rainbow deck, rear railing, golden castles and waterfalls, with Yggdrasil framing the right side and top.

The selected native RGBA scenery has artist-authored transparency where the sky belongs. The original sky now meets the actual tree, castle and mountain silhouettes, avoiding a blue matte around a conservative cut. Earlier paintings remain preserved, and the full-color composition is retained for the website hero.

Original celestial motion and parallax

The original sun and moon projection maps the visible arc from x210 to x540, with a horizon at y215 and an apex at y130. The upper disk clears the HUD, and the real skyline covers the lower disk while it rises or sets. The clock, seasons, moon phases, eclipses and weather remain the original system.

Distant celestial motion uses the inherited 0.18 depth. The coherent upper scenery and the nearer railing/floor retain 0.55 and 1. The source camera and stage renderer are unchanged. Clear-weather captures show sunrise, noon, sunset and a full-moon inspection; cloud cover and moon phases continue to follow the original environment.

Native pixels and verification

The selected 1672 × 941 PNG is copied unchanged. A read-only alpha measurement provides 2,775 exact row-run rectangles covering 303,839 sky pixels with alpha at or below 1. Those runs only re-clear scenery padding where the authored sky is transparent; they do not carve circles into solid scenery or rewrite the PNG.

An earlier stage build passed all 867 tests. The final sun-and-moon horizon correction then passed 11 focused checks covering four seasons, both camera extremes, HUD clearance, upper disk exposure and the original live rising/setting clock. Fifteen core runtime modules and the arena stylesheet still match the preserved Fighting in the Streets source. The original 960 × 540 arena remains intact.

The actual Asgard arena at sunrise, with the sun appearing above the natural skyline.
The actual Asgard arena at sunrise, with the sun appearing above the natural skyline.
The original midday sun clearly visible below the HUD in the open sky.
The original midday sun clearly visible below the HUD in the open sky.
The setting sun passing behind the skyline above the waterfalls.
The setting sun passing behind the skyline above the waterfalls.
The original full-moon inspection, stars and winter aurora visible through the authored sky opening.
The original full-moon inspection, stars and winter aurora visible through the authored sky opening.
The sun remains visible while the fighters and camera move left.
The sun remains visible while the fighters and camera move left.
The original sky, scenery and floor depths at the other camera edge.
The original sky, scenery and floor depths at the other camera edge.
Play Asgard with the live sky View the full-color Asgard composition

BUILD 0.1

Coherent scrolling floors and scenery; Covenant Hall’s circle removed

The rainbow and marble decks now contain the full fighting floor. Coherent scenery masks prevent scrolling seams, and Covenant Hall no longer has a permanent circular sky hole.

Scrolling scenery and aligned floors

The earlier rainbow stage split connected parts of Yggdrasil and its railing across different depths. Camera motion pulled those pieces apart. Side rectangles in the other stages also cut into landscape visible through their openings, producing strips or repeated scenery.

All four stages now keep their complete upper scene in one coherent painted depth. Foreground columns, railing posts and full fighting floors use the nearer depth. The original dynamic sky, clouds and celestial effects provide the distant motion through reviewed sky openings. This uses two painted depths plus the inherited sky; the source compositor’s three structural banks remain intact.

Asgard and Olympus had shifted picture positions that did not match the source lighting and snow overlays. All four now use the original overscan position and dimensions. New rainbow and marble deck artwork continues to the bottom edge, keeping the inherited combat floor and weather bands on the walkable surface.

The permanent circle

Covenant Hall’s blue circle was a hard circular cutout made to erase a sun already painted into the background. The selected Covenant revision removes that sun and its glow from the artwork itself. Its sky mask follows the arch and distant mountain ridge, with no separate circle. Olympus’s baked sun is removed too.

The three edited backgrounds were illustrated and copied into the project as unchanged native 1672 × 941 PNGs. Their exact prompts and hashes are retained privately. The original paintings and unchanged Valhalla artwork are preserved.

Verified in the actual game

All four stages were checked during camera movement in the live arena, including both camera directions on the rainbow stage. The corrected floor, railing and scenery stay joined, and Covenant Hall’s fixed circle is gone. The screenshots below are actual game captures.

All 863 tests passed, including seven stage regression checks for source overscan, camera coverage, floor-weather bands, connected scenery, native-coordinate mapping and sky openings. Fifteen core runtime modules and the arena stylesheet still match the preserved Fighting in the Streets source. The original camera, lighting, weather and 960 × 540 arena are unchanged.

The corrected rainbow deck in the actual Asgard arena, with original snow and lighting aligned to the scenery.
The corrected rainbow deck in the actual Asgard arena, with original snow and lighting aligned to the scenery.
Asgard after both fighters move left: its scenery remains coherent and its railing stays joined to the floor.
Asgard after both fighters move left: its scenery remains coherent and its railing stays joined to the floor.
The rainbow stage during rightward camera movement.
The rainbow stage during rightward camera movement.
Covenant Hall with the fixed circular sky hole removed.
Covenant Hall with the fixed circular sky hole removed.
Olympus’s extended marble floor and coherent upper scenery during camera movement.
Olympus’s extended marble floor and coherent upper scenery during camera movement.
Valhalla using the same source depth and lighting alignment.
Valhalla using the same source depth and lighting alignment.
Play the corrected stages View the updated rainbow painting

BUILD 0.1

Thor’s size is corrected; grapple and cartwheel drawings are added

A short recovery drawing was enlarging Thor’s action poses. Correct standing calibration now keeps those poses at the intended size, while sixteen new grapple and cartwheel drawings join the original animation system.

The oversized Thor fix

Thor’s partial action sheet declared a 300-pixel standing reference, but the presentation binding used the first available drawing: a seated recovery pose with a 199-pixel body. Taller poses were therefore enlarged by about 51%. The adapter now respects the declared standing reference. For Thor’s existing 217.5-pixel fighter height, his guard changes from about 339 pixels to 225 pixels.

The correction changes art calibration only. Combat statistics, hitboxes, the original 960 × 540 arena and the preserved Fighting in the Streets engine remain unchanged. Thor retains his original larger archetype relative to Chronos.

Sixteen new drawn phases

Thor now has eight reviewed grapple drawings and eight cartwheel drawings for Mjölnir Wheel. The wheel follows the original f05 sequence: brace, hand plant, leg sweep, inverted turn, reverse sweep, landing, rising and ready. Its shared standing reference preserves the original ready-pose proportion rather than enlarging the sequence from a low brace.

Native PNG pixels are preserved. Measured source rectangles, body references and foot pivots place the figures through the original resolver and timing. Lighting and weather metadata cover all selected drawings. The actual Mjölnir Wheel preview below shows the new illustrated phases running through the inherited move menu.

Other size corrections and current limits

Jesus’s twelve crouching punch drawings now have consistent body heights of 213–218 native pixels. Their shared reference preserves the original crouch proportion, about 72–74% of standing height. Hades’s grapple uses the standing body reference from its shared atlas instead of the shorter kneeling grip.

Twenty-eight fighters cover every pose bank required by their inherited archetypes. Thor remains partial: his full action, dash and crouching-punch banks are still missing. Grapple and cartwheel artwork is available, while the crouching-punch artwork remains unfinished.

Verification

All 856 tests passed. The selected surface catalog contains 1,787 unique frames across 149 atlases for 29 fighters. Fifteen core runtime modules and the arena stylesheet still match the preserved source bytes; every selected sprite rectangle has current lighting and weather data. The captures show the actual local game.

Thor and Chronos in the actual Asgard arena, using their inherited fighter proportions and original lighting and snowfall.
Thor and Chronos in the actual Asgard arena, using their inherited fighter proportions and original lighting and snowfall.
Thor’s guard preview after replacing the short seated reference with the declared standing reference.
Thor’s guard preview after replacing the short seated reference with the declared standing reference.
A drawn Mjölnir Wheel phase in the original move-preview renderer.
A drawn Mjölnir Wheel phase in the original move-preview renderer.
Play the updated arena View the animation workshop

BUILD 0.1

The Suno Storm Dance remix enters the game

The user's downloaded Suno remix is installed as the default theme through the original music player: F5 Hurricane Tornado · Suno Storm Dance.

The actual Suno download

The user downloaded The Gods of War - F5: Hear the Storm (Storm Dance Remix) as an MP3. Its embedded Suno track ID matches the selected first take, bfe970b7-ab61-4808-9e34-040636b2aceb. Local decoding confirms a complete 182.4-second stereo recording, matching the displayed 3:02 take.

The original download is preserved privately inside the project. The game receives a verified stereo OGG playback copy. Duration, valid decoded samples, non-silent audio and headroom checks pass; the delivery peak is 0.711.

The inherited music controls

Pause / Settings → Theme now offers F5 Hurricane Tornado · Suno Storm Dance, selected by default on a fresh game load. The selected setting was verified in the actual arena with Play stage music enabled. The full song repeats through the existing player; its mixer and the original Fighting in the Streets audio system are unchanged.

The original locally composed F5 theme and Storm Dance arrangement remain available. The second Suno take remains in Suno. Character animation production continues in parallel.

The actual game with the Suno Storm Dance theme selected and stage music enabled.
The actual game with the Suno Storm Dance theme selected and stage music enabled.
Play with the Suno remix The selected Suno take

BUILD 0.1

Twenty-eight inherited animation sets are assembled

Twenty-eight fighters now cover every pose bank required by their original archetypes. Reviewed drawings use the existing Fighting in the Streets system; Thor remains explicitly partial.

Drawn phases, original fighting system

Parallel artists and the integration pass have assembled the remaining Norse, Valkyrie, Greek and Biblical roster. All 29 fighters have reviewed drawn idle cycles. Twenty-eight cover every bank required by their inherited archetype, including Mist and Apollo's 48-frame standing-normal banks. Thor's previously rejected attack and dash artwork, and his other missing source banks, remain explicitly unfinished. The workshop records each fighter's selected banks.

Each selected bank has the original frame count and phase order. The inherited resolver keeps its original timing, and the engine, input, cut-ins, weather, parallax and fighter lighting retain their existing implementations. Native PNGs are unchanged. Measured source rectangles, body bounds and foot pivots select the authored figures without raster cropping or repacking.

Only reviewed artwork is selected

Dense draft sheets sometimes omit a phase, clip a prop or place neighboring bodies inside the same source rectangle. Those banks stay unfinished. The production pass checks whole silhouettes, distinct drawings, character identity, native dimensions, placement and separation before approving a bank. Missing artwork remains an explicit static fallback.

The animated workshop previews the reviewed idle cycles and links to selected banks. The original Pause / Settings animation menu previews movement and action poses. Jesus's eight casting poses, Samson's crouching poses and the real Samson/Mist fight were checked in the actual game. The sizing pass preserves original crouch-to-standing ratios and dash push-off/landing calibration. Loki's crouched grapple uses the standing reference from his unchanged shared atlas, and David retains the original f07 victory scale. Further motion and weapon-reach polish can follow without changing the fighting system.

Verification

All 851 tests passed after the catalog, binding and sizing corrections. Verification now rejects stale lighting or weather for a selected source rectangle and checks character-shard hashes and counts. Fifteen core runtime modules and the arena stylesheet still match the preserved source bytes. The game keeps its original 960 × 540, 16:9 arena. The captures below show the actual local game and its inherited animation preview menu.

Odin and Jesus using reviewed idle drawings in the original Asgard arena, with its inherited lighting and snow.
Odin and Jesus using reviewed idle drawings in the original Asgard arena, with its inherited lighting and snow.
Jesus's eight drawn casting poses playing through the original animation preview renderer.
Jesus's eight drawn casting poses playing through the original animation preview renderer.
Samson and Mist in the actual Covenant Hall arena with original lighting, snowfall and parallax.
Samson and Mist in the actual Covenant Hall arena with original lighting, snowfall and parallax.
Samson's illustrated crouching attack poses using the source renderer and original standing proportion.
Samson's illustrated crouching attack poses using the source renderer and original standing proportion.
Open the animated roster workshop Play the original-system arena

BUILD 0.1

F5 Storm Dance: two completed Suno takes

The original F5 intro was uploaded through Suno inside Codex. Two Storm Dance Cover remixes are complete in the Suno workspace; local game installation awaits audio export.

The original theme becomes a remix seed

Suno received the actual 14.545-second intro of the independently composed F5: Hear the Storm, rather than an unrelated reference recording. V6 Cover generated two complete takes, displayed as 3:02 and 3:10, in the Ai Agent Created workspace.

The submitted arrangement requests a D-minor 132 BPM arcade dance groove, storm wind, rotating vortex swells, thunder, choir and orchestral synth stabs, breakbeat fills, and the exact rhythmic callout “F five! Hurricane! Tornado!” The displayed lyrics include “Gods of War! Hear the storm!” and a storm breakdown.

Saved in Suno; local export is pending

Both takes are saved and playable in Suno. The first take is unlocked for download. MP3 and M4A export actions did not deliver a local audio file through Codex’s in-app browser, so neither external take is installed in the game yet.

The importer is ready to decode and verify a real downloaded file, preserve the original source, and add a separate Suno remix choice to the inherited music player. The original locally composed theme and Storm Dance remix remain available in the game. No claim is made that a generated full-song repeat is a seamless musical loop.

The completed F5 Storm Dance remix in Suno, showing its original intro seed, storm arrangement and F-five chant lyrics.
The completed F5 Storm Dance remix in Suno, showing its original intro seed, storm arrangement and F-five chant lyrics.
Listen to Suno take one · 3:02 Listen to Suno take two · 3:10 Play with the installed original F5 theme

BUILD 0.1

The original arena. F5: Hear the Storm.

The original Fighting in the Streets host now carries the mythology roster at the same 960 × 540 size. Chronos gains 72 drawn poses, Christ joins the Trinity, and an original storm theme accompanies the new arcade selector.

The original playable host

The public game entry now opens the original play.html-derived arena, with its original responsive 16:9 window and unchanged arena stylesheet. Input, combat, animation timing, weather, surface-light shading, parallax, effects, sounds and cut-in drawing remain the inherited system. Mythology names and selected PNGs bind to explicit source archetypes. The previous custom host is preserved privately.

Four unchanged paintings use the source compositor’s polygon masks for far, middle and near planes. New floor geometry and lamps align the paintings with the original ground. Original material fields relight the scenes across periods of day. The source algorithms measure the selected sprite pixels for attached weather and directional surface light; separate twelve-image stage sets remain future artwork.

Thor, Chronos and the Trinity

Chronos has four idle frames plus 68 new action, walking, normal, dash, crouching-punch and grapple drawings. The original resolver selects them at the original timings. Thor has 20 authored idle, walking and support poses, with 19 selected distinct poses in the host. His attack, dash, crouching-punch and grapple artwork remains unfinished. Static aliases are labeled as placeholders.

Christ is a separate requested warrior, bringing the roster to 29. Jesus and Christ display The Trinity super: the caster joins God and the other counterpart. Two temporary assistant drawings accompany one original f06 beam. They add no entities, hitboxes, projectiles, damage or costs to the combat engine. All 29 portraits use the original cut-in drawing functions, with metadata placing faces below the HUD.

A storm theme and an arcade selector

F5: Hear the Storm is an original 132 BPM, D-minor electronic/orchestral composition with stereo wind, vortex swells, thunder and rhythmic “F5 hurricane tornado” callouts. The full draft runs 2:10.91. Its voice is processed synthesized speech, not a sung vocalist. WAV masters, six aligned remix stems, lyrics and composition source remain private.

The inherited player now offers the new intro-plus-loop theme and a Storm Dance remix through Pause / Settings → Theme. Audio decoding, sample counts, clipping headroom, loop endpoints, intro transition and stem reconstruction passed verification. Suno was opened for a further remix; that external result is not claimed as complete.

The user’s Street Fighter Alpha 2 reference informs the new PLAYER SELECT presentation: a perspective floor, large fighter preview, VS and compact headshot grid. Original fighter buttons and callbacks remain in place. The selector changes the menu’s appearance while the arena stays at the source dimensions.

Checks and delivery

All 837 tests pass. Fifteen core runtime modules and the arena stylesheet match the untouched source bytes. Native roster, stage geometry and selected asset paths pass verification. The captures below come from the actual local game.

DreamHost hosting is still unconfirmed, and no public game files have been uploaded. The local package excludes source templates, provenance, archives, prompts, rejected art and private composition files.

Thor and Chronos in Asgard using the original host, 960 × 540 arena, weather and surface-light pipeline.
Thor and Chronos in Asgard using the original host, 960 × 540 arena, weather and surface-light pipeline.
The new arcade PLAYER SELECT menu uses the existing 29 fighter buttons and callbacks.
The new arcade PLAYER SELECT menu uses the existing 29 fighter buttons and callbacks.
Jesus’s Trinity cut-in, with God and Christ drawn beside the caster in Covenant Hall.
Jesus’s Trinity cut-in, with God and Christ drawn beside the caster in Covenant Hall.
Play the original-host build Review the selected animation atlases Listen to F5: Hear the Storm Listen to the Storm Dance remix

BUILD 0.1

The first motion. The original spectacle.

Thor and Chronos gain their first drawn idle loops. All four arenas now have paintings, with the original cut-ins, weather, lighting and combat effects from Fighting in the Streets.

Eight drawings begin the animation work

Thor and Chronos each have a reviewed four-frame idle atlas with real transparency. The loops run at six frames per second and use measured foot pivots and visible-body height. Chronos keeps the approved silver hair. Engine state time chooses each frame, so pause and hitstop retain the current drawing.

This is the first idle batch. Walking, jumping, guards, attacks, special moves, supers, reactions and the remaining characters still need their own drawn sequences. Those unsupported states continue to use the existing concept-pose presentation. The animation workshop exposes pause, facing and backdrop controls for reviewing the actual atlases.

Four painted battlegrounds

The Hall of the Valkyries and Covenant Hall join Asgard and Olympus. The two new 1672 by 941 paintings keep a level stone fighting floor and open central space. Valhalla combines teal twilight with amber braziers; Covenant Hall uses sandstone, pale dawn and cool distant valleys.

The paintings are the static arena base. Weather, character lighting, cast shadows, wet reflections and lens effects come from the unchanged Fighting in the Streets world modules and authored textures. The original live day, seasons, clouds, eleven weather types, moon and eclipse model remain available. Weather, light and season controls can preview conditions before returning to the live world.

Storm lightning retains its source warning and combat-event handling. New stage lamps are placed against the actual paintings. Separate day, sky and parallax layers, and anatomy metadata for persistent body snow or water adhesion, remain production work; the new characters currently use the original lighting fallback.

The original cut-ins and combat effects

Super activations use the original illustrated portrait renderer and native speed textures. The engine commits a 54-tick, 0.9-second introduction before releasing the attack. The portrait and signature belong to the activating player, including simultaneous supers or two characters sharing one inherited combat template.

Three additional unchanged source renderers bring over projectiles, contacts, throws and super effects. Their eight native raster atlases contain 38 animations and 108 frames. The adapter supplies mythology names while the combat system keeps ownership of positions, damage, collisions and timing.

Verification and hosting status

All 823 tests pass, including the original combat suite and the new animation, cut-in, world-hazard and combat-presentation checks. All 15 imported runtime modules match their source hashes. Native effect textures were copied unchanged. Browser checks covered the new arenas, storm and snow conditions, night and dawn lighting, an illustrated super cut-in, pause, and the animation workshop.

The screenshots below are actual local gameplay captures. DreamHost is responding again and the registered domain is thegodsofwar.com, but hosting setup stalled without confirmed provisioning. No game files have been uploaded and no public launch is claimed.

Actual gameplay: Thor and Chronos using the first drawn idle loops in the Hall of the Valkyries.
Actual gameplay: Thor and Chronos using the first drawn idle loops in the Hall of the Valkyries.
Actual gameplay: Thor’s inherited portrait cut-in, with night lighting and live precipitation.
Actual gameplay: Thor’s inherited portrait cut-in, with night lighting and live precipitation.
Actual gameplay: Moses and God in Covenant Hall with winter snow and dawn lighting.
Actual gameplay: Moses and God in Covenant Hall with winter snow and dawn lighting.
Review the animation workshop Play the updated build View all 28 character concepts

BUILD 0.1

The roster comes to life. Chronos joins the fight.

All 28 confirmed characters now have full-body concept illustrations. Chronos combines the supplied sword-fighter reference with a time-deity design and a revised silver hairstyle.

The confirmed cast

The confirmed roster brings together Thor, Odin, Loki and Freyja; Brunhild, Sigrun, Mist and Hrist; Zeus, Poseidon, Hades, Athena, Ares, Aphrodite, Apollo, Artemis, Hera, Hermes and Chronos; God, Jesus, Satan, Moses, David, Samson, Michael, Gabriel and Job. This replaces the initial draft selection, including its provisional Sumeria entry.

Twenty-two new selected character illustrations join the six initial concepts. Every fighter now has a full-body portrait in the character gallery and the playable roster. Each is a 1024 by 1536 PNG with real transparency, with a distinct silhouette, palette and equipment.

Chronos and the supplied reference

Chronos carries the reference image’s white headband, teal tunic, yellow scarf, cream trousers, red boots and curved sword into the game. The illustration adds brass armor, hourglass ornaments, engraved time motifs and a compact golden sigil around the raised hand. The drawing follows the existing roster’s bold ink outlines and cel shading.

At the user’s request, the original red spikes were replaced by swept-back silver hair with a short tied tail, giving Chronos a distinct time-deity silhouette. The initial drawing is preserved; chronos-v2.png is the selected version.

This is a fictional humanoid fighting-game adaptation of the time deity. The supplied reference remains saved locally and unchanged, and the generation prompts record its design role, the existing artwork’s style role, and the subsequent hair-only edit.

Artwork and combat verification

PNG inspection verified that all 28 selected assets are readable RGBA images with transparent pixels, and individual visual review checked bodies, feet, wings and equipment. Earlier Hrist, Odin, God and Chronos variants are retained locally.

All 713 existing combat and roster-adapter checks pass with the 28-character selection. The Fighting in the Streets runtime stays unchanged; the new artwork and named signatures belong to the presentation layer. Dedicated combat animation and individual moveset tuning remain development work. DreamHost deployment remains deferred.

View all 28 illustrations Open the revised Chronos illustration Play as Chronos Chronos mythology reference

BUILD 0.1

Building the roster reference.

A compact, source-backed name catalogue gives the Norse, Biblical, and Greek cast a clearer foundation. Mist and Hrist join the first illustrated concepts.

Names before moves

The reference catalogue draws on the Prose and Poetic Eddas, Greek classical texts including Hesiod's Theogony and the Homeric Hymns, and Biblical passages. It groups the names by tradition and category, with linked sources and notes about overlapping names and classifications.

This is a broad roster research list. It does not claim to enumerate every deity, local cult, epithet, or disputed identity. Biblical heroes and angels, Valkyries, and other mythic beings are labeled in their own categories rather than presented as additional gods.

The Valkyrie correction

Mist, Hrist, and Sumeria belong to the requested Valkyrie roster. They are not a Sumerian faction. Sumeria remains a provisional character spelling; the research has not identified that name in the linked Valkyrie source lists.

Mist and Hrist now have original character concepts alongside Thor, Zeus, Jesus, and Brunhild. Hrist's revised image is the selected concept. Together with Asgard and Olympus, these give the project six character concepts and two arena paintings. Combat animation still uses draft silhouettes.

What this update establishes

The compact catalogue is saved as structured data, and the research page displays its groups, names, category notes, and source links. The current playable roster remains the initial 31 fighters; the reference list provides candidates and context for future additions.

The data preserves aliases and repeated appearances across categories. Its name-entry count must not be treated as a count of distinct gods. Mythic combat abilities remain fictional game designs.

Read the reference list Explore the current roster Prose Edda Hesiod's Theogony

BUILD 0.1

The first playable chapter.

The established Fighting in the Streets combat core enters a new mythic world, with a starting roster, six illustrated character concepts, and two arena paintings.

The combat foundation

The fighting simulation is copied byte for byte from the current Fighting in the Streets project. Its established rules remain the foundation: six-button normals, directional specials, throws, guard, timed parries, projectile interactions, three Super levels, confirmed cancels, and Custom Combo.

A separate roster adapter supplies the mythic character identities and draft move names. The inherited combat templates establish this first playable pass; distinct character tuning and complete original animation will develop from here.

The starting cast

The initial roster brings together Norse characters, Valkyries, Biblical figures, and Greek gods. Jesus, Moses, David, God, and Satan are part of the Biblical cast. The Valkyrie roster includes Mist, Hrist, and Sumeria, with Sumeria retained as the requested working spelling.

Six original concepts establish the first visual direction: Thor, Zeus, Jesus, Brunhild, Mist, and Hrist. The remaining roster uses draft silhouettes. The character concepts are artwork, not a completed set of combat animation frames.

Two arenas and a home for the game

Asgard and Olympus have original arena paintings for the first build. The local companion website brings together a playable game page, the character showcase, genuine gameplay screenshots, and this journal.

The screenshots are captured from the game; concept illustrations are labeled separately. Public DreamHost deployment is deferred while development continues.

What is still in progress

This is a first playable prototype. Full character animation, artwork for the wider roster, character-specific matchup tuning, and additional arenas remain development work. A sourced mythology name catalogue now guides those next designs.

Future entries will record each actual update, its verification, and any remaining limitation. The journal will only describe implemented changes as completed.

Verification of this build

All 713 combat, input, animation timing, and roster adapter tests passed. The copied runtime hashes match the preserved Fighting in the Streets source. Browser checks covered character selection, a CPU match, Asgard and Olympus training matches, pause and resume, fighter links, and the screenshot viewer. The local website link audit found no missing linked files.

Three genuine browser captures document the character selection screen and training matches in Asgard and Olympus. Physical controller feel and complete original character animation remain future playtesting and production work.

Play the prototype See the first concepts View gameplay screenshots