# Dev Log #1: Phase 1 Complete - The Core Is Ready
The Refuge Studios
Author

Phase 1 is Complete
The core structures are in place, the foundational systems are fully functional, and now we’re moving into building the mission framework on top of them. Flight physics, the data-driven equipment system, and multi-ship progression are all ready.
Game Manager – The Backbone of the Game
The GameManager controls the entire flow of the game: boot, ship creation, flight, and results.
Scene transitions, game states, and the auto-save system are fully integrated.
It is designed from the ground up to support multiple ships per player.
Modular Flight System – Realistic Responses
The old 3800-line flight controller was dismantled and rebuilt into 15 clean, modular systems.
Stall detection, boost mechanics, drag simulation, rotation control, and many more components now run faster and more efficiently.
Every ship feels distinct based on its stats.
Intelligent Camera System
The camera doesn’t just follow the player — it predicts movement.
It adjusts angles when strafing, pulls back during stalls, and smooths motion during dodge maneuvers.
Data-Driven Equipment – Infinite Builds
Engines, weapons, cores, modules… everything is a data asset.
Adding a new part is as simple as creating a new asset.
The physics system adapts instantly to every stat change.
What’s Ready
- Flight physics that respond dynamically to stats
- A data-driven equipment system capable of supporting hundreds of items
- Multi-ship progression
- A persistent save system
What’s Next (Phase 2)
The mission framework is now being built: objectives, enemy waves, boss encounters, reward structures, and a replayable mission loop.
Roadmap
- Phase 3: 5–10 missions, balancing, VFX/SFX, optimization
- Phase 4–5: Confidential
The core of ARCX Fighters is ready.
Now we’re making flying, fighting, and progressing truly fun.