studio
stunlock studios
role
game producer · 2022–2024
release
secrets of gloomrot · 17 may 2023
scope
free expansion · new biome · castle systems · spells · economy
team environment
design · art · engineering · ui · qa · publishing
the first major content update after early access
secrets of gloomrot was v rising’s first expansion — free, shipped on 17 may 2023, roughly a year into early access. two new regions, 13 legendary bosses, around 30 new monsters, castles that finally went upwards, and a spell system rebuilt around jewels. the codebase went from about 43k to 57k revisions on the way there.
the production problem: it was announced in instalments over nine public months, and almost nothing in it could be built or tested in isolation. this page is how that was held together — dependency mapping, release gating, and the live-ops work that followed.
the game, briefly
v rising is stunlock studios’ survival game about being a vampire — a gothic open world seen from above, castle building, co-op and pvp. it entered early access in may 2022 and everything after that was built in public, with official servers running and player worlds already in progress. secrets of gloomrot, 17 may 2023, was its first expansion: free, roughly a year in, and billed as the first of three content updates on the road to full release.
new land
gloomrot south and north
enemies
13 legendary bosses · around 30 new monsters
castles
up to three floors · a whole region claimed from one castle heart
systems
jewel-based spells · coins and shops · new crafting stations
what i worked on
game producer from 2022 to 2024. on gloomrot i owned the production side of a release where the studio’s own line was “expansion-level” — nearly every system upgraded at once. an expansion that adds content sits next to the game; one that upgrades systems sits inside it, so almost nothing in it could be built, integrated or validated in isolation. that was the job.
scope and milestones
turning a design-led feature list into a sequence teams could execute against a publicly announced date
dependencies
mapping which disciplines a feature really touched — and in what order the work could land and still be testable
release readiness
treating “safe to ship” as its own phase: integration, combined-build qa, severity calls, launch blockers
live operations
hotfix cadence, feedback triage and server policy after 17 may
communication
keeping design, art, engineering, ui, qa and publishing on one shared picture of the release
not one managed feature — overlapping streams inside a game that was already live.
how: nine months in public
gloomrot was revealed in instalments through dev updates long before it had a name, so every post was also a commitment and the date narrowed in public from “2023” to “may” to “17 may.” planning had to hold against that.
sep 2022
planning — dev update #15, “a brand new biome in the works”
dec 2022
production ramp — free expansion committed for 2023
feb 2023
feature freeze — castle floors, expanded world, spell system
mar–apr 2023
name, date, launch-candidate builds
17 may 2023
gloomrot ships
may–jun 2023
live — hotfix next day, patches for weeks, fixed wipe schedules
how: dependencies, not tasks
players got a sentence: you can abandon your castle and move it. underneath that sentence sat seven systems with seven owners — and six of them could each finish correctly while the feature stayed broken. the only test that counted ran through all of them, in order, on a build that contained everything else shipping that month.
world and territory
building structures
castle heart ui
save and persistence
castle relocation
one sentence in the patch notes
servants and ai
prisoner slots
qa and validation
official server resets
castle floors were the same story. players noticed the floors; what made them possible was a rework of world topology, line of sight, servant ai and ui — systems that have nothing to do with architecture. my part was keeping that dependency list visible before integration rather than discovering it during it.
single-sentence patch notes hide the coordination that produced them.
how: safe to ship, then live
a system can behave correctly on its own and still break with another feature, a server configuration or an old save. readiness was therefore a phase, not a formality after implementation:
01
design approved
02
implementation
03
cross-system integration
04
qa on a combined build
05
severity and release decision
06
release candidate → 17 may
then live: first hotfix the next day, bugfix patches for weeks, and the one structural decision — official servers moved onto fixed wipe schedules, a save-compatibility problem turned into a published calendar that design, engineering, publishing and community all had to agree on. incoming reports were sorted by player impact against regression risk, every time, because speed matters more than elegance once a release is in players’ hands.
what it set up
the schedule after gloomrot held: v rising 1.0 on 8 may 2024, playstation 5 on 11 june 2024. an expansion is the cheapest rehearsal a 1.0 will ever get.
13
legendary bosses added
~30
new monsters
3
castle floors by default
57k
code revisions at release
the rest is under nda
the internal side of the same release cannot be shown here: schedules, staffing, build and defect data, the reasoning behind cuts, and what was planned next.