Going North is built in the open, and it moves fast. Every release gets a tab here: what landed, what it does to a run, and the small stuff at the bottom.
Beta 1 · 23 Aug – 1 Sep 2026 · 189 commits
The build where it started to feel like a game
Nine days ago this was a 25 km heightmap with capsules walking around on it. It now has an animated horde with pack leaders, a bow, chests that turn a run into a build, matches that end and rank everyone by time, and nights dark enough to change how you move.
01 · THE WORLD
The map got big enough to be a problem
The terrain math moved into a native core the client and server share, which made it fast enough to draw all 25 km at once instead of a four-kilometer bubble with fog on the edge. The far north bends up as you look at it, so the volcano is visible from behind the trench you start at.
An erosion pass carves the mountain bands into ridges, gullies and scree. The volcano got a lava lake in its crater, coherent drainage down the flanks, and no more wall around the rim.
A valley at z ≈ 1 km. The pale band is the desert; the smoke column above it is the goal, 24 km on.
02 · GROUND
Grass you can lose someone in
Grass and flowers stream in around you out to 160 m, and placement changed from rolling for a tuft to coverage: a grassland is grass everywhere, carved back out by winding bare trails. The desert grew dry tussocks, river banks a fringe, the taiga a darker floor.
Wind crosses the field in fronts rather than a uniform shiver, blades bend away as you walk through them, and nothing pops in at full height any more.
South of the trench. Every blade is procedural — no textures, no cards.
03 · THE HORDE
The dead have bodies now
Until this build the horde was capsules that hopped. Every zombie is now an animated body: one instanced pass draws the crowd, the ten nearest get a real skinned rig. They crumple when they die, they are taller than you, and their eyes read red from a long way off.
The nearest are skinned rigs; the ones behind are the instanced pass.
Above them sits a command layer: the top five percent are elites, bigger and with a hitbox to match, and ordinary dead within 40 m follow one. Kill it and its pack scatters for four seconds. The rest stopped shoving into you and started clawing from arm's reach.
They also learned where they cannot go. The trench, cliffs past about 40°, and water over 40 cm are hard walls now, enforced on the movement step. A charge stops dead at the shoreline.
Dusk, a pack turning toward the noise. Recorded out of the running game.
04 · COMBAT
A bow, and a reason to learn range
Hold to draw; how long you hold sets the launch speed. After that it is gravity and drag, nothing hitscan, so 60 m is a guess you get better at — at full draw a guide shows where each shaft will land.
Bows and arrows are loot: a pair at every safe-spot plaza, rolls in ruin rooms. One augment fans extra arrows off a shot. In melee, a hit from inside someone's rear arc does double, and their screen says which way it came from.
05 · BUILDS
A run is now a build
Lit safe spots and ruined compounds hold chests. Each offers three picks from a pool of twenty-six across runner, tank and archer; rare kills drop one, and a major waits at the volcano.
The numbers moved to make the picks matter: a zombie carries 50 health against a 40-damage hit, so the second swing costs you until your build fixes it. Stamina came with them.
06 · SAFE SPOTS
Somewhere to come back to, if it's lit
Every safe spot has a lamp you can switch, and half start each match unlit. An unlit one grows a guard nest — bigger, meaner packs — and its chest stays shut until someone lights it. The flip is world-wide, so it is everyone's problem.
Death changed to match: you pick which visited safe spot to return to, and your build and spent chests roll back to what they were when you last stood there. Retreating to a lamp you lit an hour ago costs you the hour.
A lit safe spot. The mown lawn is the light radius: nothing spawns inside it.
07 · THE MATCH
A finish line, and an order everyone can see
The world is no longer an endless sandbox. A match runs until someone delivers the artifact across the trench, which starts a ten-minute clock for everyone; when it runs out the world re-seeds into the next match. Ranking is by time, each player's counted from their own join, so joining late still lets you place.
Around it: a lobby on the main menu, eight seconds of spawn protection when you land, and a beacon on every carrier that pings the world every two seconds on a coarse grid — a direction, never a position. Scores carry across matches.
Play now joins the match in progress, or holds you until the next one starts.
08 · WEATHER & DARK
Night got dark enough to be a problem
Nightfall used to be a color change. It now runs a full grade: color drains toward blue, blacks crush, grain comes up, the moon dims and the fog thickens until the horizon you were navigating by is gone. Dawn hands it back, on the same clock for everyone.
Storm clouds cover about a fifth of the map and thicken northward. Under one the packs are denser and angrier, so the shadow on the ground is information — and the dial tells you when you have walked into it.
Night, 1 km north of the trench.The taiga under a storm mass — everything under it hits harder.
09 · MENUS
Menus that are actually menus
The placeholder screens became a real system: 48 settings across six tabs that save as you change them, rebinding with two slots per action, and full controller navigation. Godot binds no confirm button for a pad by default, so the old menu could be navigated but never used.
Accessibility came with it — interface scaling, high contrast, color-vision re-hueing, reduced motion, a brightness trim, and sound captions that name the direction a sound came from, which is the only useful kind in a game where the dead hunt by ear. The pause menu does not pause the world, and says so.
One of six tabs. View distance goes up to "To the volcano", which is not a figure of speech.
10 · SOUND
Every sound is a real recording now
The synthesized placeholders are gone, replaced by 42 public-domain recordings with random variants, proper buses with an underwater lowpass, looping ambience beds and biome wildlife. Footsteps pick their sound from the material underfoot.
Two of the new sounds are weapons: a yell and a whistle, both loud enough to pull a pack several hundred meters. Where you point that is up to you.
11 · RELEASES
Downloads, on a tag
Pushing a version tag builds Windows, macOS and Linux and publishes them as a release. Nothing builds on an ordinary commit, which keeps the pipeline inside the free tier.
Also in this build
Smaller things, and fixes worth knowing about.
Jump is a real jump again, about two meters, with coyote time and an input buffer, after a bug capped it at a ten-centimeter hop
Third-person chase camera on sprint, with a crouch-slide that kicks up dust, a kip-up to get out of it, and the body banking into steered turns
First person is a proper view-model now: dedicated hands, with your body still casting its own shadow
Swimming: dive moved to Crouch, and the float line was raised so your head is above water and you can look around
Corpses are real rigid bodies — knock one back and it bowls through the pack behind it
Rocks and boulders collide as their true mesh, clefts and overhangs included, instead of a filled-in hull
Trench bridges are walkable, and standing on one no longer drags you off it
Zombies can no longer spawn inside safe-place light
Bow kills at long range stopped resurrecting the target one tick later
Elder-grove pockets grow scattered old-growth giants — trees several times normal size
A smoke plume rises from the volcano, visible from 25 km south, drawn as a single billboard
Ambient particles per biome and time of day: pollen, fireflies, blown dust, snow, ash, rising embers, plus an underwater overlay that darkens with depth
Water got ripple sheen, shore foam, shallow transparency and a night sky reflection
The sun rises due east, arcs the southern sky and sets due west
Bushes, snags and logs out in the world break off into a stick, and grow one back after about 20 seconds
Hide HUD (H) and screenshot (F2) are bindable keys; M exits to the menu from pause
Fly (F) and turbo (G) for getting around the map while testing
The death map draws terrain at 384 px instead of 144
The terrain editor gained generation-layer toggles, a presets fold, ten grass knobs, live ground-texture sliders and a cloud configurator
The admin dashboard can restart a match on a fresh seed and shows a live map
Joining a server running a different world now reloads onto its map, instead of limping on with the wrong terrain under you