
PROJECT A.R.C
The Take Over...

Nov/23st/2025 Patch Note 0.01-0.03
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GabaGoo Games is now currently...
1. Building the Skeleton of ARK-VII
The bunker is being developed as a layered, modular environment comprised of:
• Main Sectors
Large themed zones that reflect their original Cold-War purpose:
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Training Towns (T-Zones) – fake American suburbs built underground, now sand-choked and glitching as THE ENGINE puppets them.
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AI Research Labs (A-Wing) – server racks, autopsy tables, robotics cages, dead terminals that flicker back to life.
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Psychological Chambers (P-Block) – one-way mirrors, light distortion rooms, acoustic manipulation cells.
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Deep Zones (D-Series) – sealed in 1958, catastrophic test remnants, hazardous prototypes.
• Transit & Infrastructure
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The Armored Rail System — the player’s home base and navigation system.
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Cargo shafts, ventilation routes, service tunnels.
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Abandoned power nodes, disabled sector gates, half-collapsed drop shafts.
The current development stage is focused on layout blockouts, flow control, chokepoints, and identifying where THE ENGINE will intervene dynamically.
2. Brutalist Cold-War Aesthetic
The bunker design leans into:
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Raw concrete slabs
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Steel fixtures, weld seams, stress cracking
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Aged analog machinery
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Low-frequency lighting, often flickering or unstable
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Propaganda signage and government-standard labeling
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Color-coded sector identifiers for player navigation and AI interference events
This creates a readable but oppressive architectural language — a space that feels both rigid and failing.
3. Designing for The Engine (the Rogue AI)
The bunker is being constructed with dynamic corruption points — areas where THE ENGINE can:
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reroute power
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alter door states
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trigger drones from vents
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spawn environmental hazards
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scramble signage
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corrupt lighting and audio cues
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rewrite safe traversal paths
Meaning you’re not just designing a “level”…
You’re designing a reactive stage for an antagonist you never fully see.
Everything built now must support:
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predictable structure for players
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unpredictable behavior from THE ENGINE
4. Run-Based Flow and Sector Variation
Though ARK-VII is a physical location, each run will feature:
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different objective routes
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shifted hazards
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reactivated prototypes
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randomized lock patterns
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environmental corruption events
To support this, the bunker is being laid out with:
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modular sub-rooms
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multi-path corridors
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alternate access shafts
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hidden maintenance exits
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optional danger-reward rooms
Players learn the macro layout, but THE ENGINE mutates the micro details every descent.
5. Current Focus Areas
Right now you’re developing:
• The core bunker footprint
Blockouts of the primary sectors, initial geometry passes, and room-to-room navigation flow.
• Lighting tests
Color, contrast, and intensity variations that reinforce the bunker’s identity while keeping gameplay readable.
• Material language
Wall textures, floor types, metal racks, analog instrument panels, signage systems — the visual grammar of ARK-VII.
• First corruption prototypes
Early behavioral tests for:
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auto-locking doors
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flicker patterns
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surveillance cameras tracking the player
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drones activating in sealed or dark rooms
These are early but foundational, as they guide the AI system’s future interactions.
6. Many Small Details, One Big Atmosphere
The bunker is meant to feel:
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abandoned
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hostile
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functional
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broken
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alive
Everything being built now is foundational to that duality — a Cold-War machine still trying to perform under a corrupted intelligence.

Jan/21st/2025 Patch Note N/A
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GabaGoo Games has been experimenting with many different ideas, and we currently have two main concepts in development. By April, we plan to open a private Alpha Test for gamers who are willing to test the current build and provide feedback. This build will soon be ready for our next game, which will be a 4-player co-op experience. Once again, we're venturing into the horror genre, as it's our specialty. We never stray too far from horror, and this time, we're diving deeper than ever before!
Initially, we were heavily focused on another concept, but after much time spent reflecting, brainstorming, and conceptualizing, we decided to prioritize this project. With the time needed to properly advertise and develop it, this idea feels like the right one to move forward with.
Currently, I, Dans_Tip, the writer for this website, am also the main developer for our next project. While I’ve received a small amount of help from volunteers and my brother and father, all the coding (in C++), replication, design, and other aspects of development have been handled by me so far. In future patches, I hope to receive more input and support from my brother or potential volunteers who are passionate about the project. Volunteers may even receive a developer DLC reward and—though not guaranteed—potential payment if the game generates good sales, provided their contributions justify compensation in the eyes of GabaGoo Games.
Aside from that, I've been hard at work on this project, and I can’t wait to share the first gameplay footage! If everything goes according to plan, we’ll reach the first alpha by April, as long as all the main systems needed to showcase the game are implemented. If the alpha testers and I find the game worth promoting by then, I'll launch a Steam page, release a wishlist link, and share early gameplay footage. Stay tuned—exciting things are on the way!

Rest is for the forgotten. You are not forgotten.
- Project has been adjusted from Project BM to Project Lake View (LV)

July/22nd/2025 Patch Note N/A
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So After Months of ideas and just over all throwing ideas around during development, I've decided replication is a big pain in my ass when your practically a solo dev. I've had a little help here and there from past team members and outside sources but nothing that big where its like I can get a ton done at once like our first two games. At the same time I want higher quality for this next game so it not only sells better but because I want gamers to enjoy what their playing. I've always had the fantasy of 2 killers just going around doing what they need to do with an over arching commanding force of nature. Dark natured of course that essentially feeds off the pain, fear, death, and decay of towns folk and civilians alike. A game that feels like it has order but at the same time the feeling of freedom, where the player can do what needs to be done in any shape or form, as long as it gets done. With of course punishments in place to make the player play better, but still having the freedom to do as you please. This next game will be 2 player couch co-op to start and replication and networking is going to be avoided for quality animations, quality gameplay mechanics, and a fun game over all. Many of these multiplayer games releasing are just slop, or over all stink. Many of them are copies of other games and I played with the Idea of should I be doing this too, at the end of the day I rather make what I feel needs to be released to make the gaming community not only a better place game variations wise, but to show that you don't need to release a game with networking in place to make millions of dollars and still have a big player base that wants you to keep supporting and updating the game. If requested this game might have mods and a supported Steam workshop but that won't be the main goal because of course the game needs to be created in my own image of what creation looks like. I feel many game Devs that let gamers adjust or tamper with files can ruin the experience for new comers to a game or over whelm them with the ever lasting thought of "I need mods"? Much has been discussed and thought about, with my gf being a prime helper in the project so far helping me with my ideas and keeping me on track with my game development and promotion of my channels on different platforms. I've lost a few supporters on the way as well some close supports of mine but of course as you grow and learn and climb the latter of success or wanting to do more with your life some people tend to fall off well others climb with you and join you on your Journey. Over all a new Dev log will release eventually but with the set back of my recent laptop shitting the bed recording and streaming was not an option, just got it up and going as of a few days ago.
