Dev Log

A timeline of what I've been working on for this site.

Solo Dev Avatar
Me.

Message from the Dev

Hey Raiders. I built this tool because I was tired of wasting hard-earned coins on bad respecs in-game. I'm actively playing and updating this site as the meta evolves.

If you find a bug, have a feature request, or just want to share a cracked build, hit me up. And if this tool saved you in the Extraction Zone, share it with your squad.

P.S.Drop a Message
2026-03-06v1.28

🌍 Global Village Expansion

Did something huge today! To ensure scavengers worldwide can read this build guide, I installed a "Babel" translation module into the system.

  • -Fully implemented multi-language internationalization support.
  • -Newly supported languages: English, Traditional Chinese, German, Spanish, French, Portuguese, and Russian!
Feb 07, 2026v1.27

The Ultimate Q&A

Tired of answering the same questions about hidden mechanics and respec costs. Built an FAQ page so I can just drop a link when people ask.

  • -Added a full FAQ section for all the confusing game mechanics.
  • -Detailed exact costs for resetting your skill tree so you don't go broke.
Feb 05, 2026v1.26

Are you guys real?

Sneaked some Google Analytics in here just to see if it's only me and my duo using this. Turns out, there's quite a few of you out there surviving the zone.

  • -Hooked up GA4 to spy on traffic (the good kind of spying).
Jan 31, 2026 (Night)v1.25

Burning the Midnight Oil

Hand-typed every single skill description from the game into the site. My eyes are bleeding but at least we don't have to guess what things do anymore.

  • -Fully transcribed exact skill descriptions for all 3 branches.
Jan 31, 2026 (Morning)v1.24

Squashed the Video Bug

Found this awful bug where clicking the video icon on PC was triggering the mobile drawer. It’s dead now. You're welcome.

  • -Fixed the desktop video click trigger bug.
Jan 30, 2026 (Night)v1.23

Cleaning House

The homepage was looking a little too much like an early 2000s blog. Tidied up the layout so it actually looks like a proper tool.

  • -Major homepage layout and section optimizations.
Jan 30, 2026 (Morning)v1.22

Toilet Gaming Mode

Did a pass on the mobile view. Now you can comfortably plan your sweaty PvP builds while sitting on the toilet.

  • -Mobile-friendly adjustments across the entire site.
Jan 25, 2026v1.21

For My Own Sanity

Wrote a README file so when I inevitably break this in two months, I'll know how to start the dev server again.

  • -Added project documentation and a README.
Jan 24, 2026 (Night)v1.20

Icon Hunt

Scoured the internet to find the last few missing icons that kinda match the game's aesthetic.

  • -Filled in missing UI icons.
Jan 24, 2026 (Evening)v1.19

The Inbox is Open

Slapped a contact email in the footer. If you find a bug or have a cracked build, send it directly to my inbox.

Jan 24, 2026 (Afternoon)v1.18

Saving Your RAM

Clicking nodes too fast was making the browser choke. Added some Memoization magic so the whole tree doesn't redraw every single click.

  • -Performance bump: Memoized renderConnections.
Jan 24, 2026 (Mid-Day 7)v1.17

Node Tweaks

The skill nodes were looking a bit weird. Adjusted their display so they look more like actual terminal inputs.

  • -General visual adjustments to the skill nodes.
Jan 24, 2026 (Mid-Day 6)v1.16

Grey is the New Black

Changed the lock background to match the grey connection lines. It’s all about that gritty, unified wasteland look.

  • -Locked node backgrounds changed to grey (#a0a0a0).
Jan 24, 2026 (Mid-Day 5)v1.15

Major Nodes, Minor Tweaks

The big nodes were too bright when locked. Darkened them down so they don't scream for your attention until you can actually unlock them.

  • -Darkened the background for major locked nodes.
Jan 24, 2026 (Mid-Day 4)v1.14

Locksmithing

Tweaked the lock icons to be smaller and darker. Sometimes less is more, especially in the apocalypse.

  • -Adjusted lock icon styling (smaller, darker, tighter fit).
Jan 24, 2026 (Mid-Day 3)v1.13

OCD Satisfied

The transparency of locked nodes and unactivated major nodes wasn't matching. It was driving me crazy. Fixed it.

  • -Unified transparency for locked and unactivated nodes to 80%.
Jan 24, 2026 (Mid-Day 2)v1.12

Dimming the Lights

Unlit nodes were a bit too visible. Bumped their transparency up so the actually active path pops more.

  • -Increased unlit node transparency from 60% to 80%.
Jan 24, 2026 (Mid-Day 1)v1.11

Border Patrol

Unified the border colors of unlit nodes with the connecting lines. See? It's the little things.

  • -Unlit node borders now match connection lines (#a0a0a0).
Jan 24, 2026 (Morning 5)v1.10

Trimming the Fat

Turns out meta keywords are basically useless nowadays. Ripped them out to keep the code clean.

  • -Removed archaic keywords meta tags.
Jan 24, 2026 (Morning 4)v1.9

Google's Best Friend

Did an absolute ton of boring SEO work. Canonical URLs, Twitter Cards... stuff I hate doing but need to do if anyone is going to find this.

  • -Added Canonical URLs, Open Graph, and Twitter Cards.
  • -Added alt text to all images for the search boys.
Jan 24, 2026 (Morning 3)v1.8

Snappy Titles

Shortened the page titles so they don't get cut off in Discord, and rewrote the intro to mention all three branches right away.

  • -Optimized titles and meta descriptions.
Jan 24, 2026 (Morning 2)v1.7

Death to Emojis

I don't know why I thought emojis were a good idea for a survival game tool. Purged them all and added some proper hover effects instead.

  • -Removed emojis from the UI.
  • -Enhanced hover states and added cursor pointers.
Jan 24, 2026 (Morning 1)v1.6

Lining It Up

Fixed a bunch of jagged alignment issues on the landing page. Bound the width so it doesn't look stretched on ultrawide monitors.

  • -Unified landing page width to max-w-5xl.
Jan 24, 2026 (Pre-Dawn)v1.5

SEO Friendly V1

The skeleton is finally fully SEO friendly. It's not glamorous, but it's honest work.

  • -Pushed the SEO-optimized version live.
Jan 23, 2026 (Night)v1.4

It's Alive!

The entire skill tree module is done. Survival, Mobility, Conditioning. All wired up and ready to test.

  • -Completed the core skill tree module.
Jan 23, 2026 (Afternoon)v1.3

Stringing the Web

Finally got the dependency logic working correctly. You can't unlock the good stuff until you pay the toll in the lower tiers.

  • -Fully mapped all node dependency unlocking logic.
Jan 21, 2026v1.2

The Ramen Noodle Incident

'Refining the layout' turned into completely messing it up. The tree looked like tangled spaghetti for a few hours. Whoops.

  • -Adjusted spacing and compressed height (and broke it temporarily).
Jan 20, 2026 (Night)v1.1

Making it Match

Scrapped the initial radial idea. Figured it was better to actually match the game's UI so it doesn't confuse the hell out of everyone.

  • -Redesigned layout to strictly match in-game references.
  • -Added precision grid positioning for skill nodes.
Jan 20, 2026 (Morning)v1.0

Genesis

Got sick of wasting coins respec-ing in game because I couldn't see the full tree. Bootstrapped this project in a rage. Let's build a calculator.

  • -Initial project bootstrap.
  • -First concepts of the radial rendering.