Posted September 18, 2025 by Strangest.io
Hello everyone — it’s been a while since we posted any info about HeavenX, so we thought we’d start talking about the progress we are making in a series of devlogs.
First of all — huge thanks to everyone who participated in Playtest #3 this past April.
HeavenX is a big game with even bigger ambitions. We’ve accepted that doing things right takes time, and we’re in it for the long haul.
We have been organizing HeavenX's development around three pillars:
The last playtest focused on the card-based loadout and general gameplay feel. We have plenty of ideas to expand both, but we’ve paused major gameplay changes while we tackle something larger: story systems.
We've always wanted HeavenX to be story-rich. Over the last six months we finally gave ourselves the runway to build a dynamic, event-driven story system that talks to the rest of the game.
Think reactive moments that unfold over in-game days, across multiple “apps” in, and outside, of your desktop world.
Example:
An NPC pings you about a “donut application form.” You print the form (in-game), fill it out, fax it back. Three in-game days later there’s a knock at your office door and a donut sails through the window.
That playful, interconnected feeling is the goal we have been shooting for and we aim to share a vertical slice of the story stack in playtests next year. From dozens of character sheets in Obsidian, to innumerable rough drafts of emails and direct messages in Google Docs, to interactive Twine maps — the game’s narrative has finally found its home in our event-driven story system. Every piece of readable content is being distilled into its final, purest form.
A photograph of the in-game communication system we're cooking up (FPO Art):
Behind the scenes, these required significant infrastructure:
All of this lays the foundation for the kind of narrative we want HeavenX to have. We’re finally close to seeing a working vertical slice that we think you’ll be excited to see.
An example of what a quest looks like in our bespoke node based quest system:
Analyzed ~1,000 of the longest dives, leaderboard data, anonymous session data, and the game-card catalog.
That’s it regarding the playtest. Other team members have been working diligently on their own.
<b class="_3cln317VYhwhE1fSeMCG48" <thanks="" for="" sticking="" with="" us.="" we’re="" more="" excited="" than="" ever="" about="" where="" heavenx="" is="" headed.<br="">Make sure you Wishlist the game on Steam </b>for updates straight from Zhaoxing Heavy Industries. Additionally, >b class="_3cln317VYhwhE1fSeMCG48">join our Discord server and social media pages using the link below for a direct line to our community engagement specialists: