Bunker Doors Opening

Posted by Jozef on: 2026-05-20

Hello everyone.

For the last 10 months, we've been building 72 Seconds in total silence. We didn't want to talk about it until the foundation of the custom C++ engine, the rendering pipeline, the memory management was rock solid. Now that the core architecture is standing on its own, it's time to stop coding in a vacuum and start building this thing with you.

What is 72 Seconds?

Forget "base building" as a cozy, safe experience. 72 Seconds is a roguelike RTS where the attrition is real and the losses are permanent. You're leading a corporate expedition into a meat grinder on an alien planet that is actively trying to kill you.

The core loop isn't about hoarding resources, it's about survival under pressure. You land, you fight, you harvest, and you try to get out. Every structure you place is a potential liability; every squad you deploy is a high value asset that doesn't just disappear—it has a history. If your veterans fall in the field, they don't respawn. They stay in the dirt, and you're forced to finish the extraction with whatever shattered remnants of your army remain. It's a game of rapid response command, brutal territorial desperation, and cold, mechanical precision. You are fighting for scraps, and the galaxy doesn't care if you make it home.

The State of the Build

We are finalizing the v0.1-demo, and yes, it's going to have some rough edges. There will be bugs, there will be crashes, and the balance is a work in progress. That is exactly why we're opening this blog. We're not backed by a publisher or corporate money, this is pure, raw human effort. Because of that, there is no safety net, and there's no corporate agenda. We need to know if the simulation holds up when it's pushed to the limits.

We're putting the final polish on the mechanics now. We aren't just looking for testers, we're looking for the first group of commanders to help us define the rhythm of the extraction.

The Roadmap

Check out the roadmap below. You'll see the immediate priorities: the Hall of Heroes—where we memorialize your fallen veterans, the adaptive boss scaling, and our push toward multiplayer determinism.

If you're into the project, you get more than just a game, you get a say in the roadmap. You're talking to the person writing the code, not a PR team or a corporate committee. If an idea is solid, if it makes the extraction more intense or the strategy deeper, we build it.

The bunker doors are almost open. We're stress-testing the final systems, so keep a close watch on these logs. The first build is coming your way soon.

Thank you for the support. Let's get to work.