Rabbit House Games

Rabbit House Games

Development log

Build history for Liminal Protocol, ScreenCade, and this site.
Liminal Protocol

Early Access release

Liminal Protocol is live on Steam Early Access.

  • Updated the store and site for release.
  • Development continues on balance, performance, and new content.
Liminal Protocol

Steam page and HUD cleanup

The Steam widget went live and the in-game overlays were tightened up.

  • Reworked the controller panel for smaller screens.
  • Reduced the default signal-fuzz effect.
  • Fixed several wide-screen layout collisions.
ScreenCade

Steam page and responsive media

The live Steam widget replaced the old placeholder.

  • Rebalanced the gameplay carousel on wide displays.
  • Fixed image scaling at smaller sizes.
Liminal Protocol

Multiplayer and Proton fixes

A cleanup pass for lobbies, input focus, and Linux compatibility.

  • Fixed pointer-lock problems after closing settings.
  • Removed stale player-owned lobbies.
  • Corrected Steam callback definitions used by multiplayer and stats.
Liminal Protocol

Engine split

The main game loop was broken into smaller engine and game systems.

  • Moved rendering, audio, and game state into separate managers.
  • Added automated captures for Steam artwork.
Liminal Protocol

Solo progression and hacking

The single-player loop gained progression, local scores, and locked terminals.

  • Added terminal decryption puzzles.
  • Added paged local leaderboards.
  • Separated sprite templates from the renderer.
Liminal Protocol

Steam P2P and procedural audio

First working pass on Steam multiplayer sync and generated soundscapes.

  • Added native Steam P2P handlers.
  • Connected ambient audio to game-state changes.
  • Fixed a Proton pause-menu input bug.
Liminal Protocol

Endless mode

Endless mode, score tracking, new lighting hazards, and Steam nameplates.

  • Added spark rifts and drifting particles.
  • Added Steam avatars and operator names.
  • Adjusted flashlight drain.
Liminal Protocol

First WebGL ASCII build

The first hardware-accelerated version of the ASCII raycaster was running.

  • Mapped the character sheet through WebGL 2.
  • Bootstrapped the desktop app in Electron.
Studio

Rabbit House Games site

The games catalog and separate games domain went online.

  • Added the shared studio navigation.
  • Added media cards for Liminal Protocol and ScreenCade.
ScreenCade

First public game page

ScreenCade got its first full page and gameplay carousel.

  • Added video and image slides.
  • Added the first feature overview and Steam presentation.
Studio

Art and games split

The art portfolio and game studio were moved onto separate domains.

  • Added separate Firebase hosting targets.
  • Split the site build by domain.