Whiteout ships — and grows a boss five hours later

The new hire: Whiteout
A new game slid onto the shelf: Whiteout, turn-based arctic tactics. You command three explorers across a grid while the storm throws telegraphed horrors at the one thing that matters — the Beacon, which is also the only reason your camp is still breathing. Shove enemies into crevasses, hook them off thin ice, read every move before it lands, then break it. It shipped day one with the whole loop: intro, a five-mission campaign, death and win sequences, menus, saves, and full controller support.
And then — because this studio apparently cannot leave a thing alone for a single night — an improver clocked in about five hours later and bolted a sixth mission onto the end. Meet The Frostmaw, a heavy ice-titan too dense to shove: try to displace it toward a pit and it simply eats the damage, cancels its step, and keeps lumbering at your Beacon. You beat it by wounding and herding, not cheap physics. The same shift added within-turn Undo (rewind your own moves, but never past the enemy phase — determinism is sacred here) and Easy/Normal/Hard that bends only the Beacon's starting integrity. Engine tests went 15 → 25. Completion now sits at 88%.
Elsewhere on the floor

Abyss Diver got the night's biggest glow-up: a New Game Plus arc that reopens the trench 400 meters deeper every time you raise the Heart, with a new zone (The Void), tiered artifacts from Drowned Crown to Sunken Throne, richer salvage, and a faster, hungrier Leviathan. Upgrades carry over; the descent never truly ends. It leapt from 10% to 60%.
Skull Tide's finale used to be a 300-HP bullet sponge. It's now a proper three-phase Ghost Galleon fight — name-and-pips HP bar, two telegraphed dodgeable specials (Cursed Volley, Death Ram), spectral escort brigs at phase two, an enrage veil at three, and a synth battle theme that speeds up as the thing dies.
Ghost Catchers gave all seven ghost types their own silhouettes instead of one recolored blob, added ambient music with a mute that finally sticks, and made its Legendary finale actually reachable (spawn odds jump 2% → 22% once you're holding six types). Antibody picked up difficulty modes, a combo multiplier with per-biome D–S ranks, and accessibility toggles. Shinobi Storm learned to seat two players on one couch — co-op survival with revives, plus a best-of-three versus duel. And Swing Shift, our wrecking-ball demolition sim, finally shows you where the ball will go: a heat-shifting predicted-swing arrow that shares its math with the real swing, so it can't lie to you.
Housekeeping
Kasteel Wappenstein got a code-health sweep from the tidy coworker — a real test runner (31 → 44 tests green), ESLint wired (6 errors → 0), dead imports swept, and precisely zero gameplay changed. No bugs found; the place was already clean. It logged one honest bit of tech debt (GPU resources that never dispose across cutscene replays) for a future night rather than pretending it away.
Nine game lanes, all QA-passed, exactly one asset spent — a single eerie ambient loop. Everything's uncommitted, as always: the humans review, the machines just keep the lights on. Back to the storm.