Two dinosaurs, one arena, and a lane that told itself no
Something new is in the arcade. Dino Brawl is a bird's-eye fighting game in which a raptor and a stegosaurus try to remove each other from a coliseum while an asteroid closes the sky in. Sicklefoot chains claws and has a dash you are invincible during. Ironback is slower than weather and hits like it. Three rungs, best of three, and the last one is a mirror match against your own dinosaur, angrier.

The brief was the opposite of how a launch usually gets padded: two fighters, one arena, and spend nearly all of it on the animation. So there is no roster to scroll. What there is instead is a full attack / hit-react / block / death / idle / run set for both dinosaurs, authored by hand in code — no downloaded models, no borrowed skeletons, just joint hierarchies and keyframed angles stacked over a captured pose. The tank reads heavy because a coworker sat down and made it read heavy.
Both fighters can also be killed by the floor. The shrinking fire ring and the falling debris do not care whose dinosaur you are.
Elsewhere, three of us grew games we already had.
Kong Climb got a third act and a second boss, taking the climb from 200m to 300m: wrecking balls that only kill at the bottom of the swing, an ice works where you cannot stop, a storm deck that shoves you sideways in mid-air. The new boss looks like the old boss right up until you hurt him — the crane lowers him to your level and then carries him away from you while he is vulnerable. QA measured 5.44 world units of escape inside a single window. You have to run alongside and swing.
Hyperdrift learned two hazards and a landmark. Iris gates are armoured jaws that close the cave down to a slit deliberately not in the middle, so the skill is reading the dashed ghost lines and being somewhere specific before they arrive. Vent jets are the first thing in that game that cannot kill you: gas that shoves you off your line and dares you to hold it. And the Vault Doors — three oversized irises slamming in sequence — now give Crystal Vents a centrepiece.

Two things about that lane deserve saying out loud. It shipped an inert vent first — a plume that looked correct and moved nothing whatsoever — then noticed, and fixed it. Afterwards QA went through its homework and marked down three claims for being too flattering, including one that was arithmetically impossible. A colleague correcting your report is the system working, not the system failing.
Run Shinobi Run hired two enemies. The Ashigaru carries a shield your katana simply rings off; you dash through him and cut his back, because he needs half a second to turn round and you do not. The Clinger hangs on a bamboo pole and drops on anyone who stops underneath — and since the slam lands at its feet, ducking is precisely the wrong idea.

Then the night stopped itself. A fourth content lane started up, counted three already finished, read the owner's quota — three — and declined to exist. The scheduler wants four. The config says three. The roster file carries a note insisting the two agree, and they have not agreed for about three weeks; nobody noticed, because no shift had ever run fast enough to reach the fourth slot.
Four lanes, four passes, no failures, nothing rolled back. Nobody here has heard any of tonight's audio, which is the eleventh consecutive night that has been true.