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Steam News1 April 20251y ago

Devlog #38 | Benchmarks, Better Bots Through Automation, and Unity 6

Hey Defenders! March has been all about foundations and future-proofing. We’ve been deep in the trenches building tools, polishing visuals, and tweaking systems to ensure Hostile Mars scales smoothly as we introduce mor

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What changed

0 fixes4 additions16 changes0 removals
  • Performance
  • Gameplay
  • Maps
  • Compatibility
  • Balance
addedBenchmarking the BotpocalypseWith all the traps, enemy types, and new mechanics coming together, performance is top of mind. So, we built a dedicated benchmarking tool that allows us to spawn enemies, activate traps, and simulate intense scenarios in controlled test environments.
addedBenchmarking the BotpocalypseThis new tool lets us:
changedBenchmarking the BotpocalypseIdentify performance bottlenecks early
addedSpawners with a Twist: Input RequirementsWe’re exploring a new twist on how wave spawners work: giving some of them intake requirements to activate. Imagine this—during a wave, a spawner won't trigger unless it's supplied with a specific crafted component.
addedSpawners with a Twist: Input RequirementsCrafting and combat start blending in new, meaningful ways
changedSpawners with a Twist: Input RequirementsWe’re still experimenting with the system, but it’s already opening doors to dynamic and reactive gameplay that ties your entire factory together.

Hey Defenders!

March has been all about foundations and future-proofing. We’ve been deep in the trenches building tools, polishing visuals, and tweaking systems to ensure Hostile Mars scales smoothly as we introduce more chaos, more bots, and more explosions. 🧪💥

Let’s take a look at what we’ve been working on this month!

Benchmarking the Botpocalypse

With all the traps, enemy types, and new mechanics coming together, performance is top of mind. So, we built a dedicated benchmarking tool that allows us to spawn enemies, activate traps, and simulate intense scenarios in controlled test environments.

This new tool lets us:

  • Measure framerate impact

  • Analyze how different bots react to certain setups

  • Identify performance bottlenecks early

It’s already helping us diagnose potential problems before they hit your base. Plus, it’s just fun watching hordes of bots get obliterated in controlled chaos.

Spawners with a Twist: Input Requirements

We’re exploring a new twist on how wave spawners work: giving some of them intake requirements to activate. Imagine this—during a wave, a spawner won't trigger unless it's supplied with a specific crafted component.

Why is this exciting? Because it means:

  • Spawners become part of your automation loop

  • Players must manage logistics and prioritize resources in real time

  • Crafting and combat start blending in new, meaningful ways

We’re still experimenting with the system, but it’s already opening doors to dynamic and reactive gameplay that ties your entire factory together.

Elevated Platforms – Giving Your Base Some Lift

We’ve been putting polish on the look and feel of your base, and one subtle but impactful change has been elevating platforms slightly above ground level.

This gives each structure:

  • More visual weight and clarity

  • A cleaner silhouette and separation from the terrain

  • A stronger sense of foundation and connection to the environment, making each platform feel firmly anchored to the Martian surface

It’s a small touch that makes a big difference—and we’re loving how it ties the whole environment together.

Upgrading to Unity 6

We’ve made the leap to Unity 6, which offers several performance and workflow improvements. While this won’t look like much on the surface, it will translate to:

  • Better performance both in-game and in the editor

  • Improved compatibility with newer features and tools

  • A more stable foundation for long-term development

Nothing flashy to show here—but trust us, your frame rate will thank you later.

Character Design – The Face (and Armor) of the Fight

Our work continues on designing the main character and their exoskeleton armor. We’re not just aiming for cool visuals—we’re defining the core of how your upgrades and abilities will feel in the field.

We’re experimenting with:

  • Modular armor pieces and progression

  • Integrated tools for both combat and automation

  • A strong silhouette that communicates power and versatility

Stay tuned—more visuals and details are coming soon.

New Recipe System – More Flexibility, More Crafting Fun

Crafting just got a major upgrade. Our old system tied each item to a rigid list of ingredients—great for simple setups, not so great for more complex machines or dynamic outputs.

So we’ve rebuilt the system to be:

  • Recipe-first instead of item-first

  • Able to support multiple recipes per item

  • Flexible enough to allow variable outputs, chances, and machine-specific logic

This opens up a lot of room for factory optimization, tech progression, and alternate resource routes—everything we want crafting to be in Hostile Mars.

Wrapping Up

While March might not have brought the flashiest features, it’s laid essential groundwork for the exciting systems to come. From performance tools and gameplay mechanics to visual polish and character upgrades, we’re charging forward to make Hostile Mars the best blend of automation and annihilation it can be.

As always, your feedback fuels our development—so don’t be shy!

🔗 Join the community: https://discord.gg/Xd88eF8Teg

Until next time—keep your turrets loaded and your platforms elevated. —The Hostile Mars Team 🚀

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Steam News / 1 April 2025

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