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Steam News2 May 20251y ago

April Devlog: UI Rebuild, Drag-and-Drop, and Build Mode Rework

🚀 April Devlog – *Into the Red* It started like any other mission. We gathered in the virtual war room, surrounded by sticky notes, half-written TODOs, and that one monitor that always flickered for no reason.

In this update8

Full notes

Full Hostile Mars update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions16 changes2 removals
  • UI and audio
  • Gameplay
  • Performance
changed🧱 Act I: The UI CrisisOur first battle was a mess of windows.
changed🧱 Act I: The UI CrisisMenus overlapped. Panels wouldn’t close. Some UI elements had developed... minds of their own. The system we’d once duct-taped together had become a rogue AI with a grudge.
changed🧱 Act I: The UI CrisisWe needed a fresh start. So we tore it all down.
added🧱 Act I: The UI CrisisWe built an entirely **new modular UI system**, piece by piece:
changed🧱 Act I: The UI CrisisWindows that knew when to stay in their lane - Panels that could be dragged around like civilized interfaces - A smart visibility system that kept things clean and conflict-free - An in-game debugger panel to monitor open windows and help us spot problems instantly
removed🧱 Act I: The UI Crisis> The UI is no longer a war zone. It's a well-oiled command center.

Hostile Mars changes

changedOur first battle was a mess of windows.
changedMenus overlapped. Panels wouldn’t close. Some UI elements had developed... minds of their own. The system we’d once duct-taped together had become a rogue AI with a grudge.
changedWe needed a fresh start. So we tore it all down.
addedWe built an entirely **new modular UI system**, piece by piece:
changedWindows that knew when to stay in their lane - Panels that could be dragged around like civilized interfaces - A smart visibility system that kept things clean and conflict-free - An in-game debugger panel to monitor open windows and help us spot problems instantly

🚀 April Devlog – *Into the Red*

It started like any other mission.

We gathered in the virtual war room, surrounded by sticky notes, half-written TODOs, and that one monitor that always flickered for no reason. The goal was simple: make *Hostile Mars* better.

The goal was simple.

The execution? Pure chaos.

---

🧱 Act I: The UI Crisis

Our first battle was a mess of windows.

Menus overlapped. Panels wouldn’t close. Some UI elements had developed... minds of their own. The system we’d once duct-taped together had become a rogue AI with a grudge.

We needed a fresh start. So we tore it all down.

We built an entirely **new modular UI system**, piece by piece:

  • Windows that knew when to stay in their lane - Panels that could be dragged around like civilized interfaces - A smart visibility system that kept things clean and conflict-free - An in-game debugger panel to monitor open windows and help us spot problems instantly

> The UI is no longer a war zone. It's a well-oiled command center.

---

🎒 Act II: The Great Inventory Rebellion

No sooner had we patched up the UI than another old beast woke up: the inventory drag system.

It was slow. It was clunky. Sometimes it didn’t even *drag*. And worse—when it broke, it took other systems down with it.

So we launched a total takedown.

Now, a brand new, **fully modular drag-and-drop system** stands in its place:

  • Items follow your cursor smoothly - Dragging gives clear visual feedback - Works across all inventory types: weapons, gear, upgrades, containers - Future-proofed to work with crafting and loot systems

> Inventory chaos defeated. One system reclaimed.

---

📊 Act III: Loading… At Last

Until now, starting *Hostile Mars* was like pressing a button and hoping for the best.

No loading bar. No status. Just vibes.

That changes today.

We’ve added a full **step-based loading screen** that shows exactly what’s happening as the game loads:

  • Each system (world, player, structures, UI) loads one-by-one - You’ll see a **progress bar for the current task** - And a **second bar showing total progress**

> You’re no longer flying blind. You’re riding shotgun through startup.

---

🏗️ Act IV: The Build Mode Uprising

Build Mode used to be functional—but clunky. We wanted it to feel *inspiring*.

So we’re rebuilding the entire experience from the ground up:

  • Assignable hotbars - Structure tabs and quick hotkeys - Better flow and intuitive controls

And for the builders who want to express themselves? We're adding:

  • **Color palettes** - **Structure styles** - **Windows, doors, catwalks**, and more

> Build Mode is evolving—from tool to playground.

---

🌍 Act V: Build-Anywhere Returns (With Teeth)

You asked for it. We heard you.

**Build-anywhere is coming back**—but now it has depth and danger.

The world is now split into **regions**. To build in one, you’ll need to:

  1. Explore and scout

  2. Defeat patrolling enemies and automated defenses

  3. Activate the region’s central core

  4. Deploy builder drones and expand your base

To keep things grounded (literally), we’re also introducing a **structural integrity system**. You’ll still have freedom, but builds will need support—no more floating fortresses without physics.

> You're not just building. You're conquering.

---

🧠 Act VI: Quiet Cleanup, Big Payoff

Meanwhile, our engineers dove into the backend and eliminated:

  • All remaining LINQ usage (goodbye, GC spikes) - Unsafe buffer usage in ECS - Legacy bottlenecks slowing inventory performance

It wasn’t flashy work—but it will make the entire game feel smoother.

> Behind every smooth experience is a lot of invisible work. We did the work.

---

🎉 Epilogue: April Complete

By the end of April, we’d wrestled old systems back under control, laid the groundwork for the future, and opened up exciting new possibilities for players and builders alike.

Here’s what’s now in place:

  • ✅ A clean, conflict-free UI system - ✅ A fast, flexible drag-and-drop inventory - ✅ A clear, informative startup loading sequence - ✅ A fully redesigned Build Mode in progress - ✅ Region-based base expansion with structural realism - ✅ A faster, more stable engine under the hood

---

🔭 What’s Coming in May

  • Finalizing the new Build Mode UI - More testing and balancing of regional conquest - Combat UI polish and feedback clarity - Continued performance upgrades and bug squashing

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Thanks for walking the surface of Mars with us. Whether you're reporting bugs, building megabases, or just sending us cursed screenshots of floating rocket launchers—we see you, and we appreciate you.

More to come soon.

– The Hostile Mars Team 🔴

Source

Steam News / 2 May 2025

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