In this update10
Full notes
Full Hostile Mars update
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What changed
- Gameplay
- UI and audio
- Maps
- Balance
Hostile Mars changes
🚀 Hostile Mars Devlog - Focused Playtests, Regions, and a Friendlier Build Mode
We went quiet for two months to refocus and playtest.
The result
a clearer, tighter game plan and a much friendlier loop. We cut features that weren’t pulling their weight, doubled down on what makes Hostile Mars sing, and fixed a bunch of “why is that enemy under the ramp again?” moments.
Here’s the fast tour
🧪 Internal Playtesting & Defining the Game
We put a lot of hours into hands-on testing and hard calls. The goal was simple: sharpen the core loop so you spend less time wrestling systems and more time building, defending, and expanding. We now have a locked-in direction for finishing: regions as the backbone, waves that stress your choices, building that scales without becoming a chore, and UI that tells you what matters.
*gameplay footage includes some block-out quality models/textures and placeholder UI
🗺️ Regional Game Design
Regions are where the identity of the game shows up: different environments, enemy mixes, and pacing.
Each region has a core and a wave structure that asks for different playstyles.
Terrain and enemy types push you toward different solutions (tight corridors vs. open fields, fast bots vs. heavy haulers).
Progression is about adapting, not just grinding. Expect to re-think traps, routing, and your combat loadout per region.
🧱 Group Placements
Building big structures piece by piece is certainly possible, but there's nothing like dragging to place a whole lot at once! We're reintroducing group placement with the reworked build mode, allowing you to build at scale much faster without compromising on the new features.
🚁 Build Drone View
We had disabled the drone camera when using the build mode due to a number of issues, like on HUD icons not updating properly or lighting artefacts when transitioning in and out of the camera. We've brought it back with all issues resolved, and new features like a quick warp to the player!
👻 Ghosts and Repairs
We've wanted base destruction to happen during waves in various contexts, but every single time this brought a lot of frustration when playing, as it meant manually rebuilding everything. The new building system supports different build stages, now including ghosts! When a building is destroyed, it turns into a hologram that can be repaired outside of the wave. Repairs cost fewer resources than fully dismantling and rebuilding something.
🧰 So Much Build Mode
Paint mode, build priority, decoration pieces, "new unlock" icon, selection group actions, tooltips... Many other invisible improvements were made to ensure other systems work as expected with the reworked buildings, such as properly refunding resources when dismantling buildings, setting up pathfinding colliders, optimizations for loading buildings from a save, and more.
🆘 HUD Enemy Statuses
As some of you may remember, physics-simulated enemies means they regularly get themselves in a pickle: stuck upside down in some crevice or shoved under something. This has been long overdue, and finally, bots now add icons on screen when they get stuck or when they are lost! This is a first version, and the icon movement can be a bit jarring still, but it makes a world of difference when figuring out why a wave is not completing! It even helped find a number of issues while testing.
🚛 The Hauler
The Hauler, which was only a concept in a previous devlog, appeared in the full glory of 3D! It'll receive some more love to make the movement smoother in a later pass.
🎨 Art Corner
We’ve got a stack of sketches and blockouts to share: machine silhouettes, prop passes for conveyors and power hubs, and layout studies for region cores. Expect a more grounded, industrial vibe - “built to last until it didn’t.”
🔭 Looking Ahead
Polish First: tighten what’s already in. Cleaner build flows, clearer HUD cues, fewer edge-case headaches.
Player Controller: lock in a robust feel for movement, camera, and responsiveness across combat and build mode.
Player Weapons: iterate on recoil, feedback, and upgrade paths so every shot feels purposeful.
Enemy Behaviors: smarter pathing and role clarity (rushers, disruptors, heavies) to make fights readable and satisfying.
Tuning & QA: short, frequent playtest loops to sand off rough edges and keep the core loop snappy.
– The Hostile Mars Team
Source
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