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- MoteMancer
v0.5.020 - Rolling Hotfixes from Attunement Update
Thanks for the bug reports and suggestions! Hotfix v0.5.020 Mana Flare recharging is faster than casting a fresh one by 50% Mana Roots and Fire Wires will now change their visuals based on their grid's saturation. Note…
Store62 changesFixGameplay - MoteMancer
Attunement Update is LIVE!
Greetings MoteMancers! If the last update shook the foundations of the elemental planes, this update is poised to hone and refine your alchemical journey. The Attunement Update brings character customization, major perf…
Event74 changes2 numericFix - MoteMancer
Monday Musings #57 – Painting with Math
I've always been a super math nerd, especially when it comes to color math. I used to say "Math is my paintbrush". While working as an FX artist I used math to shape and sculpt procedural textures like clouds or fire or…
Patch notes7 changesUI/audioBalance - MoteMancer
Monday Musings #56 – Achievements Philosophy
When I teach design, I often reference Quantic Foundry's Gamer Motivation Model, because it is one of the most concise images I know of. I play tons of games in just as many genres, but Completion is definitely one of m…
Event9 changesGameplayUI/audio - MoteMancer
Monday Musings #55 – Weaving 2D and 3D
Happy Monday! I'm still knee-deep in tutorialization and performance, but I thought today it would be fun to talk about how MoteMancer fell into using both 2D and 3D pipelines simultaneously, and the opportunities it en…
Patch notes11 changesPerformanceGameplay - MoteMancer
Patch 0.4.044 is Live - Rolling in perf updates from Experimental
Greetings Mancers! Experimental has been pretty stable, so the updates to help performance are being rolled into the live game. There are more coming, but it's a good break point to migrate what's working well into the…
Announcement12 changesFixPerformance - MoteMancer
Monday Musings #54 – Performance Deep Dive
Happy Monday! Many players have been asking about MoteMancer's specific plans for performance improvements, I'm happy to say the current Experimental branch is live with the opening salvo. No plan survives contact with…
Patch notes7 changesPerformanceGameplay - MoteMancer
0.4.033 is up on Experimental - Testing Performance Improvements
The Experimental branch is now live with a series of performance improvements implemented. Many of these came with significant refactors of existing systems. If you'd like to test your game in experimental, the transfer…
Announcement7 changesFixPerformance - MoteMancer
Monday Musings #53 – Rebuilding the First 10 Minutes
I spent some time recently just watching players hit the opening of the game and reading feedback about early experiences, and it’s been illuminating. Nothing is fundamentally broken, but players are getting in their ow…
Patch notes5 changesGameplayMaps - MoteMancer
Mid April Rollup - v0.4.030
Polish and Behavior * Inventory items will now highlight contextually depending on the active structure window. * All structure and research progress bars have new elemental art. * Timers and %'s are shown as well on pr…
Announcement2 changesFixUI/audio - MoteMancer
Monday Musings #52 – Sparkle Motion
There are so many places to add FX and polish, and this week I found myself drawn to the unassuming progress bar. It’s a great warmup before tackling heavier pieces, and it’s always worth adding a bit of delight whereve…
Patch notes3 changesUI/audioGameplay - MoteMancer
Early April Rollup - v0.4.023
Polish & QoL * Tutorial games now only allow Twinseed, World Veins, and Ancient Spindles (this change is to lower complexity for first-time players). * Tutorial ? helpers now only show on the currently active step if av…
Announcement1 changeGameplay - MoteMancer
Monday Musings #51 – MoteMancer Joins FactorioLab!
It's so wonderful to have a community invested in modding, sharing blueprints, and theorycrafting. Earlier today, the community took a step further and added MoteMancer to FactorioLab. Steam post image It’s a small thin…
Patch notes4 changesGameplayPerformance - MoteMancer
First Community Member Mod! & surgical bugfixes - v0.4.022
Mod icons now fallback to the ? icon instead of a white square. * Infinite reach mod no longer breaks Meteor Swarm * Fix a few bad icon references in tutorial banners * Shift clicking a crafting button will now queue th…
Announcement1 changeUI/audio - MoteMancer
Quality of Life and Bug Fixes - v0.4.020
Quality of Life * Blueprint creation now has 3 selection modes: Rectangular, Diamond, and Radial. Use X to swap modes or click the HUD icon. * Copy mode shows grid like connected structures do * Blueprint shader is now…
Announcement5 changesFixUI/audio - MoteMancer
Monday Musings #50 – Working With Bestagons #3: Blueprints, Maps, and Immersion
I received a very fair critique from multiple sources: If your game is all hexagons, why are you using that tired old rectangle selector for blueprints? I love this kind of feedback because it points directly at one of…
Patch notes9 changesUI/audioMaps





