In this update11
Full notes
Full No One Leaves the Field update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone! We hope you all had a great Thanksgiving weekend. After taking a little time off, we’re back with fresh updates for No One Leaves the Field and a look at a new project we’ve been experimenting with.
What changed
- Gameplay
- Maps
No One Leaves the Field changes
🧿 Demo Improvements Based on Player Feedback
We recently received our first Steam review for the demo. While it came in as “Not Recommended,” we genuinely appreciate the feedback. Every comment gives us a clearer look at what players are experiencing and where we can continue improving.
Here are some updates already live in the demo:
✔ Faster Running Speed
Movement now feels more responsive and increases the tension during chases.
✔ Better Wheat Movement
We adjusted the slowdown caused by the wheat to make traversal smoother and less frustrating.
✔ Lower Fog Intensity
Visibility is improved while still keeping the atmosphere thick and eerie.
✔ Adjusted Scarecrow Behavior
The Scarecrow’s speed and chase logic have been tuned. Escaping when spotted is now more balanced—still tense, but fair.
These updates should improve the moment-to-moment experience and help first-time players better navigate the field.
🌾 What’s Next for the Demo?
We’re actively exploring ways to improve:
More memorable map markers
Better loops and pathing
Stronger visual landmarks
These changes tie into our procedural generation system, so they’ll take more time—but they’re on the roadmap.
**👉 If you haven’t tried the demo yet, now is a great time.
All improvements listed above are already live. Your feedback helps us shape the full game.**
🎮 HexFire: Shape Swarm (Working Title)
We’re also working on a small side project: HexFire: Shape Swarm, a survivor-like action game with fast runs and a retro-arcade vibe.
This game will be part of our upcoming Digital Sagas Arcade series.
Planned Release Path
itch.io — paid download
Indie Sagas website — playable for Patreon members
WebGL version — play in the browser
Target launch: end of 2025
If players enjoy it, we’ll consider bringing it to Steam and Epic as well.
Why This Project Matters
HexFire also acts as a prototype testbed for Lost Colony and future Digital Sagas titles. We’re using it to refine systems like:
Object pooling
Enemy and projectile management
Power-up logic
Wave evolution
This helps us build better tech for our larger games while delivering something fun and fast to play.
Thank You for Supporting the Journey
Thanks again to everyone playing the demo, leaving reviews, and offering feedback. Every bit of support helps us continue building better indie experiences.
If you’d like to share thoughts, report bugs, or suggest improvements, feel free to post here in the Community Hub — we’re always listening.
See you in the field. 🌾
Source
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