What changed
0 fixes3 additions1 change0 removals
- Compatibility
- Store
- Gameplay
addedSwitching the main Steam depot to the new build this week. The legacy version had show-stopper bugs on Windows. New one runs clean on Windows, Mac, Linux, and Steam Deck. If you've been on the beta branch, you're already playing it.
addedBuilt a simplified "retro" skin system for faster iteration. Thick outlines, pattern fills, clean shapes. When testing new behaviors, you need to see what's happening now, not wait for art. Pretty comes later.
addedHunter behaviors coming together. Prowl mode has them drifting in slow spirals, covering space until prey crosses their path—snap—then back to cruising. Added a dash ability with elastic stretch and ghostly afterimages that fade behind. Target prediction is working too, though they still miss when speeds match and paths curve.
changedFirst battle effect is in. Mines pulse on attack. The important part isn't the effect itself—it's the pipeline. Game sends an event, skin library handles the visual. Placeholder for now. Polished skins will do something cooler with this.
Soup: the Game changes
addedSwitching the main Steam depot to the new build this week. The legacy version had show-stopper bugs on Windows. New one runs clean on Windows, Mac, Linux, and Steam Deck. If you've been on the beta branch, you're already playing it.
addedBuilt a simplified "retro" skin system for faster iteration. Thick outlines, pattern fills, clean shapes. When testing new behaviors, you need to see what's happening now, not wait for art. Pretty comes later.
addedHunter behaviors coming together. Prowl mode has them drifting in slow spirals, covering space until prey crosses their path—snap—then back to cruising. Added a dash ability with elastic stretch and ghostly afterimages that fade behind. Target prediction is working too, though they still miss when speeds match and paths curve.
changedFirst battle effect is in. Mines pulse on attack. The important part isn't the effect itself—it's the pipeline. Game sends an event, skin library handles the visual. Placeholder for now. Polished skins will do something cooler with this.
Switching the main Steam depot to the new build this week. The legacy version had show-stopper bugs on Windows. New one runs clean on Windows, Mac, Linux, and Steam Deck. If you've been on the beta branch, you're already playing it.
Built a simplified "retro" skin system for faster iteration. Thick outlines, pattern fills, clean shapes. When testing new behaviors, you need to see what's happening now, not wait for art. Pretty comes later.
Hunter behaviors coming together. Prowl mode has them drifting in slow spirals, covering space until prey crosses their path—snap—then back to cruising. Added a dash ability with elastic stretch and ghostly afterimages that fade behind. Target prediction is working too, though they still miss when speeds match and paths curve.
First battle effect is in. Mines pulse on attack. The important part isn't the effect itself—it's the pipeline. Game sends an event, skin library handles the visual. Placeholder for now. Polished skins will do something cooler with this.