Weekly #37 (19.01.2026 - 25.01.2026) - Particle Lag Spikes
Howdy! Another week has passed where I am focusing on Map Chunks (nearly done!) and Ship Core’s Modules (getting there). More details below!
In this update5
Full notes
Full Squars: Incremental Defense update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions5 changes0 removals
Maps
Gameplay
Performance
changedHowdy!Another week has passed where I am focusing on Map Chunks (nearly done!) and Ship Core’s Modules (getting there). More details below!
addedHowdy!If you’re new here, Squars is an all-square roguelite that blends tower defense with clicker mechanics 🙂.
addedMap Chunks (WIP):I stumbled across an issue with lag-spike caused by showing particles when unlocking new chunks (black particles on edges). This problem does not occur if particles are already running and I am just hiding them somewhere far away and just position them right when needed. This sounds like a hack and I am curious why just showing (or emit start) particle operation can be so heavy that it causes a ~60ms lag spike?
changedMap Chunks (WIP):Other than that it is smooth sailing and I am nearly done with all the logic needed to play on a map that is extending during the gameplay!
changedShip Core’s Modules (WIP):Last time I wrote about needing to focus on features like leveling up and selling modules. This is now done along with showing the whole Core’s summary! Now what’s left is to implement features of modules influencing each other, depending on their position in the core, actually making core stability to do something and, well, making sure that modifiers are modifying the core-gameplay!
changedShip Core’s Modules (WIP):And that’s it! More updates to come, so stay tuned! As always, have a great week!
Squars: Incremental Defense changes
changedAnother week has passed where I am focusing on Map Chunks (nearly done!) and Ship Core’s Modules (getting there). More details below!
addedIf you’re new here, Squars is an all-square roguelite that blends tower defense with clicker mechanics 🙂.
addedI stumbled across an issue with lag-spike caused by showing particles when unlocking new chunks (black particles on edges). This problem does not occur if particles are already running and I am just hiding them somewhere far away and just position them right when needed. This sounds like a hack and I am curious why just showing (or emit start) particle operation can be so heavy that it causes a ~60ms lag spike?
changedOther than that it is smooth sailing and I am nearly done with all the logic needed to play on a map that is extending during the gameplay!
changedLast time I wrote about needing to focus on features like leveling up and selling modules. This is now done along with showing the whole Core’s summary! Now what’s left is to implement features of modules influencing each other, depending on their position in the core, actually making core stability to do something and, well, making sure that modifiers are modifying the core-gameplay!
Howdy!
Another week has passed where I am focusing on Map Chunks (nearly done!) and Ship Core’s Modules (getting there). More details below!
If you’re new here, Squars is an all-square roguelite that blends tower defense with clicker mechanics 🙂.
Map Chunks (WIP):
I stumbled across an issue with lag-spike caused by showing particles when unlocking new chunks (black particles on edges). This problem does not occur if particles are already running and I am just hiding them somewhere far away and just position them right when needed. This sounds like a hack and I am curious why just showing (or emit start) particle operation can be so heavy that it causes a ~60ms lag spike?
Other than that it is smooth sailing and I am nearly done with all the logic needed to play on a map that is extending during the gameplay!
Ship Core’s Modules (WIP):
Last time I wrote about needing to focus on features like leveling up and selling modules. This is now done along with showing the whole Core’s summary! Now what’s left is to implement features of modules influencing each other, depending on their position in the core, actually making core stability to do something and, well, making sure that modifiers are modifying the core-gameplay!
And that’s it! More updates to come, so stay tuned! As always, have a great week!