In this update6
Full notes
Full Squars: Incremental Defense update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Fixes
- Performance
- UI and audio
Squars: Incremental Defense changes
Howdy!
I have one week left before Tower Defense Fest to release Squars Demo. Let’s see how it’s going!
Smooth Camera:
I love when small changes have a big contribution! Little lerp for camera zooming just made all the difference in the world:
Custom Cursor:
Another “small” change that adds to the juiciness of Squars! Custom cursor that changes depending on situation:
Green finger when hovering over player’s buildings
Red and upside down over enemies, ready to squash them!
Grabbing hand for scrolling through the map
Technology Trees:
With steady development going by, the web of cards started to feel like the weakest link of Squars. It was confusing and hard to maintain. This is why I decided to switch it up for separate, more “classical” technology trees for each building. I still need a way to easily explain to players how “cards” work and that they are unlocking technologies that are then available to draw during the game and not having them right on the spot. Any ideas?
Bug fixes:
I am fixing bugs like crazy and can already feel the difference. It’s refreshing to be able to sit down for an hour or two and move 5 tasks to “done” instead of being stuck with one huge new feature for 4 weeks straight! A lot of bugs were fixed but there’s still plenty to go. You can find details in the changelog :)
And that’s it! More updates to come! As always, have a great week!
Changelog below 👋
📜 CHANGELOG (23.02.2026 – 01.03.2026)
Custom Cursor
Smooth Camera movement during the game
Technology Trees replace web with cards
fix beam not attacking multiple enemies
Fix jump and walk working at the same time
Added option to disable “Fancy Cursor”
Treat position on locked chunks as “occupied”
Lock possibility to open the same scene more than one
Fix flicker building indicator on placing more than one building
It is now possible to build during the pause
Fixed anchors of the UI so it works properly for windowed mode
Disable mouse input of enemy when it’s dying
Make a light occluder and clickable areajump with an enemy
The jump component now moves the object using physics
Some small UI fixes
Source
Changelog.gg summarizes and formats this update. How we read updates.
