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Dev Log: 2026-10-08

Build 0.1.9.111. Two days ago I wrote that one report, a dead unit's header snapping back to its old HP, was hardened but not solved. It is solved now, and the cause was not where I had been looking. The rest of this post is the second round with the AI playtester: chapters 2 and 3, a soft-lock, Alpha Katyusha's Iron Curtain, and a score ceiling that said no to a perfectly honest clear.

Dev Log: 2026-10-06

Build 0.1.9.110. Yesterday's keyboard work left a few gaps that a tester pointed out, so the first half of this post closes them: limit breaks, WASD, starting a stage, and aiming Nadeshiko's and Maria's limit breaks. The second half is about what happened when I let an AI playtester loose on the web build. It filed a long list of suspected bugs, and the ones with clean reproductions turned out to be real.

Dev Log: 2026-10-05

Two builds in one day, and a third batch of fixes right behind them. 0.1.9.107 is about keys: you can now play a whole stage without touching the mouse, and every key can be remapped. 0.1.9.108 is about an honest answer: a leaderboard rejection used to look like a network outage, and finding out why led through a score ceiling that was too tight and a solver that had quietly drifted. The next build covers a save bug that re-locked stages, and keyboard aiming for drones a unit cannot walk to.

Dev Log: 2026-09-25

A playtest review put it bluntly: the concept is an 8, the UI makes it a 4. It was right more often than I liked. This build is the answer: a rebuilt unit status screen, dialogue that finally respects its own text-speed setting, a colour pass with a test behind it, and a couple of silent failures that no test had ever caught.

Dev Log: 2026-09-19

A playtester's real Challenge Mode score didn't match a freshly computed target. Chasing that down found a real solver bug, and underneath it, a second bug in a fixture file nobody had touched in months. Also in this build: a tutorial and UI polish pass, and leaderboard scores that finally come back online on their own.

Dev Log: 2026-09-15

Mines and heal pickups are live in every stage from Chapter 1 through Chapter 6. Getting there meant fixing a mine that only worked if you stopped on it, and a kill that wasn't paying out when it should have.

Dev Log: 2026-09-14

A "this score looks wrong, and it's not even saving" report turned into two separate leaderboard bugs. Testing the fix live found a third one hiding underneath both of them.

Dev Log: 2026-09-12

A recurring "my progress just vanished" report on itch.io turned into a save-recovery fix, an opt-in cloud save for the web build, a matching cloud save for Android via Google Play, and a leaderboard migration that had been overdue for a while.

Dev Log: 2026-09-07

Two different complaints, from two opposite kinds of player, both pointing at the same decision: things that should have been separate switches were bolted together.

Dev Log: 2026-09-06

The save was not corrupted. The game deleted that progress on purpose, in a branch that only runs when you go back and replay something you already finished.