Dev Log: 2026-07-19
Two leaderboards, two backends, and neither of them got to be simple.
Two leaderboards, two backends, and neither of them got to be simple.
"The confirmation dialog was always going to say yes. The point was never the answer, it was making sure the player saw the question."
"You can now press Back on a tutorial step and actually go back, gauge, position, shield state and all, instead of the game politely pretending you did."
"Your queued units now know where their friends are going, and your save file is no longer one badly-timed browser refresh away from oblivion."
"The game now has a proper extras menu, the Chapter 6 boss fight exists, and Iron Curtain finally does what everyone assumed it already did."
"Today I made every stage slightly easier, fixed some very rude drone behavior, and made the editor slightly less annoying. Making the game more accessible."
Dev Log: 2026-06-23
“Why Godot hates me personally and every screen manufacturer is in on it”
Oh, for the love of Renaissance paint fumes, here we go again.
Listen up, noble guardians of the sacred brush, you valiant sentinels of hand-crafted pixels and oil on canvas earned through 47 hours of suffering and mild existential dread. How dare a solo developer use generative AI to create character portraits for their reactive turn-based strategy game? Don't they realize true art demands carpal tunnel, unpaid commissions, and the quiet knowledge that your portfolio will be seen by roughly twelve people before the heat death of the universe?
A full in-game stage editor shipped this cycle. Players can design, edit, and play custom stages without leaving the game.