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Devlog
v0.0.5-alpha: moar strategy
June 27, 2026
by
CRSFRM
Relays are now buildings... Playtesters struggled to grok the "relay as resource" concept so in this release I have switched to a (hopefully) more intuitive model for extending the range of your colon...
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v0.0.4-alpha: fix performance regression
June 13, 2026
by
CRSFRM
This patch resolves a performance regression that surfaced in later stages with large numbers of enemies. Changelog: Handles 10k enemies at 60fps again (regression appeared in prototype 2) Fixes issue...
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v0.0.3-alpha: works on (my) phone
June 13, 2026
by
CRSFRM
1
#devlog
I didn't set out for this to work on mobile, but the format and actions actually lend themselves quite well to the mobile format, so I did a bit of UI noodling to make things a bit more touch friendly...
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v0.0.2-alpha: Meaningful placement
June 11, 2026
by
CRSFRM
Have changed the mechanics quite a bit with the aim of hopefully making the decisions of where to place tiles much more meaningful. Power links are no longer a building, but a consumable resource. Hab...
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v0.0.1-alpha: Tile Placement meets Tower Defence
June 06, 2026
by
CRSFRM
#devlog, #tower-defence
Announcing a prototype preview of LHPD a tower defence game with card drawing mechanics and a slight lean towards a bit of base building strategy. I've had a real itch to build on a hexasphere where i...
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