Sep 14 Build 5

All the tier 3 units are in! "Only" 8 more units to go! Due to some changes in calculating position/distance, there may be some unexpected behavior. New Units The final tier 3 units have been added! Deviled Egg: Summoned from the depth’s of Hell’s Kitchen, the Deviled Egg is a tough, powerful combatant. In melee, […]

0914 unit featured

0831 unit featured

Aug 31 Build 3

Want more units? The Aug 31st build has them! This weekend’s coding was tough. There were new versions of some libraries that needed to be updated. Caused some code changes and at least one major headache. The new units also have unique abilities which required new logic. But it seems to be worth it! New […]


Aug 24 Build 2

The extra-keen, spiffy Aug 24 build is up. Auxiliary Improvements Preloader: Finally customized the preloader! Probably won’t be the final form, but it’s a start. Music: First piece of music is in, but you’ll only hear it during battle. M to mute the music, or toggle it from the pause menu. Victory/Defeat Screen: The end […]

Meatier Strike still has good area of effect damage. The rest of the fort defenders are about to get wiped out!

0817 unit featured

Aug 17 Build 2

Lots of stuff this week! Phew! Tech Levels Custom Games can now have a tech level selected. That just refers to which buildings and research are already complete. Level 0 is the “standard”, where you don’t start with any buildings or research completed. Select the highest tech level to get quick access to the new […]


Aug 10 Build 3

Finally moving on to tier 3 units! Aug 10 build is here! New Units The Eggs get the Dairy Golem. It has a ton of health and reflects half of projectiles back at the enemy. It does take two supply, so there are some tradeoffs with using it. Its attack may need to be sped […]

The new desert. Most of the trees and small rocks are randomly placed. By the red arrow, you can see where the Couch Potatoes are passing on either side of a rock. Snazzy!

Multiple upgrade levels means specialization is more meaningful. Hopefully, build flexibility does not go completely out the window at higher levels.

Aug 3 Build

Less stuff done this week. But it looks like all the systems are in and mostly bug-free. In some ways it feels like the homestretch, but it’s not. Link to the August 3 build. UI Tooltips: If a button is disabled, the prerequisites are displayed on the tooltip. The level 2 upgrades Eco-bottle and Blood […]


Jul 27 Build 2

This week, lots of tweaks and adjustments. Scouting, Towns and Turrets all received changes. Some┬áHuman units received balance changes. The July 27 Build is here! Scouting System I’ve wondered for some time whether the scouting system is worthwhile. One, it adds complexity. Two, the investment to use scouting missions was way too high. You needed […]

a grate attack

Jul 20 Build

Here’s the July 20 Build. Note: May notice performance decrease. On the to-do list. New map The new map, Whack Lumberjacks, features hostile Towns. They must be subjugated before you and the enemy meet (unless you decide to only fight underground!). Towns You can add buildings to a Town now. Three buttons will display below […]


Jul 6 Build 2

Besides building the framework for campaigns & tutorial, it was time to spice up the game by finally adding research for the tier 2 units and making some other tweaks. Here’s the July 6 Build. Unit/Research Changes Cannon Fodder: Base damage has been reduced. Drill Sergeant: Instead of decreasing build time, increases Cannon Fodder damage. […]


Jun 23 Build 2

The Jun 23 Build. Beginnings of a tutorial It’s planned to have a five map tutorial campaign. Right now, it’s just the first scenario. I’d rather have a shorter tutorial, but there are too many concepts to cover. There’s precedent for whole tutorial campaigns with Age of Empires. But that series is intended to be […]