Thank you to everyone whoâs shown interest and support for Delta 4! The development team is thrilled to share that a fully playable demo is almost ready for release, and weâre hard at work ironing out the last of the bugs. After all, we wouldnât want the Delta 4 to crash while en route to Mars⌠đ
Weâve made major progress recently â the main menu and save/load game systems are complete, and several of the first in-game systems are now operational and ready for player interaction.

Our vision for Delta 4 is to challenge players with a diverse mix of technologies, from command-line interfaces to graphical systems â each inspired by real-world IT and spacecraft operations. The latest system under development is the Core Routing Matrix, featuring authentic, IOS-style âshowâ commands and network management mechanics.

Weâre getting closer every day to releasing a publicly playable demo, and weâll post another update as soon as itâs ready.
Thank you again for your continued support â and stay tuned, engineers. The escape to Mars is just beginning. đ°ď¸
Patch Notes:
Fixed:
The button for buying more heads is disabled once all possible heads have been unlocked on the Heads website.
The new filters check boxes for the Heads and Rooms websites are not able to all be turned off at once.
We thank you for all the feedback and support as we strive to make the Teeny Tidy experience the best it can be!
- The Nova Crew đ¤đ§š
Fixed issue not being able to select miniature spell after collecting the book.
When collecting a new spell/weapon it updates the selected weapon in the UI.
Fixed bug when placing the final orb to the throne room you could not enter.
Added destroyed enemies to the save file. Once they are defeated they will stay dead. Some locations they will still respawn.
Added new check for potions. If collected it will add each item to save file for permanent removal.
Added new check for player position. When loading the game the player will start at the position they saved the game at.
Added new clock graphic inside the clock tower.
Added two new stats to the stats tab: XP Per Farm Action and Gold Per Farm Action
Changed all references to XP/Gold Per Click to XP/Gold Per Farm Action to be more accurate
XP and Gold Per Click stats now factor in Farm Actions Per Click
Autofarm speed is now counted in Total XP and Gold Per Second stats on the Class tab
Web AFK Rewards now reward squire enemy drops based on your rare drop chance (This is to make AFKing the browser more equivalent to the Windows version)
If you have Class Swap unlocked and rebirth on the Researcher improving your Wisdom, the XP of the enemy you are fighting will automatically update (you used to need to cycle to a different enemy to see the change)
Researcher pages are now visible on both the Research and Publish tabs
Pages are not longer rarely lost when pages are gained while submitting pages at the same time
Perk trees for all three classes now have arrows showing what direction the perk progression is going
Added version number to the Settings window
Rebirth Stats on the Stats tabs are now in class order (Hardiness, Might, Wisdom)
Things are heating up this holiday season in Rubber Hose Rampage, where the tableâs set for the most chaotic Thanksgiving showdown in cartoon history. Inspired by the 1945 Tex Avery short Jerky Turkey, this new level pits a determined Pilgrim against one very uncooperative Turkey in a slapstick battle of wits, weapons, and wild animation.
Players can expect vintage-style mayhem straight from the golden age of cartoons â complete with exaggerated gags, explosive reactions, and that signature hand-drawn charm the series is known for. From crumbling cabins to gravy-soaked battlegrounds, every frame has been crafted to feel like a lost reel from the 1940s.
Whether youâre dodging dinner plates or outsmarting your feathered foe, Jerky Turkey turns Thanksgiving into a full-blown food fight. Itâs frantic, funny, and absolutely stuffed with chaos.
Rubber Hose Rampage: Jerky Turkey is available now.
Grab your musket, sharpen your carving knife, and get ready to rumble â Thanksgiving will never be the same again!
Welcome to the week 47 devlog for Cosmic Construct. I am now very late on this one, so the upcoming "week" will be just a few days to catch up, and that still won't have it back on track. I'll get there. The steam page looks like it hasn't been updated in two weeks despite the last post being 8-9 days ago.
To follow the game's progress you can join me at:
My bluesky account which gives more frequent updates.
Also Wishlist Cosmic Construct on Steam and follow it's steam page.
Just like last week, and the week before. I am getting much if not all of the structure art done. Which will be happening for quite a bit, before I'll get back to coding the game features. This is my fault for making a game that requires so many assets.
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Structure Art (Finish Observatory, then Courthouse, Guild Hall, Treasury)

I did more work on the detail of the building, but I don't really like the whitespace (or I guess blackspace) areas. There is something about this I just can't translate in my head for some reason. No other building I've had this problem with. Anyway, its still not done. I need to finish animations for it.
The Observatory will generate research and an end game material.

The Courthouse was probably my favorite of the buildings to work on this week. It is modelled after a particular real world Courthouse, not exactly but close enough people could probably recognize it if they lived in the area. The justice statue was fun, though the copper looks a little like vines, which I've heard from a couple people, but that's because you can only do so much with contours.
The Courthouse is a pawn punishment and administration building.

The Guild Hall I believe is the game's largest wooden structure. The animations aren't quite finished yet, but it's mostly just cloth banners that need to be put on the outside.
The Guild Hall will share half the player's skill levels with the pawns of the settlement.

The Treasury didn't get finished, as it still needs detail and interior animations. I like the stonework, and its the shape of the US Treasury building. I just like its pillars.
The Treasury will store the currency so it doesn't take up storage space and displaya new UI feature that shows the settlement economy in real time.
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Dungeon Tiles

It's been a while since I've had unplanned work I've wanted to show off. Here I have been redrawing many of the titles from Dave's Mapper from a long list of various creators, to make them a little more standardized and add a grid to them. This should make them a little more useful for tabletop and printing. Making them all standardized.
I'll have this set of dungeon tiles available for free on itch, over the course of the next few months. Look out for that.
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This upcoming week will be very short, so I am going to relegate this time to importing some of the finished art into the game and make the buildings placeable, and get their structure icons into the build menu.
Import Buildings