The build menu has been improved: the "L" shape for walls has been removed, and walls are now placed in a straight line, including gatehouses
Instead, construction continues in the castle view if the "keep menu open" checkbox is active
If you don’t have enough resources, the build menu will be closed automatically
Performance improvements during attacks
A gray box sometimes appeared in the bottom-left corner
The shortcut for the tutorial book didn’t work in the overworld or during attack preparation
No loading screen appeared when switching scenes via shortcuts
Sometimes the new level was visible before the loading screen appeared
The unit display in the attack preparation view was bugged
In the merchant UI, selling resources didn’t properly update the available amount, which broke the buying sliders
A bug allowed players to sell 0 resources for gold by quickly moving the merchant sliders — this should now be fixed
Opening the build menu in the overworld sometimes triggered an exception in the background
The marketplace could be placed inside other buildings
An exception could occur when being attacked, leading to issues like broken loading or frozen units
The attack points of one of the wooden gates were incorrectly positioned
Due to navigation issues, units could no longer attack the gates
The amount of gold earned through taxes has been reduced
The construction time for all buildings has been increased







I am very excited to be finally posting this update as it comes with lots of upgrades:
A whole new world map to explore. Twice the size and optimized to fit. I was scared to redesign the world map because of all the work that went into the original, but it needed it for optimization purposes. This new one came out better than expected and I feel like it has a lot of opportunity for a deeper poetry to be showcased about the world surrounding the player.
Pretty large NPC overhaul, for friendly and enemies. Friendly starter towns, and some hidden ones in the world now have distinct villagers and guards with their own appearances and tastes in combat. This includes uniformity in the outfits of the defenders and more variety for the common townsfolk. Also included is a revamp of the NPC behavior. Friendly guards will now attack common threats nearby like wolves or goblins, but they will also retaliate if abused by the player. Villagers will seek shelter if attacked. Friendly villagers also now go about exploring their local habitat, as well as eating and drinking.
A functioning world map that is currently bound to the 'M' key. It will show the entire island, icons for friendly towns and also the player's location through their travels.
The Esc key now has stronger functionality. Slapping ESC will now close the inventory or the map if they are active, alongside accessing the options menu.
The number of starter towns has been reduced to streamline the early player experience, but the old towns still exist as points of interest to be found out in the world.
Among lots of other bug fixes for tidying purposes but they are buried in my notes at the moment.

Thank you for playing and stay tuned for more cool stuff

• Reduced the player hitbox size
• Enemies are slightly pushed back when the player takes damage
• Increased the balance of PAPA GARDENER (Flamethrower)
• Shock Turret damage has been reduced
• Improved the selection UI/UX and replaced the resources. You can now check stats while choosing
• Added Refresh, Skip, and Banish features to the selection options
• The maximum number of weapons is now limited to three
• Increased most of the stats for antenna rewards. This is a temporary adjustment
• You can now purchase additional Refresh, Skip, and Banish from the Drugstore
• Added a Progress menu where you can check unlocked weapons and equipment
• Replaced some resources in the Inventory filter menu
• Improved the UI/UX of the Quest menu and replaced related resources
• Improved the save system but previous progress has been reset
(We are working hard to fix the issues. Thank you for your bug reports)
• Fixed an issue where effect sound was not affected by the master sound control
• Fixed a bug where gold teeth were not consumed when obtaining items from the Drone Shop
• Fixed the spawn position issues for monsters, antennas, recipe books, and equipment boxes
• The electric scooter model now appears during Electric Scooter Fever mode
• Damage taken is now displayed on the result screen
The demo serves both as a preview of the game and as a playtest. Bugs may occur and data may be reset.
Thank you for your understanding and support.
New title screen!
New areas!
New NPCs!
New tutorial section to introduce "Companions" mechanic.
The music-playing mechanic makes a reappearance!
Idle animation for the player character.
Background tiles to add an extra layer of depth.
Player now respawns at the last valid position instead of at the last checkpoint.
NPC names now show on speech bubbles.
Added a shader to re-color background objects.
Camera is now much smoother and more dynamic.
Tweaked lasso targeting and rope-swinging speed.
Interaction and pick-up input prompts can now show at the same time for NPCs, rather than one overriding the other.
Player can now pick up NPCs they are overlapping instead of just those that are in front of them.
Added option to return to title screen from pause menu.
Corrected the colors of particles that appear when the player lands on the ground or an object.
Pulling the lasso while rope-swinging now gives consistent velocity.
Gates now save correctly as opened or closed. No more getting locked out of backtracking!
Join the Discord to participate in the playtest and receive more development updates!
Build: 20442848
Recent Build Gameplay Footage