Enemy balancing :
1. Made waves more difficult from the start. Some of you said the starting point was too easy. It now scales way more the further you go.
2. Enemies are faster. Spawn rate increased.
3. Reduced the amount of rubbish enemies to a maximum of 3 per wave.
4. Increases chances of ore difficult words to appear by 10%
Mud shop item balancing:
1. Increase the starting slow from 7%*level to 8%*level
Shop appearance balancing:
1. Increased the starting change from 27% to 33% + any level up increases.
2. If a shop did not appear for 4 days it will appear no matter the chance.
Achievements update:
1.Updated the top 1 leaderboard achievement to be top 100.
Hello!
Today, we'd like to introduce our game's pathfinding system.
Our first system was a simple tile‑grid approach.
With the A* algorithm, it explores the terrain in eight directions: north, south, east, west, and the four diagonals.
In the early game the terrain was simple, but in the new levels ropes and humans appear.
So we thought AI should also be able to make use of ropes.
To make pathfinding efficient, we needed to incorporate these features into the system.
We decided to build a navigation mesh to store such points.

Here is the navigation mesh we completed after lots of coding.
For debugging, additional detailed information is shown in the editor.
Ropes are mapped as shown above.
We calculate positions where you can jump onto a rope to connect the terrain.
Based on this, we run pathfinding.
Each path contains information about different movement modes such as walking, jumping, and riding a rope, depending on the node type.
The navigator, described below, makes use of this information.
If the navigation mesh is the terrain data, the navigator is the module that follows the path based on that information.
We implemented various sub‑modules to ensure correct path following.
Path Simplification Module
A path that simply connects nodes can be inefficient or look awkward.
To address this, we keep the movement within node bounds while straightening the path as much as possible.
This runs in real time.
Wall Collision Avoidance Module
If the AI unexpectedly touches a wall, simply moving along the planned path causes it to rub against the wall, which looks unnatural.
To prevent this, when the AI touches a wall we slightly turn its movement direction to keep motion natural.
Fall Prevention Module
Because our game uses a physics‑based movement system, the AI might accidentally run off a cliff.
To prevent this, the AI computes dangerous movement angle ranges within its current node that could lead to a fall.
Obstacle Handling Module
This module detects and gets past dynamic obstacles that block the path.

For these local searches we reuse the grid‑based pathfinding we previously built.

If it’s a small obstacle, we pick it up and move it aside.
Finally, here’s the AI chasing while using a rope.
Thanks for reading!

Hello Baristas!
We have a new patch for you live, which fixes the old achievements not syncing into Steam's backend. If you had this issue, you can reopen the game to sync your achievements on Steam.
Thank you for being patient <3
fixed '!' showing for non-ally structures (EX : stone wall, long grass... etc)
Hey Folks
Sorry the "Demo" version of the Stars of the Valkyrie had an incorrect installation directory in the latest update.
My Bad
Should be fixed

- Hid all AI content (due to some very kind feedback) behind a "Show AI Songs" toggle
- Added more non-AI music
- Tweaked UI more
Super Jump Dude is added to the collection!
Click with the mouse to jump and try to land on the crates.
Every first level of each world is already unlocked!
Get 40% overall completion to get achievement!