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Refactoring, Regression Fixes, and the Case Against Unit Tests?

Today was a busy one for Stellar Throne. I pushed through a long list of regression fixes and finally got unit test failures down to a single case related to game save versioning. I also redirected all tests to a separate test_saves directory to avoid interference with the main game data — something Claude had been missing.

UI got some much-needed love today too:

  • Top-bar buttons for ResearchDiplomacyShip BuildConstructionFleet Management, and Bombardmentare all back.
  • You can now double-click planets to jump into construction, and double-click stars to access the shipyard.
  • I also fixed UI quirks like not being able to select the last item in a panel, and persistent notifications not returning if a project wasn’t selected.

Combat bugs are getting squashed as well. Battles between AI empires no longer hang the game, and turn processing now has a wait animation to replace the “Pause” message.

But the biggest lesson today? I'm questioning the ROI on unit tests. While they’ve helped Claude stay aligned in theory, in practice they rarely catch production issues. The real failsafes are still my manual playthroughs and design audits.

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