Posted August 16, 2025 by Reid
#Update #Update 0.2 #0.2 #Chesst
0.2 is the result of my second two week sprint that I have planned this summer.
Major updates:
- Level 1 Boss: the Red Slime
Killing this fiery boss is the new objective, as was the plan from the start. Player score is determined by traditional chess piece value total, but with a twist as I added multipliers involving the chest upgrades.
- Chest Upgrades
We are a rougelike now, kinda. Along the level there are three chests, getting all your pieces past it will give you the choice of three rewards, chosen at random with a d20 (I've been playing DnD a lot). Try and find game breaking combos!
- Endgame Content
Now, after completing the game once, there will unlock a few challenges and additional starting configurations from the new game menu. Beating all of them is the ultimate challenge!
Minor updates:
- Game Saves.
The game now automatically saves your important progress trackers. Do not expect to resume your run if you quit mid way through though... I don't know how to do that yet, the fire isn't indexed like the rest of the moving components.
- Breakable Tiles
Tiles that break a turn after touching them.
- Fixed an issue where slimes would just turn around on the first turn.
That always annoyed me, I want plans to run deep from the start, always made me reset. Now they don't do that. You're welcome, me.
- Menu music
I made my first ever "song", please tell me how fun the groove is. Bonus points for those who realized it was at 7 and turned it up to 10 with the new music volume slider.
- Music Volume Slider
Waaaaaaaay harder than it looks, this was like 4 hours total to make it save with your game file to keep your preferences and have them go to all the songs. And even now it's weird, turning it back up after turning it down can take a restart. I tried, music is so important. Speaking of which I'm still looking for a track for level 1. The vibe is open ended, playing this is the only real prompt I have for it.
- Way More Slimes
It's a traffic jam out there. I needed to compensate for the lack of an additional enemy, slated for Oct 1st release.
Future Content:
- Another level 1 enemy type
It's lacking a second phase to the level, probably something that moves along the row, as opposed to the slimes running the files. Gonna make shit so wonky, so I will reduce the slime count, which will increase randomization and make planning beyond three turns a real challenge. Onitama vibes (board game, check it out.
- Two more levels
The intention of the score is to emulate the goal of getting more pieces to the start of the next level. It will start with the player placing their remaining pieces into an even more challenging dungeon. So those that are getting past 0.2 with just one piece will be devastated in 0.3.
- Final challenge?
This is more of a stretch goal, but after level 3 I want it to culminate in one epic battle. Much more consideration is needed here.
- More abilities!
As I go I want to constantly add more upgrades and abilities, such as unique pieces that further remove this game from chess, abilities to combine two pieces into a hybrid, and items that can be used to turn the tide of battle (thank you Dylan).
Anyways, I'm glad this site promoted me to recap all of this, it will be useful to look back on.
In need of sleep,
Reid.