Devlogs
Changelog (all platforms) — Dec 3, 2025
Posted December 04, 2025 by Olive
Hello! Due to a generous grant from the Kim Hoke lab, I was able to shake off the cobwebs and add auditory senses to Crescent Loom!
There’s a dedicated sound-localization delay-lines demo over on the main site, but the base game has also reaped the benefits and you can now add both ears and a clicking larynx to your creatures.
All platforms have been updated, including Linux at long last.
Other changes:
- New challenge map: a T-maze where one path leads to the finish line and the other leads to a toothy end.
- Removed the “beta software” warning on the main page; we’re way past that at this point tbh.
- Motor neurons have inherent spikiness via virtual axons – we’ve been asked too many times why motor somas don’t have action potentials. They now do, but don’t do anything; it represents their imaginary communication with the creatures’ actual muscles.
- Using the cursor to click around makes a snapping noise creatures can respond to.
- “Tutorial Complete” text is shown on finishing the tutorial, to help with the “wait, am I done now?” feeling it used to leave.
- Reorder body parts in the list.
- Neurites can be set to axon/dendrite, simulated/fast, and stochastic/regular.
- Add “feather” and “none” options to basic neuron to control how much of a hair trigger they’re on.
- Increased damping for sucker body parts; should hopefully be a little less forever-wiggly.
- When using Tab to change synapse types, it now skips the Modulate option; it’s much more specialized so doesn’t need a hotkey.
- Can set sensitivity for plateau neurons.
- Prefers selecting synapses for tiles that have multiple axons running through them.
- Change the reported time in the the mV graph to be less accurate to real time but more accurate to what might be biologically plausible.
Files
crescent-loom-linux.zip 28 MB
Version 1
crescent-loom-osx.zip 29 MB
Version 2
crescent-loom-linux.zip 28 MB
Version 1
crescent-loom-html5.zip 26 MB
Version 45