Devlogs
Second Playtest
Posted February 02, 2026 by Twempe
Galaxys
- you can now choose the galaxy to travel to and which wave to face.
- every galaxy has a unique enemy spawn pool
- each type has unique ressources with individual mechanics
- enemy spawning now depends on the current galaxy-type
New Content
- added new structures
- added new enemies
- added new abilities
- added new upgrades
Visuals
- new background shader with twinkling stars
- new basic animations
- ui elements move, resize and change color smoothly
- entities are highlighted if damaged or destroyed
- ui layout reworked
- added tooltips for most of the icons and buttons
- reduced on-screen text and moved details to tooltips
- changed font from pixel font to a smoother one
Systems
- reworked upgrades
- each entity and ability now has a defined upgrade pool
- added rarities to upgrades
- reworked resources
- resource drops are tied to the new galaxy types
- resources are now more distinct and play different strategic roles
- Material is the base ressource for building any structure
- Energy is used mid wave to boost stuff
- Crystal is used to build energy related structures
- Tech is used for upgrading structures
- Bio Structures get stronger, more bio you got
- reworked stats
- split the stat system into base stats and mod stats
- added custom rules for combining base and mod stats depending on type
- added a system for abilities to determine which base and mod stats to use and how to combine
- from parent entity
- from ability itself
- from the spawned unit
- entities and abilities now have a temporary stats mod which for the duration of the wave
- reworked spawning
- supports spawn duration, conditions and biome rules
- reworked shop
- the shop now only offers items, that were at some point affordable during your run
Engine
- switched from Raylib (cool!) to Karl2D (also cool!)
- web builds now work without emscripten
- build size is down to 1.4 mb for web and desktop
- full control over internals while still coding in odin
- Build a new animation system
- can smoothly interpolate anything drawn to screen
- reworked input & rendering
- now unified for world and ui instead of separate systems
- entity data is now split into
- archetype (static data)
- instance (runtime data)
- same structure now used for abilities and upgrades
misc
- updated the itch page
- not-so-great cover image ^^
- added matching colors and background stars
- page now uses the same font as the game
- Broke sound again, will reintegrate soon
- probably more stuff i forgot to track