Thanks for the callout! I dug into this and you're right — there was actually a structural gap: food and gold both had a tech that boosted their production (Irrigation, Currency), but wood and stone had none, despite being the two resources almost every building and tech costs. I just added two new techs, Forestry (+20% wood) and Stonecutting (+20% stone), available from the start of the game. Should help them keep pace much better now — let me know if it still feels tight after picking those up!
BitDot428
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Thank you for the detailed feedback — this is exactly the kind of thing that's hard to catch as the solo dev!
On the button issue: you found a real bug. Hovering triggered a 1px "lift" animation that could physically move the button out from under your cursor, causing it to rapidly flicker between hover/not-hover (and only register clicks during the "hover" frames) — especially if your cursor rested near the bottom edge of a button. Fixed in the build I just uploaded by removing that lift effect entirely.
On difficulty: also a fair catch, and it's related to something another player flagged too. Raid strength used to scale only with wave number, so early raids could feel arbitrary (and low-stakes either way), while a player who invested heavily in walls would rapidly outscale the raids and stop feeling any tension. I've adjusted it so raid strength also scales with your current defense investment — the early game is untouched, but the more you stack defense, the more the raids scale to match, so it should stay a meaningful threat instead of becoming a non-issue a few minutes in.
Invasion depth and UI information density are both fair calls for this early a build — noted for the roadmap as the game gets more fleshed out. Really appreciate you taking the time, and glad you got some enjoyment out of it already!
Thanks so much for this — genuinely one of the most useful pieces of feedback I've gotten on this prototype. You called it exactly: the economy and raids were tuned to be forgiving early on and never really tightened up, so once you had a small stack of buildings there was nothing left pushing back.
I just pushed an update that:
- Raises the cost curve on buildings, tech, and era advancement so scaling up gets meaningfully more expensive
- Ramps raid strength much more aggressively from wave 2 onward (wave 1 is untouched, so the early game still feels fair)
- Makes losing a raid hurt more (higher resource loss, especially later on)
The goal is for the food/wood/stone/gold vs. defense vs. expansion decision to actually feel like a real decision a few waves in, instead of something you can steamroll. Would love to hear whether it lands better for you — thanks again, this is exactly the kind of feedback I was hoping for!


