Period: October 17, 2025 Total Commits: 14
Hey—here’s what we’ve been working on. Today was about getting game modes in, smoothing the lobby/UI, adding some new late-game minions, and tightening up the server build/deploy so production stops tripping over itself. It’s a pragmatic step forward.
What’s New
Game Modes (BATTLE + Test Arena)
We added a flexible game mode system and wired it through lobby, server, and game state.
- BATTLE remains the default PvP experience.
- TEST ARENA is a dev-only sandbox we use for quick iteration:
- All towers/minions unlocked
- No level system or unit selection flow
- Towers can be placed anywhere
- Direct minion placement for testing targeting/damage
- Clear dev badge in the HUD when active
Hosts can set the game mode in the lobby and change it before the match starts. The server enforces who can change it and validates dev-only modes.
Lobby & UI polish
We cleaned up the settings UI and made it consistent.
- Styled dropdowns for game mode, playstyle, and slot type
- Custom arrows, better hover/focus, and clearer disabled states for non-hosts
- Single-player modes are correctly allowed to start when they’re meant to
New Content: Lord Minions
Late-game pressure options got an upgrade with four new Lords. These bring clear role differences via cost and health.
- Ice Lord — 800 gold, 18,000 health
- Demon Lord — 1,500 gold, 38,000 health
- Nature Lord — 2,500 gold, 87,000 health (slower)
- God Lord — 5,000 gold, 147,000 health
These add more texture to push timings and force different defensive responses depending on when they’re sent.
Selection Quality of Life
Clicking the same spot now cycles through overlapping targets instead of re-selecting the same one. This makes micro around crowded boards less fiddly.
What Got Fixed
- Added the missing gameMode field to the serialized match state so spectators/clients see the correct ruleset.
- Single-player validation now correctly allows Test Arena to start with 1 player.
- Lobby game mode changes are host-only and blocked once the match begins.
- Cleaned up a few UI edge cases where dropdown states weren’t obvious.
Thanks
Appreciate the reports around lobby behavior and those “can’t find module” errors. Those callouts helped us pin down the root cause quickly. Keep sending repros and screenshots if you hit anything odd.