Hey — here’s what we worked on today. The focus was getting procedural road maps to play cleanly in PvP, making bots actually use the real map, and killing a few nasty desyncs and worker leaks along the way.

Period: November 2, 2025
Total Commits: 22

What’s New

Road-generated maps play better

We tightened up castle connectivity on procedural road maps while keeping generation reliable.

Gameplay impact:

[screenshot: castle hub integrated into road network at 22162c4]

[screenshot: tower placement grid with adjacency hidden on road map at cafe5cd]

Bots now understand the map

Bots were still living in the “29x15 left-side spawn” era. They’re not anymore.

Gameplay impact:

[screenshot: bot spread controlling lanes across a variable-sized map at 52a56c4]

Reliable map generation

We added a safety net for procedural generation.

What Got Fixed

Client and match stability

[screenshot: resynced match showing correct spawn markers after refresh at a54505f]

Road map correctness

Bot reliability

Dev ergonomics

Under the Hood

Validator and pathfinding rules

Performance-minded checks

Testing parity for roads

TL;DR

If you notice oddities with spawn areas or towers on road maps, send a note with the map size and what you tried. It helps a lot.

[screenshot: late-game lane pressure on a road-heavy layout at 20230a6]