Period: December 2, 2025 Total Commits: 17

Hey, here’s what we’ve been working on today. The big pieces are visual clarity for stacked minions, a reworked interactive tutorial that actually teaches the color system while you play, and a handful of fixes that tighten up PvP fairness and map flow. Nothing flashy, just solid improvements that make matches feel better.

What’s New

Minions Spread Out When Stacked (Render-Only)

When multiple minions occupy the same spot, they now subtly spread apart visually so you can tell what’s going on without affecting gameplay.

Why: Dense clusters looked like a single blob. This keeps information visible without changing the game.

[screenshot: clustered minions spread visually at 6246cfe]

Interactive Tutorial, Now With Real Gameplay

The tutorial is no longer a static level. It’s a guided, step-by-step session that walks you through unlocking, placing, upgrading, and attacking while waves keep rolling.

Why: People were bouncing off the first-time experience. This version teaches while you play, not while you read.

[screenshot: tutorial overlay guiding tower placement at 4ef361f]

Encyclopedia Upgrades + Color Wheel

We restructured the Encyclopedia so it’s easier to navigate and learn from mid-session.

Why: Players were tabbing in and out during matches to remember color advantages. Now it’s a couple clicks away and readable.

[screenshot: color wheel encyclopedia page at 551ca7d]

Maps: Custom Selection Counts + Visibility

Maps can now define how many units you must select before starting, and that number is respected across the board.

Why: Some maps want two-unit drafts, others want four. The UI and logic finally match that intent.

[screenshot: The Grand Maze in map selection at 823053f]

What Got Fixed

Fairer Spawn Protection

Targeting checks now consider minion bodies, not just tile centers.

Why: That extra half-step of invisible protection felt wrong and was creating edge-case exploits.

Auto-Spawn Won’t Jump the Gun

Auto-spawn zones no longer accumulate gold or place minions before players finish their unit selections in multiplayer.

Why: Starting behind before you’ve even picked units isn’t a real match.

Visual Cluster Stability and Persistence

The new minion spread system got a round of polish:

Why: If visual clarity flickers, it’s worse than no clarity.

Selection Consistency (Server, Client, Bot)

Custom selection counts now line up everywhere:

Why: Draft rules shouldn’t change depending on who you’re playing.

UI/UX Paper Cuts

Under the Hood

Thanks

Appreciate the reports on spawn targeting and auto-spawn timing—both were causing real match feel issues. Keep the feedback coming, and if something feels off in the new clustering visuals or the tutorial flow, let us know where it tripped you up.