Period: December 3, 2025 Total Commits: 6

Daily Dev Update: Skill Tree Prototype & Level 0 Start - December 3, 2025

Hey, here’s what we’ve been working on. Today’s build focuses on making progression easier to understand and plan for, tightening up some visual layering issues, and cleaning up a couple of rough edges in Test Arena. We also wired up client unit tests to keep regressions down.

What’s New

Interactive Skill Tree in the Encyclopedia

We’ve added an interactive skill tree page to the in-game encyclopedia. It’s a circular layout inspired by PoE-style networks, with ten evenly spaced branches (36° apart) and five color sections. There are 50 skills total—10 per color, split between minion and tower paths.

Why this matters: planning. A lot of you theorycraft builds before queuing. This page gives you a clean way to map a path, understand synergies across minions and towers, and talk strategy with teammates—without jumping into a match first.

[screenshot: interactive skill tree encyclopedia page at ec88a3a]

Progression Starts at Level 0

We reworked early progression to be more explicit and consistent. Players now start at level 0.

Why this matters: clarity and pacing. The previous setup confused new players and annoyed veterans. This keeps the early picks meaningful while fixing a few math and display quirks we found along the way.

[screenshot: level 0 unit selection flow at a37a074]

What Got Fixed

Test Arena Visibility and UI Noise

Two quality-of-life fixes for practice sessions:

Impact: the practice loop is clearer and less distracting, and visual state matches the mode’s rules.

God-Ray Rings Layering

We adjusted how the god-ray ring particles sort in 3D space:

Result: no more “rings in front of beam” moments, smoother visual stacking in chaotic fights.

[screenshot: god-ray beam and rings with correct layering at ff9fbf5]

Under the Hood

Client Unit Testing with Jest

We added a unit testing framework for the client:

Impact: faster iteration, more confidence when touching core gameplay math and state sync, and fewer “oops” moments in patches.


That’s it for today. Thanks for the bug reports and visual layering clips—those helped us track down the VFX ordering quickly. If you run into anything weird with the level 0 flow or the encyclopedia’s skill tree interactions, send it our way with a short repro and we’ll dig in.