Period: December 5, 2025 Total Commits: 13

Daily Dev Update: Unified GameView, Skirmish Bots, and Smarter Lobbies - December 5, 2025

Hey, here’s what we’ve been working on today. The headline items are a unified GameView that runs both online and offline, an offline skirmish mode with bots, and a set of lobby fixes so matches start faster and feel less clunky. We also cleaned up a bunch of singleplayer/endless edge cases and tightened up rendering and input timing.

What’s New

Unified GameView across modes

We consolidated multiple views into a single GameView powered by a controller interface. It now drives both multiplayer and offline/campaign without forking the UI. This reduces desync-y UI states and makes features like the minimap, skill trees, and replays behave consistently across modes.

[screenshot: Unified GameView with minimap and skill tree at 6801472]

Offline skirmish mode with bot support

You can now spin up a local skirmish, generate a map, and practice against bots. Actions run locally, so input is snappy and iteration is fast. We also fixed wave spawning for skirmish maps that don’t have predefined waves.

[screenshot: Skirmish lobby with bots and procedural map settings at 30ead17]

Smarter, faster lobbies

Lobbies should get to the game faster and show what’s happening in real time.

[screenshot: Multiplayer lobby with auto-ready and bot list at 6e21bbe]

What Got Fixed

Gameplay correctness

[screenshot: Survival summary modal showing final time at 1f10d1c]

Singleplayer and endless flow

UI/UX clarity

[screenshot: Level-up menu filtered to tower-only map at 8d32e94]

Smoother visuals and input timing

Stability between sessions

Online sync and config

Under the Hood

Little things


If you notice survival timers drifting, lobby weirdness, or tower placement behaving oddly, send a clip or repro steps. It helps. Thanks for all the reports and for putting these systems through their paces.