Period: December 14, 2025 Total Commits: 7

Daily Dev Update: One Board, Two Foes — December 14, 2025

Hey, here’s what we’ve been working on. Today was mostly about getting Single Board PvP into a solid, playable state, tightening up team rules, cleaning up selection visuals, and expanding content/editor support.

What’s New

Single Board PvP is in and playable

We added a mode where both teams share one horizontally mirrored map. Castles sit at opposite ends with the spawn lanes meeting in the middle. It changes the pace a lot—pressure shifts quickly because you see the other team’s plays on the same field.

[screenshot: Single Board mirrored map mid-fight at 33b9a73]

Why: Shared boards make PvP feel more immediate. You don’t “race in parallel”—you interact.

New tilesets and art passes

We added the Abyss and Replicants tilesets, plus updates to Crusaders and Hunters. The Hunters now behave correctly for players on non A/B teams.

[screenshot: level editor with Abyss and Replicants tilesets at 78fd977]

Level editor gains multiplayer settings

You can now prototype multiplayer scenarios directly in the editor.

What Got Fixed

PvP rules and readability on a shared board

We tightened the rules so placement and spawns behave the way you expect on one field.

[screenshot: team-specific spawn indicators and castle art in single board at 0e61d34]

Why: Shared space creates edge cases fast. These guardrails prevent griefy placements and make valid actions obvious.

Clean selection visuals you can actually read through

We replaced the old glow with a simple brightness highlight on the entity’s texture. Status effects like damage flash, poison, fire, and slow remain visible under selection.

[screenshot: new selection highlight on minions and towers at 608ad22]

Why: The glow fought with effect overlays. Brightening the texture is clearer and stacks well with other visuals.

Minion spawns and combat feedback

Why: This fixes drift/jitter in early pathing and makes combat feedback symmetrical for both sides.

Balance touch

Why: The speed curve was pushing minion waves past response windows too fast; this buys defenders a bit more counterplay.

Under the Hood

Why: These make the new mode reliable and reduce “why did that happen?” moments.


That’s the state of things today. Single Board PvP plays tighter now and the new tilesets add some variety. As always, thanks for the reports and clips—keep them coming if you spot weirdness in tower placement, spawn indicators, or selection visuals.