Period: December 17, 2025 Total Commits: 6

Hey, here’s what we’ve been working on

Today we added a whole new onboarding flow that takes you through the tutorial + 3 levels before exploring the rest of the game. We added a local profile system, built the unlock selection flow (with a proper celebration screen), set up wave logic for a game mode, and dropped a new map into rotation. We also clarified sessions in the FAQ. It’s getting there—some rough edges, but it’s usable.

What’s New

Local player profiles

We now track your progression locally and keep it consistent across menus and modes in the client.

Unlock selection and celebration

We built the full set of UI to pick and celebrate new towers/minions.

[screenshot: unlock selection modal with stats and hover highlights at 3cde1a7]
[screenshot: full-screen unlock celebration with particle effects at 3cde1a7]

Game mode waves

We set up wave logic for a game mode so pacing is more consistent. The focus here was establishing reliable sequencing and timings so both sides know what they’re reacting to. This should reduce odd spikes and make counter-picks more meaningful.

[screenshot: waves spawning and lane pressure building at 6b2001c]

New map: Fair Hunters

There’s a new map in the pool called Fair Hunters. The layout aims for clean pathing and readable choke points to make tower placement tradeoffs obvious. Good for testing lane control strategies without weird geometry getting in the way.

[screenshot: Fair Hunters map overview with lane paths at a596063]

What Got Fixed

If you spot UI jitter or odd state after unlocking, send details and a screenshot. We’re watching for those.

Under the Hood

Notes for competitive play

Thanks for the reports and replays. If you test the new onboarding flow, we’d love feedback on the unlock screens (performance, clarity) and whether the wave pacing feels predictable in live matches.