DEVLOG
ROCK DWELLERS
— build history —
5 BUILDS
  1. 2026-05-10
    v0.5
    Rich zones + fleet dispatch.
    New
    • Asteroids carry quality tiers with a rich-zone cluster bias; hostiles spawn and target there too, so the best ground is also the loudest.
    • Fleet dispatch fans across targets: mid-launch retarget when you click a second asteroid, plus queue-aware launcher tolerance so a 50-ship backlog clears in seconds instead of trickling.
    Changes
    • Orbit insertion tightened to land ships on the ring instead of drifting high.
    — Watching a launcher fan out across a 50-ship backlog finally feels like a fleet, not a conga line.
  2. 2026-04-27
    v0.4
    Smarter hostiles + base building.
    New
    • Hostiles hunt: memory of asteroids they've passed, swept-path alerts, and suppression while laying low.
    • Heat-map overlay tracking mining and thrust; hostiles drift toward heat.
    • Buildable gates, per-dock ship assignment, per-launcher cooldowns.
    • Asteroid hover panel; camera pans on WASD/arrows and zooms to the cursor.
    Changes
    • Orbit insertion and landing visibly smoother (cruise-then-flip handover, spiral descent).
    • Base now an octagon; asteroids drawn as rough polygons; concurrent ships take distinct arcs.
    — The heat overlay turns "are they about to spot me?" from a hunch into a read.
  3. 2026-04-23
    v0.3
    Cluster maps + pause menu.
    New
    • Asteroids spawn in connected clusters with distinctive oval shapes per cluster.
    • Pause menu with Continue / Restart / Exit.
    Changes
    • Per-asteroid resources halved to push movement between clusters.
    • Orbit entry smoother; ships face along tangent while queued.
    — Clusters give the map character — each region reads differently. Halving resources does some of depletion's job cheaply, a nice preview of where real depletion will hurt.
  4. 2026-04-23
    v0.2
    Saturation + procedural worlds.
    New
    • Asteroids have mining slots; excess ships queue in orbit.
    • Asteroid layout regenerates each run.
    Changes
    • Loaded ships fly slower than empty ones (mass-scaled physics).
    Fixes
    • Hostile target selection cleaned up.
    — "Turtle on one rock" is dead — the queue pushes you to spread. Loaded ships being slower quietly makes geometry matter without a single numerical UI.
  5. 2026-04-22
    v0.1
    MVP — core loop playable.
    New
    • Core dispatch/mine/return loop. Tested up to 348 ships in flight.
    • One hostile patrolling on a weighted-random wandering orbit; detection ends the run.
    — The tension is real. Asteroids don't deplete yet, so "turtle on one safe rock" is too viable — that's the next build's job.