DEVLOG
ROCK DWELLERS
— build history —
5 BUILDS
-
2026-05-10v0.5Rich 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— Watching a launcher fan out across a 50-ship backlog finally feels like a fleet, not a conga line.- Orbit insertion tightened to land ships on the ring instead of drifting high.
-
2026-04-27v0.4Smarter 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— The heat overlay turns "are they about to spot me?" from a hunch into a read.- 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.
-
2026-04-23v0.3Cluster maps + pause menu.New
- Asteroids spawn in connected clusters with distinctive oval shapes per cluster.
- Pause menu with Continue / Restart / Exit.
Changes— 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.- Per-asteroid resources halved to push movement between clusters.
- Orbit entry smoother; ships face along tangent while queued.
-
2026-04-23v0.2Saturation + 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— "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.- Hostile target selection cleaned up.
-
2026-04-22v0.1MVP — core loop playable.New— 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.
- 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.