Weekly #38 (26.01.2026 – 01.02.2026) - The home stretch!
[h3]Howdy![/h3][p][/p][p]Good news everyone! Map Chunks were successfully merged to the main branch and Ship Core’s Modules are close to being finished! I feel like I need just a couple days more to drop version 0.2.0 and then to focus on bugs squashing right before Steam Demo Fest![/p][p]If you’re new here, Squars is an all-square roguelite that blends tower defense with clicker mechanics 🙂.[/p][h3][/h3][p][/p][h3]Map Chunks:[/h3][p]
[/p][p]As I wrote in the intro, Map Chunks are part of the main branch! The thing is, I now have to think of a nice “chunk reveal” animation and an actual map to play on that is not just a checker of random and empty tiles. There’s a nice video my friend sent me where Path of Exile devs are talking about their procedural map generation system with chunks that can blend with each other and so on. I highly recommend it![/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]Ship Core’s Modules (WIP):[/h3][p]I managed to finish up all of the logic behind Modules and that is making sure that modifiers are actually affecting the core-gameplay and there’s a lot of them:[/p][p]All Damage Multiplier
Damage Type Multiplier
Click Charges Regen Multiplier
All Energy Gain Multiplier
Energy Production Increase
Energy Source Multiplier
Building Type Damage Multiplier
Building Type Range Multiplier
Core Stability Change
Click Charges Increase
Base Buildings Health Increase[/p][p]Modifiers like “Building Type” and “Damage Type” have to take, well, different types into account, which are:[/p][p]DamageTypes:[/p][p]Projectile
Explosion
Click
Fire
Poison
Bleed[/p][p]As for BuildingType damage and range modifier, currently affected are:[/p][p]Machinegun
Cannon
Flamethrower
Mortar
Healing Tower - I was wondering about this one but decided to keep it in and just interpret “damage” into “healing” 🙂[/p][p]Lastly, EnergySourceTypes are divided into:[/p][p]Production
Harvesting
EnemyKills
Pickups[/p][p]I know I won’t be able to accomplish what I imagined with Core Stability before the Demo Fest so I decided to hide it for now, but you gotta believe me, I am preparing something pretty unusual![/p][p]
[/p][p][/p][p]Also, right after publishing the demo version of Squars I will spend some time and describe the whole Modules System in another weekly as I am very, very fond of it![/p][p]And that’s it! More updates to come, stay tuned for the demo and leave me a comment! As always, have a great week![/p][p][/p][h3]📜 CHANGELOG (26.01.2026 – 01.02.2026)[/h3]
Damage Type Multiplier
Click Charges Regen Multiplier
All Energy Gain Multiplier
Energy Production Increase
Energy Source Multiplier
Building Type Damage Multiplier
Building Type Range Multiplier
Core Stability Change
Click Charges Increase
Base Buildings Health Increase[/p][p]Modifiers like “Building Type” and “Damage Type” have to take, well, different types into account, which are:[/p][p]DamageTypes:[/p][p]Projectile
Explosion
Click
Fire
Poison
Bleed[/p][p]As for BuildingType damage and range modifier, currently affected are:[/p][p]Machinegun
Cannon
Flamethrower
Mortar
Healing Tower - I was wondering about this one but decided to keep it in and just interpret “damage” into “healing” 🙂[/p][p]Lastly, EnergySourceTypes are divided into:[/p][p]Production
Harvesting
EnemyKills
Pickups[/p][p]I know I won’t be able to accomplish what I imagined with Core Stability before the Demo Fest so I decided to hide it for now, but you gotta believe me, I am preparing something pretty unusual![/p][p]
- [p]Bare version of Map Chunks is in![/p]
- [p]Ship Core’s Modules UI and most of the logic is done[/p][p][/p]