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Weekly #36 (12.01.2026 - 18.01.2026) - Preparing for the Demo

[h3]Howdy![/h3][p]Another week of the development of both Ship Core’s Modules and Map Chunks! Here’s the update on how it’s going![/p][p]If you’re new here, Squars is an all-square roguelite that blends tower defense with clicker mechanics 🙂.[/p][p][/p][h3]JOIN DISCORD[/h3][p][/p][h3]Road to v0.2.0:[/h3][p]I want to include both Map Chunks and Ship Core’s Modules (along with a couple more little changes) in version 0.2.0, which will also be the Demo Version for the upcoming Steam Demo Fest that is approaching fast! I hope to be done with features by the end of January. Keep your fingers crossed![/p][p][/p][h3]Map Chunks (WIP):[/h3][p]Enemies will now spawn around the edges of the unlocked chunks. They will always get out from the darkness, so there’s no issue of them spawning in the middle of just unlocked chunks.[/p][p]You can see that behaviour here:[/p][p][/p][h3]Ship Core’s Modules (WIP):[/h3][p]Modules got some polishing touches with visuals and with how each module’s stats are presented! Now I need to focus on implementing interactions like leveling and selling modules, modules drop at the end of the level and finally actually taking boosts from the Ship’s Core into account :) [/p][p][/p][p][/p][p]And that’s it! More updates to come, so stay tuned! As always, have a great week![/p][p]Changelog below 👋[/p][h3]📜 CHANGELOG (12.01.2026 – 18.01.2026)[/h3]
  • [p]Ship Core’s Modules! (yes, still!)[/p]
  • [p]Map Chunks![/p]

Weekly #35 (05.01.2026 - 11.01.2026) - Modules and Chunks

[h3]Howdy![/h3][p]Short one for this week as I am deep into development of both Ship Core’s Modules and Map Chunks! Here’s the update on how it’s going![/p][p][/p][p]If you’re new here, Squars is an all-square roguelite that blends tower defense with clicker mechanics 🙂.[/p][h3]PLAY HERE[/h3][p][/p][h3]Map Chunks (WIP):[/h3][p]It is now possible to unlock new chunks during the gameplay as can be seen HERE[/p][p][/p][h3]Ship Core’s Modules (WIP):[/h3][p]Modules can be randomized from 6 different quality tiers: Junk, Poor, Standard, Good, Exceptional and Legendary. Each quality differs in looks, maximum level cap and how many secondary modifiers modules will have. Each module has a main modifier and a predefined amount of secondary, weaker modifiers, starting with Poor having one (Junk having none), Standard having 2 and ending on Legendary having 5! Each module can influence its neighbours with positive or negative effects. How many neighbours will it influence and in which direction is purely random. Below is the first version of modules looks, from weakest to the strongest:[/p][p][/p][p][/p][p]And that’s it! More updates to come, so stay tuned! As always, have a great week![/p][p]Changelog below 👋[/p][p][/p][h3]📜 CHANGELOG (5.01.2026 – 11.01.2026)[/h3]
  • [p]Ship Core’s Modules![/p]
  • [p]Map Chunks![/p]
[h3]JOIN DISCORD and WISHLIST SQUARS[/h3]

Weekly #34 (29.12.2025 - 04.01.2026) - Work Work!

[p][/p][h3]Howdy![/h3][p]First weekly of 2026! I wish you all the best this year. I want to share some updates with you as I am working on a demo version of Squars for the upcoming Steam’s Demo Fest![/p][p]If you’re new here, Squars is an all-square roguelite that blends tower defense with clicker mechanics 🙂.[/p][p][/p][h3]PLAY HERE[/h3][h3]Map Chunks (WIP):[/h3][p][/p][p]Work on the Map Chunks continues! I managed to improve debugging by displaying flow fields only on the tiles visible by camera. On top of that, flow fields are not generated for disabled chunks and it is now possible to place buildings on top of chunks other than the first one. Still, there’s a lot of work to be done here. I will keep you posted![/p][h3]Ship Core’s Modules (WIP):[/h3][p][/p][p]I think I finished the most tedious work for Modules and that is making sure Drag & Drop between the matrix and the storage are working properly. I kind of rushed this topic and wasted about 2 hours on trying to craft my own solution for dragging but it turned out, Godot already has a built in solution! Every Control node has a set of methods that you are able to override in order to detect, validate and execute Drag & Drop between Control nodes so I switched to using that![/p][p]If you are interested, here’s a nice explanation of this topic 🙂[/p][p][dynamiclink][/dynamiclink][/p][p]More updates to come, so stay tuned! As always, have a great week![/p][p]Changelog below 👋[/p][h3]📜 CHANGELOG (29.12.2025 – 04.01.2026)[/h3]
  • [p]Wall and Cannon cards are unlocked at the start of the game to give new player more options[/p]
  • [p]Fix “Broken Finger” mutator not being disabled on refresh[/p]
  • [p]Fix flamethrower cost not being updated in the ui[/p]
  • [p]Fixed game speed on quit[/p]
[h3]JOIN DISCORD and WISHLIST SQUARS[/h3][p]PREVIOUS WEEKLY (22.12.2025 – 28.12.2025)[/p]

Weekly #33 (22.12.2025 - 28.12.2025) - Version 0.1.11 Released and More!

[h3]Howdy![/h3][p][/p][p]I am back from the holidays, healthy and squared up! There’s a lot going on with the release of v0.1.11, so hop on board![/p][p]If you’re new here, Squars is an all-square roguelite that blends tower defense with clicker mechanics 🙂.[/p][p][/p][h3]PLAY HERE[/h3][p][/p][h3]The Lone Tower mode:[/h3][p]In the last Weekly I wrote about the Lone Tower Mode pivot. Since then I’ve had a long chat with my good friend about design problems I am currently seeing and how this mode would not necessarily tackle those problems but rather avoid them altogether. My current “main” design problem is that, during the gameplay, players invest a lot in defending a certain location. If enemies get through and towers get destroyed, there’s basically no “comeback potential”.[/p][p]Now, because Squars is a roguelite designed for players to play many runs during one session, it isn’t necessarily a bad thing! Also, the current problem exists because of the map layout and limited number of paths that enemies can take, always clumping them up into one big wave. This is why I decided to tackle the problem with maps, halting the work on Lone Tower mode.[/p][p]Please give a warm welcome to:[/p][p][/p][h3]Map Chunks (WIP):[/h3][p][/p][p]With the map divided into unlockable chunks, players will be able to decide which way they want to expand to. Each chunk provides new terrain and points of interest, hopefully making the base more “spread out” with enemies attacking from multiple directions, evening out the assault intensity.[/p][p]This task is a big one, requiring expansion of the flow fields, changing how the enemies are spawned, how positions for buildings are calculated, and how the camera works… Well, keep your fingers crossed![/p][p][/p][h3]Skip Night Bonus:[/h3][p]In the meantime I implemented an easy fix to the issue of “leaving your last enemy alive in order to farm some more energy” from passive energy regeneration. Such a thing is just very annoying and shouldn’t be a part of the gameplay, sandbagging the player! Now, the faster the player can get rid of the enemies, the bigger “Skip Night Bonus” of energy will be given :) [/p][p][/p][p][/p][h3]Ship Core’s Modules (WIP):[/h3][p]Another big thing that I am currently working on is Core Modules - a slightly twisted idea from Legacy Version times. Players will have a chance to obtain special modules of different rarities during the game. Each module grants various bonuses if inserted into the Ship’s Core. However, there’s a catch! Some powerful modules may make the core unstable, triggering some nasty things during the run. What things, you ask? Come and play as soon as it’s ready to check it out! :D [/p][p][/p][p][/p][h3]Map Mutators:[/h3][p]The last thing I want to write about are Map Mutators. This small change lets players tweak the gameplay to make it harder but also more rewarding in terms of the score! This might be the edge needed to get to the top of the leaderboard :) [/p][p]Currently I implemented two mutators:[/p]
  • [p]Big Boys - Making all enemies 50% bigger, making them significantly more chunky![/p]
  • [p]Broken Fingers - Completely disabling the ability to use Click Charges, meaning no damaging enemies or healing buildings via clicking![/p]
[p][/p][p][/p][p]Please let me know if you have ideas for other mutators that I can implement in the game! You can catch me on Discord or leave a comment down below![/p][p]And that's it! As always, have a great week and happy new year![/p][p]Changelog below 👋[/p][p][/p][h3]📜 CHANGELOG (22.12.2025 – 28.12.2025)[/h3]
  • [p]Added Night Skip Bonus[/p]
  • [p]Added Map Mutators[/p]
[h3]JOIN DISCORD and WISHLIST SQUARS[/h3][p][/p][p]PREVIOUS WEEKLY (15.12.2025 – 21.12.2025)[/p]

v0.1.11 - Map Mutators

[h3]Howdy![/h3]

I am back from holidays with a new update. Try to get to the top of the leaderboard with Map Mutators!

[h3]To play, simply join the Playtests![/h3]

Also join Squars Discord and tell me what you think about the game :)

Changes:
- Added Map Mutators which allow to make game harder in exchange for score multiplier
- Added energy bonus for skipping night
- Added help button and how to play instructions popup available during the game
- More details for skill buttons. It is now clearer what each skill is doing

Fixes:
- UI now properly blocks map zooming with scroll
- Game no longer freezes when left during pause