Built in public,entry by entry.
Every production note from across the studio, ordered newest to oldest: experiments, technical decisions, art direction, and playable milestones.
218 entries · 6 projects

Reduced post-combat collision scanning
Roaming movement skips detailed resource polygons that lie outside the traveled segment.

Strengthened terrain face contrast
Broad shading makes rendered slopes easier to read without changing walkability.

Added a field performance report panel
A compact panel tracks frame gaps, streaming, save activity and recent expensive operations.

Added physical, faction-specific rival scouting
Rivals learn player contacts through actual scouts rather than starting with shared knowledge.

Added partial unloading and automatic Harvester logistics
Unload partial cargo, deliver by processor right-click, and return to harvesting after aligned docking.

Reduced first-click and research-opening pauses
Yielding audio decoding and prepared advisor images remove major measured interface stalls.

Added full refunds for canceled research
Unfinished and dependent research returns its cost even when storage is at its cap.

Made buildings obstruct power links
Relay line of sight respects buildings while ignoring mobile units and the linked endpoints.

Fixed fog leaking into inventory previews
Equipment previews retain their own lit materials instead of inheriting the world fog silhouette.