GitHub

Devlog

Overgrowth 0.8 preview, First Orders, and foraging

Tonight's builds, all three in playtest.

Overgrowth 0.8 preview: The Long Vigil, part one

The first half of the next update, live early. Play it here.

  • Spitters (from night 3) stop behind the pack and lob burning bile at your towers. Run them down with the machete.
  • Burrowers (from night 6) tunnel under your walls and burst up on the far side. Nothing can hit them underground.
  • The Glowcap Lantern answers both: Blight in its light take 25% more damage, and a Burrower tunnelling into it gets dragged up and dazed.
  • Memories are permanent unlocks earned from your lifetime records, like starting with a slingshot after you hold through night 3, or a fourth boon card after you fell 150 Blight.
  • Nights are actually dark now. Fires, lanterns and the Heartwood light the clearing.

Full notes are in the changelog.

Pixel RTS: First Orders

Outside Boot Camp, the opening wasn't explaining itself. Now every newcomer's match starts with First Orders: a guide that names the very next click and points at it with an arrow on the map or a blinking button. It covers your first mine, research, a city, oil, a Barracks and a Factory, then gets out of the way. Play it here.

Pixel RTS: First Orders pointing at a Builder

Verdant Relay: legibility and foraging

Stage 8 is a readability pass: bigger text, crisper digits and icons, and a cleaner night sidebar. It also adds foraging: wild fruit that heals, glints of scrap in the brush, and dusk blooms worth Intel and research. Forage you've seen stays marked on the map. Play it here.

Play Overgrowth

Comments open soon. Until then, find me on GitHub.