May Devlog: Builder Drones, Smarter Placement, and Regional Systems Expanded
đȘ May Devlog â Stabilizing the Surface
This month wasnât about flashy reveals, it was about structure. Literal and metaphorical. We focused on grounding major systems: how buildings are placed, how objects are initialized and powered, how regions are managed, and how players interact with the game on a technical and mechanical level. In short: the scaffolding beneath the chaos.
Letâs walk through what got done.
đ§± Building the Right Way
†From Grid to Grounded Placement
We replaced the old grid-based building validation system with a simpler, more reliable collision-based query. The previous system had grown too complex and fragile, especially around terrain and object interactions. The new approach makes building feel smoother and frees up designers to create more intuitive, flexible placement rules.
†Builder Drones Take the Lead
Instead of snapping buildings into existence, weâve started implementing the long-awaited builder drone system. After placing a structure, drones will deliver resources and construct it over time. In the future, drone performance, speed, capacity, concurrent jobs, will be region-specific and upgradable. It's a small step toward automation and strategy becoming deeply linked to regional progress.
†Structural Integrity Warnings
With the addition of a structural integrity system, weâve taken care to avoid surprises. The system now predicts what would happen before removing panels, offering a warning if a removal would cause parts of your base to collapse. The goal: smart constraints without frustration.
†Smarter Build Controls
Build inputs, like rotation, now adapt more intelligently based on what you're placing and where. The difference is subtle, but it reduces the jarring moments where a building suddenly flips or misaligns due to unexpected input behavior.
đ Systems, Initialization, and Power
A lot of invisible work went into cleaning up and organizing object behavior at runtime.
We built out an object power controller to manage which objects are powered and how they respond to power state changes.
We implemented a clean initialization flow for objects, especially defensive ones, so theyâre consistently set up, registered, and controlled when entering a region or being placed.
These systems work together to improve how the world behaves under the hood: more predictable, more modular, and more efficient.
đčïž Input and Interaction Cleanup
We also refactored and cleaned up the player input system, consolidating code and eliminating outdated logic. This improves how the player interacts with the game at both a systems level (like input registration) and a gameplay level (more responsive and maintainable).
đ Region Management Expanded
Following last monthâs introduction of region-based expansion, we spent May deepening its implementation. Region systems are now better organized, with clearer definitions for whatâs controlled, whatâs powered, and how gameplay behaviors change based on region state.
This work ties directly into builder drone restrictions, future enemy patrol systems, and long-term progression strategy.
đš From the Art Team
†New Enemy: The Hauler
A new enemy concept entered the world. This heavy-duty bot is designed to haul large cargo containers, but what itâs carrying, and how it might be repurposed, is up to you to discover.
†Final Concept: Rock Crusher
The Rock Crusher is a heavy industrial shredder designed for breaking down metal, especially hostile bots. This final concept gives us a clear visual language for high-power, high-risk processing equipment in the world of Hostile Mars.
†Base Concept Exploration
We also explored an early concept of what a prior mining operation base might have looked like. This piece is purely conceptualâbut helps us imagine the kind of remnants, structures, and industrial patterns that could shape the worldâs visual storytelling.
†Robot Legs
Some robot legs. Solid.
đ Whatâs Next Looking ahead, weâll continue expanding Build Mode functionality, flesh out region-specific gameplay, and start connecting systems like drones, logistics, and enemy pressure into a cohesive loop.
Thanks for following along, and as always, your feedback helps us build this world more intentionally.
â The Hostile Mars Team
April Devlog: UI Rebuild, Drag-and-Drop, and Build Mode Rework
đ April Devlog â *Into the Red*
It started like any other mission.
We gathered in the virtual war room, surrounded by sticky notes, half-written TODOs, and that one monitor that always flickered for no reason. The goal was simple: make *Hostile Mars* better.
The goal was simple.
The execution? Pure chaos.
---
đ§± Act I: The UI Crisis
Our first battle was a mess of windows.
Menus overlapped. Panels wouldnât close. Some UI elements had developed... minds of their own. The system weâd once duct-taped together had become a rogue AI with a grudge.
We needed a fresh start. So we tore it all down.
We built an entirely **new modular UI system**, piece by piece:
- Windows that knew when to stay in their lane - Panels that could be dragged around like civilized interfaces - A smart visibility system that kept things clean and conflict-free - An in-game debugger panel to monitor open windows and help us spot problems instantly
> The UI is no longer a war zone. It's a well-oiled command center.
---
đ Act II: The Great Inventory Rebellion
No sooner had we patched up the UI than another old beast woke up: the inventory drag system.
It was slow. It was clunky. Sometimes it didnât even *drag*. And worseâwhen it broke, it took other systems down with it.
So we launched a total takedown.
Now, a brand new, **fully modular drag-and-drop system** stands in its place:
- Items follow your cursor smoothly - Dragging gives clear visual feedback - Works across all inventory types: weapons, gear, upgrades, containers - Future-proofed to work with crafting and loot systems
> Inventory chaos defeated. One system reclaimed.
---
đ Act III: Loading⊠At Last
Until now, starting *Hostile Mars* was like pressing a button and hoping for the best.
No loading bar. No status. Just vibes.
That changes today.
Weâve added a full **step-based loading screen** that shows exactly whatâs happening as the game loads:
- Each system (world, player, structures, UI) loads one-by-one - Youâll see a **progress bar for the current task** - And a **second bar showing total progress**
> Youâre no longer flying blind. Youâre riding shotgun through startup.
---
đïž Act IV: The Build Mode Uprising
Build Mode used to be functionalâbut clunky. We wanted it to feel *inspiring*.
So weâre rebuilding the entire experience from the ground up:
- Assignable hotbars - Structure tabs and quick hotkeys - Better flow and intuitive controls
And for the builders who want to express themselves? We're adding:
- **Color palettes** - **Structure styles** - **Windows, doors, catwalks**, and more
> Build Mode is evolvingâfrom tool to playground.
---
đ Act V: Build-Anywhere Returns (With Teeth)
You asked for it. We heard you.
**Build-anywhere is coming back**âbut now it has depth and danger.
The world is now split into **regions**. To build in one, youâll need to:
1. Explore and scout 2. Defeat patrolling enemies and automated defenses 3. Activate the regionâs central core 4. Deploy builder drones and expand your base
To keep things grounded (literally), weâre also introducing a **structural integrity system**. Youâll still have freedom, but builds will need supportâno more floating fortresses without physics.
> You're not just building. You're conquering.
---
đ§ Act VI: Quiet Cleanup, Big Payoff
Meanwhile, our engineers dove into the backend and eliminated:
- All remaining LINQ usage (goodbye, GC spikes) - Unsafe buffer usage in ECS - Legacy bottlenecks slowing inventory performance
It wasnât flashy workâbut it will make the entire game feel smoother.
> Behind every smooth experience is a lot of invisible work. We did the work.
---
đ Epilogue: April Complete
By the end of April, weâd wrestled old systems back under control, laid the groundwork for the future, and opened up exciting new possibilities for players and builders alike.
Hereâs whatâs now in place:
- â A clean, conflict-free UI system - â A fast, flexible drag-and-drop inventory - â A clear, informative startup loading sequence - â A fully redesigned Build Mode in progress - â Region-based base expansion with structural realism - â A faster, more stable engine under the hood
---
đ Whatâs Coming in May
- Finalizing the new Build Mode UI - More testing and balancing of regional conquest - Combat UI polish and feedback clarity - Continued performance upgrades and bug squashing
---
Thanks for walking the surface of Mars with us. Whether you're reporting bugs, building megabases, or just sending us cursed screenshots of floating rocket launchersâwe see you, and we appreciate you.
More to come soon.
â The Hostile Mars Team đŽ
Devlog #38 | Benchmarks, Better Bots Through Automation, and Unity 6
Hey Defenders!
March has been all about foundations and future-proofing. Weâve been deep in the trenches building tools, polishing visuals, and tweaking systems to ensure Hostile Mars scales smoothly as we introduce more chaos, more bots, and more explosions. đ§Șđ„
Letâs take a look at what weâve been working on this month!
Benchmarking the Botpocalypse
With all the traps, enemy types, and new mechanics coming together, performance is top of mind. So, we built a dedicated benchmarking tool that allows us to spawn enemies, activate traps, and simulate intense scenarios in controlled test environments.
This new tool lets us:
Measure framerate impact
Analyze how different bots react to certain setups
Identify performance bottlenecks early
Itâs already helping us diagnose potential problems before they hit your base. Plus, itâs just fun watching hordes of bots get obliterated in controlled chaos.
Spawners with a Twist: Input Requirements
Weâre exploring a new twist on how wave spawners work: giving some of them intake requirements to activate. Imagine thisâduring a wave, a spawner won't trigger unless it's supplied with a specific crafted component.
Why is this exciting? Because it means:
Spawners become part of your automation loop
Players must manage logistics and prioritize resources in real time
Crafting and combat start blending in new, meaningful ways
Weâre still experimenting with the system, but itâs already opening doors to dynamic and reactive gameplay that ties your entire factory together.
Elevated Platforms â Giving Your Base Some Lift
Weâve been putting polish on the look and feel of your base, and one subtle but impactful change has been elevating platforms slightly above ground level.
This gives each structure:
More visual weight and clarity
A cleaner silhouette and separation from the terrain
A stronger sense of foundation and connection to the environment, making each platform feel firmly anchored to the Martian surface
Itâs a small touch that makes a big differenceâand weâre loving how it ties the whole environment together.
Upgrading to Unity 6
Weâve made the leap to Unity 6, which offers several performance and workflow improvements. While this wonât look like much on the surface, it will translate to:
Better performance both in-game and in the editor
Improved compatibility with newer features and tools
A more stable foundation for long-term development
Nothing flashy to show hereâbut trust us, your frame rate will thank you later.
Character Design â The Face (and Armor) of the Fight
Our work continues on designing the main character and their exoskeleton armor. Weâre not just aiming for cool visualsâweâre defining the core of how your upgrades and abilities will feel in the field.
Weâre experimenting with:
Modular armor pieces and progression
Integrated tools for both combat and automation
A strong silhouette that communicates power and versatility
Stay tunedâmore visuals and details are coming soon.
New Recipe System â More Flexibility, More Crafting Fun
Crafting just got a major upgrade. Our old system tied each item to a rigid list of ingredientsâgreat for simple setups, not so great for more complex machines or dynamic outputs.
So weâve rebuilt the system to be:
Recipe-first instead of item-first
Able to support multiple recipes per item
Flexible enough to allow variable outputs, chances, and machine-specific logic
This opens up a lot of room for factory optimization, tech progression, and alternate resource routesâeverything we want crafting to be in Hostile Mars.
Wrapping Up
While March might not have brought the flashiest features, itâs laid essential groundwork for the exciting systems to come. From performance tools and gameplay mechanics to visual polish and character upgrades, weâre charging forward to make Hostile Mars the best blend of automation and annihilation it can be.
As always, your feedback fuels our developmentâso donât be shy!
Until next timeâkeep your turrets loaded and your platforms elevated. âThe Hostile Mars Team đ
Devlog #37 | A First Look At The Character Exoskeleton
Welcome Defenders
February has been a month of major refinements, fixes, and experimentation as we continue to evolve Hostile Mars. From pathfinding improvements and turret firepower to spawn system balancing and trap adjustments, weâve been hard at work making the game feel even better. Letâs dive into whatâs new!
Size Matters â Large Enemies & Movement Improvements
Bigger enemies bring bigger problems, and weâre working to make sure they navigate and behave properly in your mazes. Turns out, size definitely matters when it comes to AI movement!
Bottleneck Detection Fixes â The system that detects stuck bots wasnât sensitive enough to larger enemies. Previously, it only triggered when 30+ bots were jammed in one spotânot very useful when a single Foreman takes up the space of several smaller bots. Now, it properly registers when big enemies are causing blockages. Improved Terrain Adaptation â Larger bots now better conform to uneven terrain and navigate ramps properly by dynamically adjusting their movement based on ground surface data. No more awkward floating or jittering! More to Come â This is still a work in progress, and we want large enemies to feel fully integrated with the gameâs physics. Expect more refinements soon!
Pathfinding Challenges & Improvements
Normally, we avoid updating third-party packages unless absolutely necessary. Keeping up with API changes and unexpected bugs can be a nightmare. However, the pathfinding package we use has received several major improvements, including performance boosts and fixes for errors we've been encountering.
At first, updating seemed like a smooth processâuntil ramps suddenly started blocking navigation at random. This unexpected issue has been holding up progress, but weâre in direct contact with the packageâs developer to get it resolved. One big benefit of updating is that we now have official support for these types of problems, so once this hurdle is cleared, we should see smoother, smarter pathfinding across the board.
Refining the Spawn System â Organic Growth & Factory Gameplay
Weâve been playtesting extensively to fine-tune how enemy spawn points work togetherâand the results have been incredibly promising.
đč Each spawn point now focuses on a single enemy type and increases its spawn rate over five waves. Once it reaches max spawn rate, a new spawn point opens up. đč After 10 unbroken waves, players can upgrade a spawn point, increasing the enemy rank in exchange for higher resource yieldsâat the cost of stronger and faster bots. đč The system never feels overwhelming since the focus is on dealing with the latest spawn point before worrying about how they integrate together.
This mechanic ties in perfectly with the factory vision of Hostile Mars. Think of each spawn point like a resource nodeâyour job is to figure out the most effective way to destroy enemies, harvest resources, and optimize production. As complexity ramps up over time, logistics will become a key part of progression, ensuring players are constantly engaged but never overloaded.
Turrets: More Barrels, More Firepower
Who doesnât love absurd amounts of firepower? Weâve been pushing turret systems to support massive amounts of barrels, and while itâs still a work in progress, hereâs how it currently functions:
Each additional barrel speeds up the turretâs fire rate. For example, a turret with 1 barrel fires 1 shot per second, while 4 barrels fire 4 shots per second. At higher barrel counts (100+), firing one at a time becomes less interesting, so weâre experimenting with clustered shots, where multiple barrels fire togetherâthink mega chain gun levels of destruction. Weâre still refining how best to balance extreme turret builds, but one thingâs for sure: turrets are getting deadlier than ever.
Other Fixes & Additions
February has also been full of smaller but important improvements, including:
â The Magnet Trap is back in the build! Bots beware. â Refined trap & turret stats â Adjusted cooldowns, activation times, trigger colliders, damage, fire rates, and status effects. â FINALLY fixed the mouse sensitivity reset bug â Seriously, how did you all play with this issue for so long? Sorry about that! â Bullet Wall Optimization â Now only fires if at least one shot will hit an enemyâno more wasted ammo.
Concept Art â Player & Exoskeleton Gear
This month, our concept art explorations have been all about designing the player and their exoskeleton gear. Since Hostile Mars is all about automation, combat, and survival, we want the playerâs design to reflect their role as both a defender and a high-tech engineer. The following are very early concept sketches and explorations. WIP!
Weâve been experimenting with different armor styles, modular attachments, and utility-focused designs that allow for both heavy firepower and efficient resource management. The exoskeleton isnât just for looksâit will play a key role in movement, upgrades, and overall survivability.
Check out some of the latest sketches and let us know what you think! đđ§
Looking Ahead
As we continue refining gameplay, weâre getting closer and closer to a fully realized combat & automation experience. Your feedback has been invaluable in shaping Hostile Mars, and we canât wait to show you whatâs next!
Let us know your thoughts in the Discord, and stay tuned for more updates.
Devlog #36 | Wave Refinements, Ramps Return, and New Deadly Traps!
Defining the Core Wave Gameplay
This past month, our main focus has been refining how enemy waves interact with player defenses. That meant a lot of cleaning up, bug fixing, and fine-tuning the systems that make waves function properly. The goal? To lock in the core mechanics of enemy waves and establish a solid lineup of defenses that showcase different strategic possibilities.
The process was something like this: brainstorm wave or defense mechanics, implement them, test, find a bug, fix it, break something else in the process, repeat. While we have a few new traps in the mix, this month was more about refining whatâs already there rather than introducing tons of flashy new features.
A big part of this was improving enemy pathfinding and refining behaviors. After plenty of tweaks, bots are much better at navigatingâfewer traffic jams, less aimless wandering, and (hopefully) fewer cases of them standing still questioning their existence.
Vertical Building
đ Ramps are back! đ
While experimenting with different gameplay concepts, we initially kept things simple by focusing on single-level mazes. But now, ramps are back in the build, adding a whole new layer of strategy (and a whole new set of things to break).
Of course, this introduced some new challengesâmaking sure bots donât casually walk off elevated paths, ensuring smooth transitions between ramps and flat ground, and implementing an intuitive placement system so ramps donât feel like a puzzle piece that refuses to fit.
Bringing verticality back into enemy waves adds a whole new dimension (literally), and while it introduced a fair share of bugs, it also reinforced that many of the gameâs core physics are working as intended. Plus, we got some unexpected surprises along the wayâsome of them intentional, some⊠less so.
Base Enemy Types
We went back to the drawing board (again) to define the foundational enemy types that will make up the early-game threats. Hereâs what we settled on:
Ground bots â The basic foot soldiers, rolling along like they own the place. Hovering bots â They donât care about small obstaclesâjust casually gliding over them like smug little drones. Flying bots â Because things werenât chaotic enough on the ground. Each of these occupies a different space within the grid, meaning youâll need to think carefully about how to counter them. No single defense will work against everything, so get ready to strategize.
Weâve also been exploring how turrets can handle massive amounts of firepower. Instead of explaining, weâll let the pictures do the talking. Spoiler: It involves a lot of guns.
Bugfixing
With the core ideas getting more refined, weâve been focusing on stability before moving on to the next big phase.
Some of this monthâs bug-squashing efforts included:
Updating icons (because UI deserves love too). Finalizing the concept of identity for every entity (yes, even bots need a sense of self). Fixing collision masks on traps (turns out, traps that donât trap are just⊠decorations). Adjusting how walls affect pathfinding (because bots running into walls on repeat is not a valid strategy).
Itâs not the flashiest part of development, but getting everything running smoothly is crucial before we start layering in more complexity.
Traps (concept models)
Weâve been experimenting with more ways to make bots sufferâuh, I mean, "add strategic depth to the game."
Acid Sprayer â Applies a lovely coat of corrosion to bots, dealing damage over time.
Acid Pool â Bots enter. They donât leave. Simple as that.
EMP Trap â Weâre not sure how it works, but it definitely makes bots take an unexpected nap.
Crusher â It crushes things. Enough said.
Rocket Trap â Ever wondered what happens when a bot crosses paths with a fully operational rocket engine? Spoiler: itâs not great for the bot. Whether they get incinerated on the spot or launched into orbit, one thingâs for sureâitâs highly effective.
Some highlights from this monthâs visual brainstorming:
Variations of a defense that delivers shocky-shocky to bots.
Two different spinny traps, possibly for mining⊠or for when a lot of bots need to be deleted.
Astroware Outpost â A super cool design that we canât wait to share more about.
Thatâs it for this update! As always, thanks for following along, and we canât wait to hear your thoughts. Join our Discord and let us know what you think: https://discord.gg/Xd88eF8Teg
We truly appreciate your ongoing support and canât wait to share what we have in store next! See you next time, Defenders! đ
Take care, -HM Team
Devlog #35 | Big Bots, New Traps, and Arc Missile Mayhem!
Welcome to our December Dev Log!
As the year comes to a close, weâve been busy wrapping up some exciting developments for Hostile Mars! From experimenting with enemy sizes to introducing thrilling new traps, this monthâs update is packed with progress. Whether itâs refining our systems or exploring creative new ideas, weâre pushing boundaries to make the game even more engaging. Letâs dive into the details!
Size, Speed, and Mass
This month, we went all-in on enemy experimentationâplaying with sizes, speeds, and masses to find that perfect flow of oncoming threats. In the process, we defined our base enemy types and hammered out their proportions. Once locked in, these stats will help us shape trap design and progression moving forward.
If you spot some colorful boxes, donât worryâthose are just placeholders for our future mining bots, letting us rapidly tweak size, mass, and speed. Take a peek at the clip below to see our wild testing in action!
Large Enemy Pathfinding
Recently, we've started exploring different sizes of enemies and how they would move through mazes or block each other. A year ago, when the Foreman was introduced as the hover tank in devlog #25, we had to limit its size because more prominent agents would try to follow paths that went too close to walls and kept getting stuck.
This issue has now been fixed. We've revised our pathfinding system to support multiple agent sizes, so bots can now occupy a corridor's entire 8m width or even be larger than a single cell of the build grid. In addition, obstacles can now block enemy types differently, such as a half wall that flying bots can pass over, but that forces ground bots to find another route.
More Trap Goodening
Last month we introduced a bunch of new traps, and we've continued to add and revise traps in December:
Spring Trap
Since this trap was created, the idea has been to physically simulate a board springing up around a hinge. This would have led to accurate physics behavior, but there was a huge issue: it was very unpredictable!
The number of enemiesâalong with their mass, shape, or velocityâwould completely change where they got thrown. They would be flying all over the place, making the trap hard to balance or use.
We've changed the concept entirely from a spring-actuated board to an electromagnet, sacrificing realistic physics in favor of a more reliable launch trajectory that sorts bots by mass to some extent. Chaos remains, but it's up to the player to figure out how to handle it.
With the trajectory now predictable, preview arcs can be implemented, so there's no need to blindly guess what will happen!
Push Wall
We've had a prototype of this one for a while, but it was too unstable to be used in practice, as it would often glitch out.
Now, we're presenting a revised version that's very stable and easier to configure. It also received a facelift, including a work-in-progress model and some animations using a custom IK (Inverse Kinematics) system.
(I wonder if we'll see some other things using IK⊠Stay tuned for future devlogs!)
Arc Missile Trap
Walls and barriers have always stood in the way of standard turrets, blocking their line of sight and wasting precious range. Thatâs why we created the Arc Missile Trapâa cunning launcher that fires heat-seeking, wall-avoiding rockets right over obstacles! Itâs perfect for hitting enemies youâd otherwise never be able to reach, and it turns every maze into a playground for explosive, long-range chaos.
Art
Concept Art
Here is a giant electromagnet that acts as a push trap:
Some wall design exploration:
Exploration on push trap arm mechanics:
What is this???
Thatâs it for this monthâs update!
We truly appreciate your ongoing support and canât wait to share what we have in store next. In the meantime, stay connected by joining our awesome Discord community: https://discord.gg/Xd88eF8Teg
Take care, -HM Team
Devlog #34 | Traps, traps, traps, traps, traps
Hostile Mars Development Update
Hello, Mars pioneers! Welcome to another development update for Hostile Mars. This month, we've focused on new traps, wave system improvements, bug fixes, and build mode enhancements. Let's dive into the details.
More Traps
We're excited to announce several new traps we have been testing, expanding your defensive options and strategies. These traps are designed to give you complete coverage over different enemy types and scenarios. (Please keep in mind we're still prototyping these traps using our finest 'programmer art' - Our art team will work their magic soon enough.)
Conveyor Trap
Continuing our prototyping of new traps, we're testing The Conveyor Trap! This ingenious device manipulates enemy movement by pushing them while they're stunned or slowing them down by shifting them to the side. Use it strategically to direct enemies into other traps or to delay their advance, giving your defenses more time to take them out.
Rocket Engine Trap
Another newcomer is the Rocket Engine Trap, a powerhouse that activates when enemies are in front of it. It thrusts them away with immense force, dealing serious damage in the process. This area-of-effect trap is highly efficient at wiping out large groups but consumes resources to operate and yields fewer resources from the destroyed bots. Deploy it wisely to control the battlefield!
Rock Crusher Trap
Crush those pesky small ground bots with the Rock Crusher Trap! This mechanical marvel pulverizes enemies that venture too close. You can upgrade it to process multiple bots simultaneously, making it even more efficient at clearing out swarms.
Acid Sprayer
Turn the battlefield into a corrosive nightmare for your enemies with the Acid Sprayer. This trap douses passing bots with acid, inflicting damage over time. It's perfect for weakening enemies before they reach your core defenses.
Acid Pool
Set deadly traps with the Acid Pool! Bots that are small enough will fall into this hidden pit, where they'll be slowly dissolved by acid. It's a satisfying way to eliminate groups of weaker enemies without expending additional resources.
Drill Bit Trap
Stop large enemies in their tracks with the Drill Bit Trap. A massive drill bit emerges from the ground, dealing increasing damage over time. It's especially effective against bigger bots that can't squeeze past it, allowing you to focus fire on other threats.
These new traps not only diversify your defensive arsenal but also open up new strategic possibilities. Whether you need to handle swarms of small bots or halt a giant mech, these traps provide exciting and effective solutions. Equip them wisely, and watch your enemies crumble!
Wave System Improvements
We've enhanced the systems controlling enemy waves to support multiple locations that can run waves independently. For example, a major outpost discovered through exploration could have its own waves and defenses. This allows for more granular wave progression or having the failure EMP only affect certain spawn points, so they can fail independently.
These changes are designed to test various concepts for base defense gameplay. We're considering different sizes for building spacesâsuch as multiple smaller buildable areas to spread defenses around, as opposed to having one vast open area.
We're also researching how much agency the player should have over progressionâwhether you should be able to control when to spawn new enemies or if the waves should impose their own rhythm.
Incoming Wave Information
One issue we've had with wave progression was that players would enter a new wave blind to what was coming. While this mostly worked with a slow ramp-up of the number or rank of enemies, the introduction of new spawn points or enemy types came as unexpected surprises that players had to deal with manually.
There could be value in keeping some of that information vague or hidden, but the potential for heavy consequences from an unhandled spawn point or enemy type felt unfair.
So, we're introducing a toggleable overlay that displays information on upcoming waves. Currently visible in-world, this might be changed to appear in a menu or look different in future versions.
Build Mode Quality of Life Improvements
Many enhancements have been made to the build mode this month! As we internally playtest, we're constantly looking for ways to improve this central mechanic to be as frictionless and efficient as possible.
Free-Form Selection: We've changed the selection from a grid-snapped box to a more free-form selection. This allows for finer control over what gets selected, making quick edits in crowded areas easier. We've also added incremental selection controls to add to or remove from the current selection when dragging a new box.
Grid Placement: Placing a grid of objects is now supported, making the construction of larger structures more straightforward.
Non-Grid Objects: Support for non-grid "free placeable" objects has been reintroduced. Previously removed to streamline interactions, we've brought it back for small items like decorations or utility objects (e.g., storage crates) that don't conform to the build grid. These objects also work with selection and copy-pasting!
Additional Tools: We've added a pipette tool to easily pick an object to place from the world and a deletion hotkey to quickly remove buildings.
Art
Props
Concept
That's all for this month's update. Weâre incredibly grateful to have such a passionate community and excited to keep sharing our progress with you. To stay up to date with all the latest developments, join our incredible Discord community: https://discord.gg/Xd88eF8Teg
Take Care, -HM Team
Devlog #33 | Maze Mechanics, New Enemies, and Base Design
Hostile Mars Development Update
Hello, Mars engineers! Welcome to another monthly development update for Hostile Mars. We've been hard at work enhancing the gameplay experience, focusing on maze design, enemy diversity, and base-building mechanics. Let's dive into what's new this month.
Enemy Congestion Events
Building on last month's work, we're emphasizing the importance of managing bottlenecks in your maze designs. Significant congestion will now trigger a timed warning, giving you insight into potential issues and an opportunity to address them before the bots react. Be cautiousâfailing to design your maze to scale can have serious consequences!
Prototyping Enemies
While focusing on the tower defense aspect, we're exploring new enemy variants to enhance diversity and deepen strategic gameplay. We've been prototyping extremely fast bots, others that resist most damage types, and even bots that ignore the core and hunt you down!
Splitting Paths
A long-standing idea from our design meetings is introducing mechanics that split enemies into multiple paths. We're adding temporary tools to experiment with this concept. Similar to splitting resource conveyors into multiple processing modules in factory games, we're curious to see if treating enemies more like living resources rather than just foes can lead to interesting player choices.
Combat and Waves Deep Dive
This past month, we've concentrated on isolating wave combat and defenses to increase player agency and experience. In doing so, we've been prototyping different defenses that significantly impact maze design. Here are a few examples:
Bullet Wall Trap:
Shoots a barrage of lasers across multiple cells, offering an advantage when placed at the end of long hallways.
Arc Missile Trap:
Launches missiles over walls within a certain radius. As long as ceilings aren't placed and the area is open, units will be targeted.
Artillery Cannon:
Our first large-format turret, occupying four squares. Similar to the Arc Missile Trap but fires a giant bomb instead of a small missile. It has massive range but requires a long preparation time for each shot.
We're also aligning trap designs to better consider the quantity of enemies passing through the maze. We plan to showcase more in next month's dev log.
Home Base Design
We've dedicated significant time to defining what the Home Base will beâhow much will be pre-existing structures versus player-defined. You can see a few sketches in the concept art. We're leaning towards a smaller starting base, allowing you to make critical choices about where larger base elements will reside.
Concept Art
Hammering Down Design Elements
As you know, the possibilities in a physics-based, wave-based shooter are extensive. It's crucial that we make design decisions based on what's best for the player experience, rather than adhering strictly to genre conventions. We dissect each gameplay aspect to determine its value in the context of the multiple genres we're incorporating. Though it takes time to refine these mechanics, the result should be a more polished and unique experience for many players. We invite you to continue this journey with us as we work through the game mechanics to create a great experience.
That's all for this month's update. We're excited about the direction Hostile Mars is taking and can't wait to share more with you in the coming weeks. As always, we appreciate your support and feedback. Stay tuned for more updates, and happy building!
Weâre incredibly grateful to have such a passionate community and excited to keep sharing our progress with you. To stay up to date with all the latest developments, join our incredible Discord community: https://discord.gg/Xd88eF8Teg
Take Care, -HM Team
Devlog #32 | Forging the Future: Combat, Power Systems, and New Wave Mechanics
Welcome to the October 2024 Hostile Mars Devlog! As we get further into development, the team has been hard at work refining every aspect of the game, from waves of enemy robots to player-driven systems and mechanics. This month, weâve been focusing on improving the core combat experience, enhancing the game's systems, and introducing exciting new features that will shape how you defend Mars. Let's dive into whatâs new and get you prepped for the battles ahead!
Combat-Focused Development
Weâre currently isolating the wave system and Home Base defenses, doing a deep dive into traps, turrets, player weapons, and enemies to see how they can be optimized. The goal is to make waves not just challenging, but also full of interesting choices for the player. Expect big changes!
Once weâre satisfied with the core wave mechanics, weâll layer the manufacturing and logistics systems on top to further deepen the design. This process is taking a bit longer than expected due to the unique blending of genres, but we're getting closer to finding the perfect formula.
Grid-Based Behaviors
Our shift to grid-based traps and buildings is paying off. By using grid cells to track enemy positions, we can optimize how traps interact with enemies, making it easier to detect when bots are bottlenecked or when players have created efficient mazes. This optimization allows us to reward clever base-building strategies and reduce unnecessary complexity in the process.
Build Mode: Copy & Paste and then Blueprints
Weâve made a few quality-of-life improvements to Management Mode, streamlining the UX by automatically switching between selection and placement tools based on input. This speeds up the process of building and adjusting your base, making it feel more fluid. Weâve also added a copy-paste feature so players can quickly duplicate base elements and design more efficiently. You can even drag the blueprint to repeat over a large area! Take that all other games that don't have this feature!
Player Status Effects
Itâs time for the player to feel the impact of battle! Weâre adding status effects like stun, knockback, and slow to make combat feel more dynamic and dangerous. These effects will add a layer of challenge beyond just managing health, making certain enemies even more threatening. Plus, weâll be integrating improved animations so the player character reacts more naturally to being hit, adding a deeper sense of immersion.
Health and Damage Systems
Weâve cleaned up and improved the code for handling damage and health, giving us far more flexibility in how entities interact in combat. Now, when an entity deals or receives damage, it can track what caused the damage and even trigger special behaviorsâlike bots self-destructing upon destroying a structure or spike traps activating on impact. This upgrade opens up new design possibilities as we fine-tune the gameâs tower defense mechanics.
Grid-Based Power System
Power has always been a tricky part of our gameâs design, especially considering its importance in factory-building games. But in a wave-based combat game, a power outage during a wave could punish players too harshly. So, weâve revamped the system into a grid-based power system.
Power flows through tiles connected to a central generator. As long as tiles are connected, theyâll stay powered. If an attack breaks the connection, only those affected tiles will lose powerâso donât worry about catastrophic failures mid-wave. The new system simplifies power management, letting you focus on building without worrying about power shortages.
New Enemy Wave System
While there may not be much to show visually, weâve drastically improved the way waves are structured. Now, we have more control over where and when enemies spawn, allowing us to create more exciting and strategic waves. The new system lets us fine-tune which spawn points release specific enemy types, giving us the ability to design waves with more precision and intensity.
Art Spotlight
This month, weâre giving you a sneak peek at some of the latest concept art for Hostile Mars! Our talented art team has been hard at work bringing the Martian landscape and enemy designs to life. From the gritty, industrial feel of your Home Base to the mechanical menace of enemy bots, the visual direction is getting sharper every day.
Expect to see towering enemy robots, deadly traps, and a Martian landscape filled with hidden resources and strategic opportunities. We canât wait for you to experience these environments and enemies in action, but for now, enjoy this exclusive look at some of our newest concept art!
Concept Art
Models
That wraps up our October devlog! Weâre excited about the progress weâve made and canât wait to share even more updates as we continue refining Hostile Mars. With major improvements to combat, new systems in place, and a deeper focus on strategy and gameplay, weâre getting closer to delivering a Martian defense experience like no other. Stay tuned for more, and as always, thanks for your continued support!
Until next time, keep defending Mars! đ„
Weâre incredibly grateful to have such a passionate community and excited to keep sharing our progress with you. To stay up to date with all the latest developments, join our incredible Discord community: https://discord.gg/Xd88eF8Teg
Take Care, -HM Team
Devlog #31 | Explore What's New: Hostile Mars September Dev Log Highlights!
Welcome Back, Defenders!
Public Pre-Alpha Demo Results
The public pre-alpha demo of Hostile Mars, launched during Steam's Tower Defense Festival, was a resounding success! Over 2,500 users engaged with the demo, averaging two hours of playtime each. Weâre thrilled with the turnout and deeply grateful for all the feedback received through the post-demo survey. It has been instrumental in guiding our enhancements. If you havenât had the chance yet and would like to provide feedback, you can still do so here.
Your feedback has given us clear insights into whatâs working well and where we can focus our efforts to improve the game. Weâre particularly grateful for the constructive suggestions regarding features that are still in development, such as the outpost system. This system is designed to provide unique experiences and unlock new technologies with each completed outpost, and weâre excited to refine it further to meet your expectations.
We were blown away by the creative base designs that many of you shared. Seeing how you engaged with the gameâs mechanics has been a huge inspiration for our team. Your participation and feedback are vital as we continue to develop and enhance Hostile Mars. Weâre listening closely and are already implementing many of your ideas to make the game even better.
Demo POIs and Progression
In preparation for the demo, we made some significant updates to the gameâs progression system. By tying the tech tree directly to the world, weâve created a more immersive and rewarding experience. This also meant reimagining the environment with new Points of Interest (POIs) and special locations that align with the revamped progression.
The demo showed us that weâre on the right track, and weâre committed to refining these elements to ensure theyâre both intuitive and enjoyable. Weâre excited to see how these changes will enhance your experience as you explore and conquer Mars.
Adding an Intro Sequence
Weâre excited to share that we added a new intro sequence to the demo, bringing a fresh layer of narrative depth to Hostile Mars. While thereâs still more to come, the current intro has already received positive feedback, and weâre eager to continue expanding the gameâs storytelling elements. This is just the beginning of the cinematic experiences we plan to offer, making the world of Hostile Mars even more engaging and immersive.
Continuous Improvement
Throughout the demo, our team worked tirelessly to ensure everything ran as smoothly as possible. Weâre always striving to deliver the best experience, and your feedback is helping us polish the game even further. Weâre a small but dedicated team, and every challenge we face brings us closer to creating the best version of Hostile Mars.
Demo Build Mode Feedback
We heard your thoughts on the building system, and weâre excited to announce some great improvements! Building vertically is now more intuitive, thanks to updates that make placing walls and floors easier and more precise. These enhancements will allow you to focus on your creativity, making base building a more enjoyable and seamless experience.
Art
The art team has been working hard on lots of stuff, here's a preview of some of the concept work done:
Concepts: Character Exploration
Concepts: Loot Boxes
More Game Props
Thank you for your continued support! Weâre incredibly grateful to have such a passionate community and excited to keep sharing our progress with you. To stay up to date with all the latest developments, join our incredible Discord community: https://discord.gg/Xd88eF8Teg