Weekly Update – November 15, 2025

New map content was this week’s focus. 

New Room Types

  • Archer Post: Archers are stationed along the room perimeter, barricaded by crates. 
  • Oil-Spilled Room: Flammable oil has spilled throughout the room. A few bandits occupy the room along with braziers in the corners.
  • Spike Trap Room: A room containing spike traps, sprung spike traps, and bones.
  • Packed Corridor: Bandit-filled corridor.

New Objects

  • Spike Trap: When an actor steps on the trap, spikes come out of the floor. 

Room Type Testing

The test map can now be populated with a specific room type for testing purposes. This is a huge time saver. 

Miscellaneous

  • Object interactions now occur when a projectile lands on a cell, e.g. a lit torch the lands on an oil puddle will ignite the oil.
  • Fixed a few map generation bugs.  

Next week, I’ll continue adding map content. I’m also experimenting with controlling the ratios of small/medium/large rooms in the map and reducing the number of rooms per map. There are too many rooms at the moment, and way too much combat.


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