Lunars

Lunars Devlog - Sept 2026

Anubis Arts

SEPTEMBER DEVLOG

Sorry for being slow with the updates. We’ve been working away in the background and wanted to share what’s been cooking over the past few months. We’re in the final stretch now for the first update and because of the major reworks done to core systems we are testing everything before we push the update live.

SUMMARY

New City Board, Map panning and board event updates Goldfishing, Moobula Attacks, Whack a Goose, Card Matching and Either Or Not minigames Major audio/visual pass across boards and minigames Player movement, animation, UI, bots and camera improvements Multiplayer stability, memory optimisation and host migration work

BOARDS

City Board:

New locations, buildings, events and interactions Purchasable buildings with upgrade levels Jade rewards/transactions tied into buildings and board events Train Ride with two trams travelling between opposite stations Tram boarding, player positioning and dedicated train cameras Improved running/idle states and particles while boarding Fixed building upgrades and assembly animations Buildings now show their upgrade level Level display hidden on unupgraded properties Added pop-in effect when building levels change

Map Mode:

Added free look around the board by holding map button + stick/WASD Releasing Map Mode returns the camera to the active player Cleaned up which board events can interrupt Map Mode Jade events no longer cancel Map Mode unless the player lands on the relevant spot

Item targeting:

Updated targeting curve when selecting another player Targeting visuals disappear if the player gets hit/stunned Targeting arrows shrink before the item effect is sent Item visuals travel along the targeting line to the selected player Harmful items default to a random player, useful items default to the player Self-targeting items/traps keep their original animations

Dice/board movement:

Added anti-frustration system to reduce repeated low rolls Added support for custom/negative dice ranges Improved handling when board sections become unavailable Bots avoid disabled spots/routes

Board events/player states:

Buffered effects wait until protected events finish Buffered effects resolve one at a time instead of stacking Dizzy/burnt/event-locked states properly prevent players/bots from acting Event cleanup returns players to the correct state before play continues

MINIGAMES

Goldfishing:

New visuals, particles and animations Fishing line wobble, movement, width controls and fading Added fish/player sounds Added bots

Moobula Attacks:

New visuals, particles and animations Bot support for abduction gameplay Improved feedback when players are captured/switch teams Added saucer sounds Added bots for players and antagonists

Whack a Goose:

Built from scratch Full goose animation set for pop up, idle, bonk and hiding Hammer/bomb reactions Bomb particles, hit effects and down-state particles Hit indicator grows as the timer nears expiry Added popup/event sounds Added bots

Card Matching:

Built from scratch Cards flip back up after each turn so matched positions still need to be remembered Added bots

Either Or Not:

Gameplay, visuals, animations and networking built out Scoring streaks/multipliers for consecutive correct choices Added sounds (conveyor movement, bin/lid opening, correct/incorrect reactions, etc.)

Swingermon:

Added whipping animation to the rope Smoothed Y velocity instead of stopping abruptly Improved rope release/falling transition More control over rope wobble, fade and width

Roob Cube:

Added networked blocks that move vertically Randomized start positions and movement speeds Smoothed block movement Moving blocks follow the rotating main cube Reducing jitter between block movement and cube rotation Fixed players moving through block colliders Fixed networked player consistency issue Added cannon sounds and particles Added bots

VISUALS & AUDIO

Much requested update in the works - Major audio pass across the game:

Added City Board ambience/environmental sounds New City Board audio track in the works Train movement sounds begin when the player starts riding Added sounds for buildings appearing/board locations changing Added bounce sound for board bouncers Fixed several FMOD issues Moving sound playback into visual scripts to separate it from gameplay/networking logic

Positional audio:

FMOD listener now follows the player instead of the board camera Player listener selection changes depending on Classic/Blitz Listener follows the player's visual model during events like the City train so 3D sounds don't stay behind with the character controller

Player movement/animation:

Improved movement responsiveness Smoothed movement transitions between states Added tripping when pushed/hit by environmental objects Weapon carrying works correctly while running Added weapon-specific attack animations for all Lunars Fixed customisation idle animations constantly retriggering Improved dizzy-to-idle/recovery transitions Fixed falling/run/outcome animation issues Fixed Animator layer/Write Defaults issues that could leave animations stuck Hands-only weapon masking keeps locomotion intact

Player identification:

Added player highlight before "Game Start" Overhead info stays hidden until the reveal finishes Players can show P1,2,3,4 labels using their player colour Rejoining players also get the highlight Added scale-down animation when the indicator disappears Fixed duplicate overhead UI

Emoji wheel:

Returned the beloved emoji wheel Emojis can be used in almost all game scenes Can display on overhead UI, main UI or both Overhead emojis stay hidden for off-screen players Added Results scene support Player movement disabled while using the emoji wheel

UI/presentation:

Refined UI animations/transitions Player Turn UI shared between Classic/Blitz with mode-specific messaging Added localisation support to Player Turn UI Cleaner event panel transitions/state handling Improved particle/hit feedback Added helmet drop reactions after hits in Whack a Goose

Added texture transparency to the new lightweight decal shader

GENERAL / MISC

Bots:

Improved pathfinding around disabled routes/invalid choices Better handling while players are incapacitated Bot support for new minigames

Minigame stability:

Stabilised minigame lobby Reworked player loading to reduce memory usage Fixed off-screen indicators appearing for invalid players Fixed network timing/null-reference issues during startup Improved Either Or Not network setup

Cameras:

Fixed follow jitter at high speeds Fixed camera jumping when first following a target Fixed end-of-minigame camera desync between clients Camera switching now happens during the covered part of transitions Improved look-at behaviour with configurable speed/offsets/axis locking

Multiplayer/stability:

Improved sync for animations, cameras and event sequences Improved loading between boards, events and minigames Added loading safeguards/timeouts for potential softlocks Fixed several host/client state mismatches

Host migration:

Improved migration across lobby, board, minigames and Results Improved restoring match state after the host leaves Fixed players not being recreated/reassigned correctly after migration Fixed cases where migration could leave the match broken Testing across different scenes

Internal tools:

Expanded UI Sequence Animator with fade/slide/scale animations Added per-element delays, open/close sequences and speed controls Improved editor preview controls Added content capture tool with orbit/dolly/play speed controls Capture UI can be hidden while recording Fixed capture tools permanently affecting gameplay objects in editor

This announcement was originally published by Anubis Arts on Steam on Sep 29, 2026.

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Lunars

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