Version 0.86
Hello!
Version 0.86 is out.
Gameplay and combat
Towers destroyed by insects now burst into model debris, and their wrecks stay visible after the explosion.
Towers heat up under sustained fire, and gusts of wind cross the arena.
The worm’s bite shakes the board through every phase, and shakes the cockpit harder.
Towers can now be placed while the camera is tilted past the maximum zoom.
Upgrade prices on the tower ring now match the current skill tree; towers built before a level was unlocked were missing them.
Building
Clicking (or pressing A on) an empty tile opens a build ring with every unlocked tower and its cost, so you can place one right there.
The same build ring opens in the factory with belts, splitters and assemblers, and both are also reachable from a shortcut beside the palette and from the radial wheel.
Towers now assemble over 3 seconds, are born facing the nest, and only start working once their last piece docks and is welded in place.
Multiplayer
Empty PvP seats are filled with bots run by the host. Each bot builds its own working maze, patches the holes the worm leaves, chooses when to sabotage, produce and send troops, and costs the host little performance.
The radar opens without freezing. Its thumbnails stay black until data arrives, render cheaply at the lowest graphics setting, and players who have lost show as black, unclickable thumbnails.
Ray tracing stays on through a whole run, and every Steam build is now checked for this.
In co-op the Mech Hangar is unlocked from wave 1 with a stock of batteries, and its mechs’ and rangers’ damage now scales with the waves.
Modding
Mods can write their own waves, layered enemies, upgrade paths, tower income, allied soldiers, a controllable hero and powers, co-op halves of the board, a living route that grows with the waves, and cores to defend.
Mods can make factory ammunition the source of a tower’s normal shot.
Script mods, in restricted GDScript or in Lua (run in a native sandbox), behind one API.
Mods can define their own towers based on stock ones, with their own names, tooltips and icons.
Total conversion mods, a new kind of which only one plays at a time.
The Mods screen opens a detail window for each mod and has a “Restart now” button.
New sample mods:
Banana Brigade - Fixed path, Towers are Monkeys, enemies are bananas.
Iron Kingdom - Hangar(mechs, a hero and an orbital strike)
Living Trail - The board is built along the trail as it grows
Cores - Enemies needs to steal a core inside the south cave and come back
Factory ammunition - Only lv 1 gun can fire, any other tower depends on ammo from factory
Every gameplay sample ships a bots.json.
Controller and interface
The Strategies window keeps the controller’s place after an action.
Mod powers can be cast with the d-pad.
The camera and the controller cursor follow a driven hero.
Mech Hangar
A rare card from wave 20. Its Sentinel mechs run on factory-made batteries, and the hangar carries two powers, an orbital strike and a ranger drop.
Rangers land by parachute on the point you aim at
The Commander hero can be driven usinf first person or top view, levels up with damage, gains a jetpack at level 5 and has its own tutorial.
Co-op
Both boards stay in sync for towers in first person and for the Commander.
A tower or the hero is locked while your partner is using it.
This announcement was originally published by Ricardson Albuquerque on Steam on Oct 12, 2026.
Open the original on Steam