Time (UTC)SourceWhat changedAddedEditedRemovedReference
16 Sep 2026
NewsMUSTER Devblog: From Pixels to Spritesheets with PixelWall———Community
Community · published 16 Sep 2026, 16:16:05 UTC
MUSTER Devblog: From Pixels to Spritesheets with PixelWall
MUSTER is still in development, and a lot of its personality lives in very small images: a talent icon, a flickering flame, or a creature that needs to read clearly on a crowded battlefield. The game's art combines licensed assets with original work. For this devblog, we wanted to share how we've been using PixelWall to build our own pixel art, organize spritesheets, and bring animation into th…
NewsMUSTER Devblog: From Stat Upgrades to Build Choices———Community
Community · published 16 Sep 2026, 16:04:46 UTC
MUSTER Devblog: From Stat Upgrades to Build Choices
MUSTER is still in development, and the things you find underground have changed a lot along the way. Our early loot system was a small collection of named weapons and charms. Since then, we've been working toward items that give you reasons to rethink a hero's kit, your formation, or the direction of a run. Here's how we got from that first handful of items to the system we're building now. St…
NewsMUSTER Devblog: From Flat Battlefields to Free Camera Control———Community
Community · published 16 Sep 2026, 15:46:06 UTC
MUSTER Devblog: From Flat Battlefields to Free Camera Control
MUSTER is still in development, and our battlefields have already been through a few different lives. They began as a flat 2D board, grew into an isometric space, and eventually became something you could rotate and tilt to find your own view of the fight. For an autobattler, the battlefield does a lot of the explaining. You arrange your warband and watch the plan play out. The view needs to he…
NewsMUSTER Devblog: Making Talents Easier to Understand———Community
Community · published 16 Sep 2026, 15:28:20 UTC
MUSTER Devblog: Making Talents Easier to Understand
MUSTER is still in development, and we wanted to share a closer look at one of the things we've been working on: making talents easier to get into while keeping room to experiment. We like a big talent tree. Following connections, finding a useful combination, and imagining what a hero could become are a big part of the appeal. MUSTER has 20 classes, each with three talent paths, so there is pl…