
Tetrogue just crossed 200 downloads. Doubling up feels like it should be less exciting than the first 100, but somehow it isn't, so thank you, genuinely, to everyone who gave it a shot. It's been about a month since that first thank-you post, and looking back, the game has evolved a lot. Since 100 downloads, Tetrogue has picked up:
7 playable Heroes, each with a real ability and their own unlock chain (the whole reason this graphic isn't slimes anymore)
Endless Mode, for when three stages and a final boss just isn't enough punishment
A full Rotation System selector, so the SRS purists and the ARS/TRS diehards can both be happy
The Heat mechanic and a proper Custom Difficulty slider for tuning your own suffering
A full piece-rendering overhaul, tiles now connect and bevel like one solid shape instead of separate bricks
Shareable run-summary cards and seed codes, so you can brag about a run or send someone a rematch
Achievements, the Tetredex, and a steadily growing Meta-progression tree
A Readable Font option, and deeper controller support
More balance passes and bug fixes than I can list here, because apparently a solo dev never really gets to "ship and forget"
This is still just me, working on it (almost) every day, and every download, wishlist, and bit of feedback keeps being the reason I keep going. I'm not slowing down: more content, more polish, more of whatever this game needs. We doubled. If you all get your 500 closest friends to buy the game I can quit my day job.