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Squars: Incremental DefenseNewsDevlog #1 - What's Next?
Community

Devlog #1 - What's Next?

Squars: Incremental Defense · published 22 Mar 2026, 19:21 UTC

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Hello!

I had a longer break from posting due to the fact that I took some time off after releasing the demo and then… I got sick. Luckily I am back on track, ready for more Squars!

With the demo out for some time and after gathering some very important feedback, I can say that I have A LOT of work ahead of me, yet, I am very proud and fond of the current state of Squars. So, what’s next?

Energy System overhaul

The most troublesome part of the game is certainly the prices of towers. Each tower of the same type costs more and more, forcing players to play with more variety. While this sounds good on paper and encourages you to unlock many towers, the bad part is that expanding becomes very expensive very fast. This is why I decided to ditch it in favor of a more standard approach - Same price for towers no matter the quantity but with a gimmick that now, each tower demands a certain level of energy to operate. This is called “Energy Consumption” and it will lower your energy production output. If your energy drops to 0, some of your towers won’t work!

Graphic enhancement

I am forced to say goodbye to my programmer art and spend some time thinking about how to differentiate each tower with something more than just color and an icon. I just finished working on a new Command Center! Do you like it?

Better UI

I got some very useful feedback on my UI and how I can rearrange components to make it easier for the player. On top of that, I need to make sure there’s no space for situations like selling or buying something with a missclick!

Overall, the plan for the near future is to lower the entry barrier so more players can stay and enjoy Squars without feeling confused and frustrated! If you see something and feel like it needs a change, leave a comment or drop your suggestion on Discord!

More updates to come! I am switching from weekly updates to a more dynamic approach of posting when I feel like there’s been some changes worth talking about, so hopefully more often that one per week!

As always, have a great week!

📜 CHANGELOG

  • New command center looks

  • Days are now twice as long

  • Game tutorial updates

  • Added Energy Consumption for towers

  • More colors in the tileset, added square flowers

  • Changes scaling settings (thanks yazaa!)

  • Map now divides into chunk automatically

  • Fixed spawn point for Demo version

JOIN DISCORD

More from Squars: Incremental Defense

Other announcements

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Game update24 Aug 2026v0.5.5Howdy! I am bringing you more changes with v05.5 : · Squarnon attack cooldown and range nerf and capped at higher levels · New building placement indicators · Squarnon'center square is now purple/pink for better visibility It is now easier to go for lategame highscores. Enjoy!Game update16 Aug 2026v0.5.4Howdy! Another small update from me :) · Threat counter bounce on threat change · Added shortcut for buildings · Charges Battery and Wall are unlocked from the start · Added x2 speed buttonGame update15 Aug 2026v0.5.3Hello there! Some small fixes for current demo before v0.6.0 with some major changes :) · Droplets can now be picked up when laying on locked map chunk. · Fixed Battery translation. · Fixed Fancy Cursor toggle not being respected at the start of the game. · Scrollbars in Upgrades scene are now working. · Projectiles will no longer fly through whole map. They loose speed now.