Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
MoteMancerNewsMonday Musings #50 – Working With Bestagons #3: Blueprints, Maps, and Immersion
Community

Monday Musings #50 – Working With Bestagons #3: Blueprints, Maps, and Immersion

MoteMancer · published 31 Mar 2026, 00:01 UTC

All newsPlayers around this dateRead on Steam

I received a very fair critique from multiple sources:

If your game is all hexagons, why are you using that tired old rectangle selector for blueprints?

I love this kind of feedback because it points directly at one of the most important north stars in any creative work: immersion.

A longer way to say it is that everything in your game should tell the same story. In MoteMancer that shows up everywhere: 6 Elements, 6 Planes, 6-sided cells, 6 keybinds on either side of center, 6 recipes per structure. As much as possible, every part of the experience should rhyme with itself.

And it's not just for aesthetics (even if that's a nice perk), it’s about building a world that plays by its own rules. When that holds, players start thinking within the system instead of translating it back into something familiar. That’s where immersion really takes hold.

So when people tell me to get those squares outta here, they’re absolutely right.

Blueprint Footprints


Because MoteMancer’s hex-grid language takes time to internalize, players naturally start by building in straight lines, even if they are diagonal. Over time that shifts toward more radial designs that take advantage of adjacency, and eventually into more expressive, mandala-like layouts.

Each of those stages is valid.

It's super important to recognize that players will live in all of these stages though, so changing the blueprint system to something specific is not the best solution. We can instead offer a tool for each stage of familiarity. To that end, Blueprints now have 3 selection modes: Rectangular, Diamond, and Radial. You can swap between them with X, the same way you swap between freeform and locked belt placement.

Note that Diamond mode is basically a freeform parallelogram, and works in all 6 directions, long corner to long corner.

Return of the Map


Back when the Map feature first found its way into the game, it used a clever technique of offsetting every other row by half a pixel (yes I know that's not a thing) to achieve the offset look. Honestly that was pretty successful, but as I was wrapping that up I realized a way to actually get hexagonal pixels on the map, it just takes a little clever uv-math hijacking.

For anyone unfamiliar, UVs are just coordinates that tell the renderer which part of a texture to sample. Normally you map a square UV to a square texture and call it a day, but the system doesn’t really care what values you feed it, it just performs the lookup.

In the simple case, we can reduce the UV texture to a small 32x32 and just used those values to correspond to the grid coordinate which gave us a very nice pixelated grid vibe. From there, it’s just a step further to define hex-shaped regions that all point to the same UV coordinate. The result is a map made of true hex “pixels,” even though under the hood it’s still just sampling a texture.

Sanding off the Correct Edges


There will always be rough edges in any system, and not all of them should be removed.

Some edges create space for player creativity. They invite clever solutions, unexpected patterns, and a sense of discovery. Those are worth preserving.

The edges that need attention are the ones that break the internal logic of the world. When something feels out of place, it pulls players out of the experience.

Replacing rectangular blueprint selection and reinforcing the hex language across the map are both examples of sanding down those kinds of edges. They don’t change what the game is, they make it feel more like itself.

Happy 50th Musing! Thanks to everyone who’s been part of the journey so far. We’re firmly in the downhill stretch now, and the focus is on refining the experience and removing the friction that breaks immersion in your alchemical gardens.

Back to the lab! 🌿
~CyanAvatar

More from MoteMancer

Other announcements

All news
Community14 Sep 2026Monday Musings #63 – Nice to HavesIt's funny, while working through the Alchemists Journal feature and finding all the ways I want to teach lessons inside the game, many of the nice-to-have features have bubbled to the surface as features worth chasing. Many of these requests have been sitting around for over a year. The Journal gave some of them a way into the game, and once I started pulling on that thread, apparently I had t…Community31 Aug 2026Monday Musings #62 – The Advent of the Alchemist's JournalI have been talking about this feature for literally a year, and today is finally the day to put it in the game. MoteMancer has many unique rules and behavior and systems, and just a lot to learn in general, so naturally one of the things the game needs is a little bit of a guide to help you along the way. I specifically tried to set up the world where both the player's character and the player…Community17 Aug 2026Monday Musings #61 – Multi-Texture ParticlesWhen I was at school for computer animation, we had a saying - "Is it enough to fool the bartender?" The thing about graphics in general is you can spend almost an infinite amount of time making something better and at some point you must surrender your art to your audience. Along the way though, sometimes you find a technique that satisfies your innate need to push just a little further, witho…