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Craftomation 101: Programming & CraftNewsA dramatic delay of the map update
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A dramatic delay of the map update

Craftomation 101: Programming & Craft · published 16 Oct 2025, 14:49 UTC

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Hey everyone!

We’ve been quiet for a while — no devlogs, no updates — and that’s because we’ve been completely buried in developing the new maps you’ve been asking for.

We thought we’d release the update on Tuesday or Wednesday. But, as it sometimes goes in game development, everything suddenly broke. Like, everything. So here we are on Thursday — knee-deep in bugs. Instead of an update, please enjoy a short compilation of the funniest issues we ran into while trying to add something the game was never originally designed to handle.

Where the chaos came from


First, a bit of context: our game maps may look 2D, but under the hood, they’re layered like a cake. There are multiple layers for different things — snow, grass, resources, and so on. While we were digging through this mess, we even found a mysterious mold layer. We honestly can’t remember why it was ever added, but apparently it’s been sitting in the game this whole time. Imagine that!

The funniest bugs we found:


We’ll spare you the most technical details, but here are a few highlights from our personal hall of shame:

  1. The command center’s arm suddenly detached and started wandering around the map on its own — like Thing from The Addams Family.
  2. Map loading broke spectacularly. Some of the layers got mixed up and overlapped, turning our map into a glorious Frankenstein creation:
  3. Objects started piling up on top of each other during map loading. Let’s just say it looked… chaotic.
  4. And finally, a bug that taught us a good lesson. When we first wrote the logic for buildings (like breweries) and large objects (like volcanoes), we didn’t plan for them to ever move. So technically, we could only make new maps if they were the same size and layout as the old ones. To fix that, we had to completely rewrite the old system and make buildings fully modular — so they can exist anywhere, on any map. Moral of the story for fellow devs: always go for component-based design. Treat each system as a black box you can move wherever you like.

What’s next?


We’re now fixing all these bugs and plan to release a beta version with maps next week. Stay tuned so you don’t miss it!

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