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Myriad MayhemNewsDevlog (2025-11-23)
Game update

Devlog (2025-11-23)

Myriad Mayhem · published 23 Nov 2025, 19:15 UTC

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Hey everyone!

Sorry things have been a little quiet on my end lately. Life kinda ganged up on me for a bit — the first two weeks disappeared into tax paperwork (the most boring boss; you know, one of those with cutscenes you can't skip, and you’ve done it sooo many times that you start mock-quoting it). A few days after that, the youngest anklebiter got sick for a whole week, and just when he started showing signs of getting well and I heard the siren’s call from my computer… bam! The second one apparently decided it was their turn to play.

Even with all that, I have managed to squeeze in some progress on the upcoming two new bosses. And while carrying one kid under each arm, my brain’s at least been free to work on ideas for improving the game. I think I’ve got something promising brewing. After these planned things, as previously mentioned:

  • New bosses

  • Second class

  • Expanded building options for both allies and enemies

  • Aaand finally giving the game some much-needed balancing love

And the culprit is — the gameplay loop on the current map. I’ve been wrestling with that for a while, and I’m not entirely happy with it. But instead of endlessly tweaking it or hoping that stuffing it with more content will magically solve it, I’m thinking in a different direction.

I’m going to leave it once it feels “okay” — which is pretty soon — and then move on to making more maps with different playstyles. That way we can see what style players naturally gravitate toward, and worst case, we end up with a bunch of map variations instead of one poor map getting plastic surgery every other patch. 😄

I’m hoping that once we get a bunch of different maps working, it’ll be much easier to see what the older maps were missing. Then I can go back and make 2.0 versions of those older maps (while still keeping the legacy versions — no need to throw them out).

I think this is a really nice approach, and of course I’ll keep adding other content between new maps (units, items, buildings, abilities, etc.).

What do you think :)? The good and the bad — I’ll gladly listen to it all.

Thanks for sticking around, and more updates coming soon!

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Game update8 Sep 2026Devlog · 2026-09-08Dev Log — Slower Roads Ahead, But Still on the Path Hey everyone, Two things I want to talk about today: the pace of updates going forward, and why "new maps" — which I said was next — got quietly pushed down the list. Updates will come slower from here I don't have as many hours a week to put into the game as I used to. That's just the reality of my life right now, and I'd rather tell you that…Game update27 Jun 20260.755 (For All Branches)Hotfix A balancing pass on the new towers. For both towers: · Reduced attack range by roughly 50% for both towers. · Removed camera shake — with so many towers firing constantly, it was starting to feel like a 24/7 earthquake. Changes to the Bog Clan's tower only: · Longer hit delay. · Smaller area of effect. · Longer cooldown.Game update27 Jun 20260.754 (For All Branches)Summary A minor update to the game's resolution settings: · Resolutions your monitor does not support are no longer shown in the list - Previously the game would silently default to a supported resolution without telling you which one. · Custom resolutions are now clamped to your monitor's maximum width and height, preventing the game window from extending outside your screen. · This does mean…