
August 12, 2026
Version 0.3.0 brings major changes to several core systems, including equipment, progression, laboratories, crafting, combat, and the campaign structure. Here's what we've been working on.
The Equipment System is now mostly complete!
Your ship can equip weapons from 7 different weapon types, but weapons must match the slot type of the equipped cannon.
For example:
Heavy Weapons can be equipped in Heavy Slots
Light Weapons can be equipped in Light Slots
Hybrid Slots can equip weapons of any type
This system will play an important role in building and customizing your ships as more weapons become available.
We've also added 2 new Light Weapons and 1 new Heavy Weapon to the game.
Three ship families are now fully playable:
BlazeFang Family
CryoSurge Family
VoidCaster Family
Each family contains multiple ship tiers that can be developed individually while still contributing to the progression of the entire family.
The XP system has received a major overhaul.
Ship progression is now divided into Ship Family XP and individual Ship Tier levels.
For example, every BlazeFang ship contributes XP toward the shared BlazeFang Family Level, while each individual tier also has its own level.
This means you could have:
BlazeFang Family — Level 40
BlazeFang Tier I — Level 25
BlazeFang Tier 0 — Level 34
This gives players another layer of long-term progression while still rewarding the use of different ships within the same family.
Critical Hit Chance and Critical Damage have now been successfully implemented.
Both stats are scalable, allowing them to be affected by future equipment, upgrades, and other progression systems.
We've also reworked how enemy blocking functions to improve the combat system.
The complete Laboratory System has now been implemented!
The Laboratory currently consists of three major sections:
Fabricator Lab
The Fabricator allows players to craft materials and resources needed for progression.
The craftable resources for this system are now implemented as well.
Evolve Lab
The Evolve Lab is now implemented and will be part of the progression and evolution systems surrounding your creatures.
Beasts Vault
The Beasts Vault has also been completed, giving the creature side of BitBeasts its own dedicated laboratory section.
Crafting recipes have been completely redesigned.
This includes recipes for both:
Ships
Companions
The new recipes are designed around the updated progression and Laboratory systems introduced during development.
We're also changing how progression works throughout the campaign.
Previously, reaching a boss could require repeatedly playing through 15 waves before getting another attempt.
We weren't satisfied with how this affected the pacing of the game, so campaign levels are now divided into 4 stages.
Each stage becomes progressively more difficult:
Stage 1 → Stage 2 → Stage 3 → Stage 4: BOSS
The boss awaits the player at the end of Stage 4.
This means players won't have to replay 15 waves every time they want another attempt at a boss, while we can still gradually increase the difficulty leading up to the encounter.
And finally...
The BitBeasts story introduction cinematic is complete!
This cinematic introduces players to the world and story of BitBeasts before their journey begins.
See you in the next Devlog!
— BitBeasts Development Team