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CARGO CRUSH ZERONewsRoguelite Devlog: 0.25-Second Chains and a Clearer Cargo Deck
Community

Roguelite Devlog: 0.25-Second Chains and a Clearer Cargo Deck

CARGO CRUSH ZERO · published 12 Sep 2026, 14:00 UTC

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Hi, I'm Teku from MIKADO WORKS. Thanks for following CARGO CRUSH ZERO!

Last time, I shared changes to the grid and boss battles. This time, I've been working on making it easier to follow what happens after you push a container.

1. A quarter-second between chain reactions

When a red Bomb Core's blast reaches another core, it starts the next explosion. That chain-reaction delay is now 0.25 seconds at every upgrade level.

The first detonation still gives 0117 time to get away after a push. Once the chain starts, explosions follow in quick succession. I want the rhythm to be: push, retreat, then watch the chain unfold.

At the highest upgrade level, overlapping blasts could make an already-armed core explode immediately. The chain would appear to finish all at once.

Armed cores now keep their remaining delay when another blast reaches them. The goal is a fast chain where you can still see each explosion lead into the next.

2. Turning 112 frames into 0117's movements

0117's 64×64-pixel artwork is now organized into 112 frames across 18 animations: idle, walk, push, and hurt in four directions, plus clear and defeat animations.

I started with AI-generated artwork, then cleaned up backgrounds and stray details, aligned colors and foot positions, and adjusted frame timing. The results are stored as editable Aseprite files and connected to the game in Godot.

I want the white work suit to keep its round shape and weight while making 0117's direction and actions easy to read. Enemy animations also include being swept along by cargo, helping connect the push to the final crush.

3. Choose cargo, change the next fight

Regular containers, Bomb Cores, Plasma Cores, and Star Cores have had their viewing angles and silhouettes adjusted to sit together on the same grid. The Bomb Core's flame symbol now sits on its lid, where it is easier to see.

At supply stops, you choose one of three cargo or equipment options. I've also refined the display so you can read what each choice improves alongside your current loadout.

Between fights, 0117's journal offers a little of the cargo worker's grumbling and life on the job.

A fresh look at the game in motion

I've prepared new screenshots and a 55-second trailer in Japanese and English to show these changes. The footage comes from the development build and covers sweeping enemies with cargo, Bomb Core chains, supply choices, and follow-up hits on an exposed boss core.

Everything shown is work in progress and may change. Alongside the visual updates, I'm continuing to refine the feel of that central sequence: push, slide, sweep, crush.

If that sounds like your kind of game, a wishlist would mean a lot. I'd also love to hear what you think of the Bomb Core chains and 0117's updated movements.

Visit the CARGO CRUSH ZERO store page

Teku / MIKADO WORKS

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Community5 Sep 2026Roguelite Devlog: Why We Expanded the Grid to 30×16 and Reworked Boss BattlesHi, I'm Teku from MIKADO WORKS. Thanks for checking out CARGO CRUSH ZERO! It's a roguelite grid-action game about pushing cargo containers through a space station, sweeping up enemies, and crushing them against walls. Today, I'd like to share three areas I've been working on in the development build. 1. Up to 30×16: giving cargo room to slide I previously tried a compact 7×7 grid to make the ch…