The Big Onboarding & Logistics Update

major update

Hex Tower Boogie · published

Since the last build we rebuilt the whole first level, reimagined how grabbers work, gave resource points a life of their own, and smoothed out the feel from top to bottom.

A campaign that actually teaches you

  • A brand new hand-held first level walks you through every step, place the Split Shot here, route the grabber there, upgrade this tower, with on-screen arrows, a live checklist, and the crew cheering you on.
  • The whole early campaign now teaches as you play, each mission reveals its goals one at a time instead of dumping the lot, and later missions loosen the reins once you have the hang of it.
  • The tutorial is on rails where it counts, you build where the step wants and finished buildings stay put, so a stray drag can never quietly break your machine.

The grabber, reimagined

  • Tap a grabber and its hexes lift right out of the board into an exploded assembly view, you grab the glowing arm and drag it to re-aim the input and output, no more fiddly little handles.
  • Input and output are colour coded now (cyan in, orange out) and the badges brighten with throughput, so you can read your logistics at a glance.

Resource points that feel alive

  • Resource points spit ammo out on a little arc with a comet trail and feed their neighbours on a timer, the old Harvester building is gone, the source just produces.

Feel and polish

  • Reworked screen shake, a swarm of kills no longer leaves the camera permanently rattling, plus a shake intensity slider in settings, all the way down to off.
  • Ammo is carried hand to hand by the grabber claw instead of appearing to fly across the field, and rounds no longer double up with a phantom second flight.
  • A beefier hit sound that gets punchier with bigger hits, without ever turning into a wall of noise on a big wave.
  • Hover a card to see every station it fits, hover a station to see which cards in your hand work on it, both light up so compatibility is obvious.
  • The ammo and context panels now show every effect a round is carrying, and the Merger recipe got a full redraw so it reads as one clean card.

Quality of life and fixes

  • The Start button no longer goes green before your build is actually done, so you can no longer launch a wave into a dead pipeline by accident.
  • Trackpad pinch to zoom works on the web now instead of zooming the whole page.
  • Fixed the missing Fullscreen option on the web display menu, a stray Game Over popping over the main menu, the WAVE CLEAR banner showing a box instead of text, and a stack of smaller guidance and timing hiccups.

One small ask

  • A quiet Wishlist on Steam line now sits under the Start button between waves, if you are having fun, that little click genuinely helps us a lot.