What's New
Changelog
A running summary of updates to Shepherd's Cells over the last two weeks.
Apr 16
Ongoing balance tweaks
- Continued tuning of cell split timing, light intensities, and minor visual fixes.
Apr 15
Glucose & oxygen · Red blood cells · Easter
- Added glucose and oxygen as the resource cost for cell splitting — cells no longer split for free.
- New upgrade: Red Blood Cells — flat biconcave disc cells that roam the world collecting debris. Each upgrade costs 10 DNA + 1 sacrifice and spawns 2 RBCs. Max 512 per colony.
- Reworked debris system — glucose, oxygen, and microplastic pickups now scatter the world.
- Added a heart mesh landmark to the game world.
- FPS cap added to improve consistency on lower-end devices.
- Easter seasonal content.
Apr 14
Antibody improvements · Config refactor
- Antibody system updated — improved targeting logic and pathogen-marking behaviour.
- Virus definitions and world config merged into a single
world.jsonfile for cleaner data management. - Minor fixes across multiple systems.
Apr 12 – 13
Viruses & antibodies · Mobile GUI · Tutorial
- Major feature: 10 virus types added — Rhinovirus through Smallpox, unlocking progressively as your colony grows. Each has unique speed, infection radius, and learn time.
- New upgrade: Antibody — researches and tags pathogens so T-Cells can destroy them. Costs 50 DNA + 3 sacrifices.
- Full mobile GUI support — touch-friendly upgrade panel and controls.
- Tutorial added for new players.
- Anti-aliasing restored.
- Performance optimisations across the render pipeline.
- Lighting and environment improvements.
- Menu polish and bug fixes.
Apr 11
Rally power · Stats · Main menu
- Rally ability added — pulls your colony toward the Shepherd Cell. 15-second duration, 100-second cooldown.
- Stats screen added, tracking colony size, DNA earned, captures, and more.
- Main menu implemented with new game / continue flow.
Apr 10
Music & sound · Environment rework
- Music and sound effects added throughout — ambient tracks, UI sounds, and cell events.
- Full environment rework — new sky panorama, reworked lighting, improved atmosphere.
- Additional sound polish and volume balance pass.
Apr 9
DNA drain · Save fix · Performance
- Sick, faulty, and virally infected cells now drain DNA instead of just not contributing — sick −0.015/s, faulty −0.03/s, viral −0.05/s. HUD rate label turns red when the colony is net negative.
- Fixed save manager bug causing cells to become invisible on load.
- Performance optimisations reducing per-frame overhead on large colonies.
Apr 7 – 8
Colony idle redesign · Faulty cells · Mobile
- Complete redesign as a colony idle game — cells now split automatically on a timer, replacing the old trait/era system.
- 40% of newly split cells are born faulty. Faulty cells die over 120 seconds and spread sickness to nearby cells within 2 units.
- Game over triggers when all colony cells are lost after the colony previously grew past 1.
- World expanded to 78-unit radius. Colony cap set to 2,048 cells.
- Mitosis split animation added — cells swell then separate.
- Mobile support added.
- Multiple bug and UI fixes.