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.json file 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.