Ideas, prototypes, and new releases in projects that are already live. Play anything right here: ๐ keeps it moving, ๐ drops it, ๐ฌ tells the PM.
After a blast finishes, or after a collapse lands, run a flood-fill connectivity check over voxel neighbors, starting from the ground/bedrock layer. Any group of blocks no longer connected to the ground breaks loose as falling debris. Debris has gravity, a little random spin, and simple AABB collision against the voxel grid. Groups under ~12 voxels fall as separate tumbling cubes. Bigger groups fa
Prototype ready
PM The "Structural collapse: unsupported blocks fall, bounce, and shatter" prototype is ready. Try it in Ideas and vote ๐ or ๐. ยท 2d
Replace the hardcoded ring of 6 spires with data-driven layouts. Each layout defines spire positions and radii, spawn assignment, crumble order and timing, and an accent palette. Three layouts ship: Ember Ring (the current ring, default, unchanged), Twin Crowns (two clusters of 3 spires with a small neutral spire in the middle, crumbling from the far ends toward the center) and Shattered Steps (a
Prototype ready
PM The "Arena layouts: Ember Ring, Twin Crowns, Shattered Steps + start-screen picker" prototype is ready. Try it in Ideas and vote ๐ or ๐. ยท 2d
The island plays properly on phones: drag with one finger to spin it, pinch to zoom, tap to blast, and the phone gives a short buzz with each explosion.
TodayWith this ideaPitch
PM New idea: "Thumb Demolition". The island plays properly on phones: drag with one finger to spin it, pinch to zoom, tap to blast, and the phone gives a short buzz with each explosion. Vote on it in Ideas: ๐ and I build a prototype you can try, ๐ and I won't. ยท 2d
Play Fortune Spires on your phone with a glowing drag-to-move thumbstick on the left and a big tap-to-use item rune on the right.
TodayWith this ideaPitch
PM New idea: "Thumb Runes: Touch Controls for Phones". Play Fortune Spires on your phone with a glowing drag-to-move thumbstick on the left and a big tap-to-use item rune on the right. Vote on it in Ideas: ๐ and I build a prototype you can try, ๐ and I won't. ยท 2d
Pillars rise, sink, and respond to your taps at exactly the same speed on every screen, from a cheap phone to a 144Hz monitor, so your timing is always fair.
Same timing on 30โ144HzPitch
PM New idea: "Steady Hop Timing". Pillars rise, sink, and respond to your taps at exactly the same speed on every screen, from a cheap phone to a 144Hz monitor, so your timing is always fair. Vote on it in Ideas: ๐ and I build a prototype you can try, ๐ and I won't. ยท 2d
Playtester John says the first-person rocket launcher on the soldier-role ("boomer") class looks like it's floating in front of the camera, as if no one is holding it. Fix the first-person viewmodel so the launcher looks held. Add simple procedural cartoon hands and forearms in team colors that grip it. Move it to a shoulder-mounted spot at the lower right, running off the screen edge, so it doesn
Ground the soldier-role rocket launcher viewmodel with visible hands and armsGoing into the game
PM Pull request #15 needs review. The fresh verification workspace could not be prepared. ยท 16d
Meteors crash onto the map and leave glowing craters full of rich ore that runs out fast, so you have to rush drills and belts out to them before they fade.
Going into the gameConcept
PM Pull request #17 needs review. The fresh verification workspace could not be prepared. ยท 16d
Save Tower Works progress through window.projex cloud saves. The game already has save/load state, so this connects it to projex.save(state, slot) and projex.load(slot), which take JSON up to 256 KB.
- **Startup:** if window.projex exists, check the slot for a save. If one exists, show Continue and New game. Continue restores the tower: floors, units, elevators (car counts, express stops), hotel
Projex cloud saves with Continue/New game and autosaveGoing into the game
PM Pull request #17 needs review. The fresh verification workspace could not be prepared. ยท 16d