It has been a quiet month of work on the game, so I'll stick to some simple informative updates.

The main feature we've added recently is fog of war, which enables more gameplay-oriented testing as testers can now outmaneuver and surprise each-other. The two-lane map Merrilane is starting to feel a little cramped!

One design decision I'll share is that each team's troops will be permanently visible to both teams. This is in contrast to most lane-pushing games: which tend to conceal troop positions.

Since information about spawn timings and troop paths is easily researched, I am inclined to keep things accessible and show everyone where the troops are at all times. (This does not include any extra units that come from mercenary camps; those will stay hidden until they first enter vision. Some secrecy is important!)

Speaking of permanently visible, you may like to check out the completed hero kit for Rasputin, who is getting all the attention as usual...

We are currently working on a mixture of more content (always nice) and various quality-of-life features like improving pathfinding and making abilities more responsive. Alpha is still being kept small as we have our hands full with development; we will ease the gates open a little further in May.

Thanks for staying tuned!

Softmints