V1.3.43
Fixes bug in "The Signal" campaign - second planet, 3rd map, the purple door incorrectly required a blue key.
Technical data

Fixes bug in "The Signal" campaign - second planet, 3rd map, the purple door incorrectly required a blue key.

On popular request I finally decided to cave in and change the controls so that it is now tap to move and drag to attack. Vs. the previous setup where you used drag to move and tap to attack. I've added two additional features as part of this (the last of which wasn't really poss

An initial batch of 17 Steam Achievements has been added.

This update includes a new 3-map tutorial mission which tries to address the onboarding situation for new players by giving more explicit hints for every step in a game turn. I'm fully aware that I have been developing this game in a vacuum, and probably invented some UX or game

This patch is primarily aimed at fixing the Omol Cleansing which was broken because of the drag-to-move fix in 1.2.24. (I simply forgot to apply the fix across all campaigns which left "The Omol Cleansing" in a strange non functioning hybrid state). It does, however, also include

V1.2.23 This is a *major* update - So much so that I was tempted to call it "Master of Puppets 2". The focal point is the next 8 chapters of "The Signal", but with it comes a number of tweaks, gameplay adjustments and changes: The Signal Second part of "The Signal", all 8 chapter

Stories are being written... The lack of updates recently is not because I've been idle but rather because I've opened several cans of worms that I was kind of hoping I wouldn't have to. As I've been trying to complete the next chapter in "The Signal" story campaign, I have had t

Build 1.1.20 will not correctly load new locations for story based campaigns because of a silly mistake I made in the last minute before building. I quickly tested on Mac, Windows and iOS but didn't do a clean install on any of them. Should have know better, but there you go... A

There's a new update in the pipeline which adds an additional campaign type: "Story". These are campaigns where each location, and the connections between the locations, are manually set up and tied together with a bit of narrative. It's not Shakespeare or LOTR, but it does add a

V1.0.16 introduces a simple hint system that should make it easier to get started playing the game. Don't hesitate to let me know if there are still dark spots in the ruleset :)

V1.0.14 fixes a major save-game issue that would cause the game to not launch properly on most Windows installations (everyones by mine, apparently :( ) ...

A final pre-holidays update on popular request: Volume controls under Options for music, 3D sound effects and UI sounds. Merry X-mas :)

This is a fairly small update with a large impact: The New Campaign options now includes configurable skirmishes which allow you to use an existing deck in a special single-location game where you have a large degree of control over size, enemies and difficulty. * Improved config

V1.0.10 Fixes a problem with savefiles that I had missed as well as some general UX updates Changed campaign generation logic (or planet location, more specifically) Optimized planet route generation (x2 faster) UX tweaks to support touchscreen input (for non touch screen, move n