Ghostbreaker Corps

Wijat

Released
May 6, 2025
Platforms
Last updated
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Updates & announcements

8 posts
  1. Developer post

    Fixed bug where units would get stuck out of the map

    1. The edge of the previous map is too thin, units may sometimes squeeze out of the map, now thickened, should not be out of the map. 2. Added a button to reset the current level to prevent bugs from jamming the infinite level process. 3. Optimized the unit name font in Tradition

  2. Developer post

    Added option to disable AI from copying player's combinations

    Added an option for the AI to disable copying players, this disable is turned on by default. Added an option to set the color difference, turn it on to see the color difference between the units and the map more clearly.

  3. Developer post

    Fix performance bugs

    Because the handling of the translation was bad before, it's been rewritten and now it doesn't lag.

  4. Developer post
  5. Developer post

    The game is officially released!

    A brand-new roguelike experience built around freely combinable elements! Back when I used to play Dota, I came across a custom map where you could mix and match skills freely on different heroes. That mechanic felt incredibly fun and inspiring—so I set out to make a game based o

  6. Developer post

    New AI Infinite Level System with Machine Learning Released!

    This update adds a lot of major new features. 1. Levels are now infinite. 2. Added a lot of summoning skills, about 20 new skills. 3. Added two new troop types. 4. Added simple teaching tips. Added a new AI system . Containing a genetic algorithm, the AI will save data based on t

  7. Developer post

    Big changes are coming to the game system and rules

    I've been studying complex system science lately, so I've got some ideas for a game that will add a lot of dynamics to the system, introduce a lot of new rules, and aim for infinite levels and dynamic balancing. The goal is infinite levels and dynamic balancing. If you follow my

  8. Developer post

    Added performance settings options

    Today I researched how this Unity game optimizes CPU and GPU usage, and made all of these settings into a game option, which now by default automatically configures the run mode based on the player's device information, in energy saving mode, sacrificing some game performance but