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Week [3]: Levels, Faction Skins, Platform Update

Level design progressing. Building tutorial levels that introduce controls one at a time—right now working on hunter mode cycling between guard (orbit and intercept) and prowl (patrol territory, ambush intruders). The goal is levels where players learn by doing, not reading.

On the technical side, faction visuals are becoming separate libraries with a common interface. This keeps the rendering code modular and opens the door for skin variants later. The membrane faction (tentacles in glass bubbles) is the test case.

We're also considering replacing the legacy Steam build with the current dev version. The old build has show-stopper bugs on Windows. The new version runs consistently on Windows, Mac, Linux, and Steam Deck. If you're on the beta branch, you're already playing the stable one.

Concept art attached—the membrane faction and its units taking shape.

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