About Lanecraft
Lanecraft is completely free. No ads, no in-app purchases, no paywalls, and nothing to buy. Build towers, train armies, and fight across lanes in real time. Each of the nine races has its own heroes, units, racial...
Lanecraft is completely free. No ads, no in-app purchases, no paywalls, and nothing to buy. Build towers, train armies, and fight across lanes in real time. Each of the nine races has its own heroes, units, racial abilities and economy, and branching upgrade paths change how units fight and how they look. Nine campaigns, ninety missions. Every race has a full story: voiced briefings, events that fire mid-battle, and named villains who take the field as real heroes. Hunt them down or raze their keep, pick your loadout at the war table, and claim a victory plaque with your bonus objectives on it. Play online in co-op or PvP, create a lobby, and invite friends with a party code. You can also play the full game offline against AI with no internet connection. Features: . 9 races: Crown, Horde, Goblins, Oozlings, Demon, Deep, Wild, Geists, and Tenders . 9 campaigns, 90 missions, all of them voiced . 3 heroes and 21 units per race . 52 maps, from duels to six-team free-for-alls . Ground that fights back: clan halls, tunnels, river fords, curse obelisks, bunkers, powder barrels, meteor strikes and rising floods . Online co-op and PvP with lobbies and party codes . Full offline play against AI . 4 AI difficulties, Easy through Nightmare . Towers you can build and upgrade . Branching unit upgrades that change abilities and appearance . 21 status effects and 4 combos, each one explained in the gallery . Pings and quick chat for team coordination . Player profiles, stats, achievements, and unlockable avatars Lanecraft is a complete strategy game built for playing alone, with friends, or against other players.
Version History The Campaign Update. All nine races now have a full campaign: 90 missions with voiced briefings, story events that fire mid-battle, and named villains who take the field as real heroes - hunt them down or raze their keep. Break the wax seal on each mission, pick your loadout at the war table, and claim a victory plaque with your bonus objectives on it. 35 new maps, for 52 in total, from quick duels to five and six team free-for-alls - and the campaign's scenario maps are playable in custom and multiplayer games on their own picker tab, each with its own win condition. New ground to fight over: capturable clan halls that raise troops for whoever holds them, warded build pads, tunnels that march your army underground, river fords, curse obelisks, bunkers your ranged units can man, powder barrels that chain-detonate, and doomsday weather with meteor strikes and rising floods. A new SKILL research tab gives every race four new upgrades to its signature ability, 36 in all. Status effects have been rebuilt: every burn, chill, bleed, taunt and shield now shows on the unit with an icon and a duration, the gallery's new EFFECTS tab explains each one, and new punish upgrades reward striking debuffed targets - bring a friend who chills, cash in with your crits. The upgrade tree has been repriced across the board and towers reach one tile further on every race. Every briefing is voiced, heroes speak on the battlefield, and story narration and hero chatter each have their own volume dial. When a villain speaks mid-battle you see their face beside the line, and it is the face of the hero actually walking the lane. Tap your own hero five times in a row and see what happens. Also new: a post-match DATA tab that breaks down who dealt what and who soaked the most, income that spills visibly onto the field from every source, a new app icon, and matchmaking that shows how long it has searched and actually stops when you cancel. The board answers you now. Select any structure and it draws its own shape on the ground: how far it reaches as a soft disc, how close you must stand to claim it as a dashed ring, and a line to whatever it is tied to - a tunnel lights its far mouth, a warded pad lights the stones still sealing it. Tapping a keg, a standing stone or a gold mine sounds like the thing you tapped. The minimap draws water, replays draw the map you actually played, and achievements are a stat page rather than a checklist, so a finished row keeps counting: 83 of 50 nuke kills, 2.4m damage dealt. No two units in a tree share artwork any more: every upgrade node and every hero has its own sheet, so a Dire Bear looks like a bear and a warlord no longer wears a grunt's skin. Mechanics that were silent now make noise. Effects, debuffs and selection rings land on the unit itself, and units turn their heads toward whatever is shooting them. An upgrade lands on the one spawner you bought it for rather than every building of that type, and the preview lists one line per effect. Every map card shows its typical match length, from three minutes to thirty. Bots save up for upgrades and hold their ground instead of walking back down their own lane. Fixes: sound comes back after you switch apps or take a call. The spawner strip no longer swallows a phone screen or steals its neighbours' taps. An epilogue names the war it ended and returns you to the screen you opened it from. Units no longer teleport when boxed in near their own spawn, and armies resume their march forward after a fight instead of walking back through their own ranks. Devil Smasher makes its target vulnerable and goblin fire burns, both of which they had stopped doing. A campaign win narrates the mission instead of the race. One corrupt match no longer wipes an entire profile, campaign progress earned with a cheat on is no longer forgotten when it goes off, and a leaving player can no longer be scored as a win in multiplayer. Heal numbers are whole numbers again. 3.0.1 Aug 19 THE CAMPAIGN UPDATE This update adds full campaigns for all 9 races, 35 new maps, new research, rebuilt status effects, new battlefield mechanics, improved art and audio, post-match stats, AI improvements, and major fixes. CAMPAIGNS • Full campaigns for all 9 races: 90 missions total. • Fully voiced briefings, mid-battle story events, and hero dialogue. • Break the wax seal on each mission before choosing your loadout at the war table. • Named villains fight on the battlefield as real heroes. Hunt them down or raze their keep. • Earn victory plaques showing the bonus objectives you completed. • Campaign scenario maps have their own Custom and Multiplayer picker tab and retain their unique win conditions. • New epilogues close out each war. MAPS • 35 new maps, bringing the total to 52. • Maps range from quick duels to five and six team free-for-alls. • New mechanics: capturable clan halls, warded build pads, tunnels, river fords, curse obelisks, bunkers, chain-detonating powder barrels, meteor strikes, and rising floods. • Every map card now shows its typical match length. RESEARCH & STATUS EFFECTS • New SKILL research tab with 4 upgrades per race, 36 total. • Upgrade trees have been repriced. • Towers now reach one tile farther. • Burn, Chill, Bleed, Taunt, Shield, and other effects now display directly on units with icons and durations. • New EFFECTS gallery tab explains each status. • New upgrades reward attacking debuffed enemies. • Upgrade previews now list each effect separately. VOICE & AUDIO • Every campaign briefing is voiced. • Heroes speak during battle. • Villain dialogue shows the speaking hero's portrait. • Story narration and hero chatter have separate volume controls. • Tapping kegs, standing stones, and gold mines now plays unique interaction sounds. • More battlefield mechanics now have audio feedback. • Sound now returns correctly after switching apps or taking a call. • Tap your hero five times for extra dialogue. BATTLEFIELD UI • Selecting structures now shows range, capture radius, and linked objects directly on the ground. • Tunnels highlight their destination. • Warded pads highlight the stones still sealing them. • The minimap now displays water. • Replays now display the actual map played. POST-MATCH DATA & ACHIEVEMENTS • New DATA tab tracks damage dealt, damage taken, income, and other match stats. • Income now appears visibly on the battlefield when earned. • Achievements now keep counting after completion instead of stopping at the target. ART & COMBAT FEEDBACK • Every unit upgrade and hero now has unique artwork. • Effects, debuffs, and selection rings now display correctly on units. • Units turn toward enemies attacking them. • Upgrades now apply only to the spawner they were purchased for. • Heal numbers are whole numbers again. AI & MATCHMAKING • Bots now save for upgrades and hold defensive positions more reliably. • Armies resume advancing after combat instead of walking backward. • Matchmaking shows search time and now stops correctly when canceled. • Leaving a multiplayer match can no longer be incorrectly scored as a win. FIXES • Fixed units teleporting when boxed in near spawn. • Fixed the spawner strip covering the screen or stealing nearby taps. • Fixed Devil Smasher not applying Vulnerable. • Fixed Goblin fire not applying Burn. • Fixed campaign narration playing the race instead of the mission. • A corrupt match can no longer wipe an entire profile. • Campaign progress earned with cheats enabled is no longer lost when cheats are disabled. • Added a new app icon. 3.0.0 Aug 11 Towers now play like their race. Crown, Horde and Goblins send a worker out to patch damage; Tenders, Wild, Deep and Oozlings regenerate on their own; Demon spends mana to repair; and a destroyed Geists tower stays on the field as a grave and rises again at full strength. Tenders towers grow stronger the longer they stand, Goblin towers return damage to melee attackers, and Deep towers flood the ground around them to speed up their own army. New and reworked maps: Goblin Mountains, plus Crossroads and Supercross rebuilt as ring lanes with contested center camps. Tower alleys are now shaped per map instead of a plain rectangle. Heroes revive faster and cost less to re-hire. Talk to your team: quick chat and map pings, on desktop and by long-press on mobile. Bot allies listen to them. The host can change the map from inside the lobby without remaking it. Post-match awards, a favorites panel with unit art in your profile, and unlock toasts with a shelf on the victory screen. Weather, an expanded tutorial, and a menu that sizes itself for your device instead of shipping desktop-sized controls to a phone. Fixes: units no longer stall or snap out of position on their way to a lane, nuke kills are credited correctly, and game music no longer interrupts whatever you were already listening to. 2.3.1 Aug 2 Heroes Have Arrived - 27 heroes, three per race: a warrior, a ranged fighter, and a caster, each with their own name, portrait, and personality. - Hire them from the Hero Hall, earn XP from nearby kills, and level up to 10. - Each hero has three skills plus an ultimate. Let them auto-learn, or take manual control of every skill point. - Fallen heroes revive at the Hall. Death is a setback, not the end. - Bots hire heroes too, scaled to difficulty. - New Heroes tab in the Gallery with a full reference for every hero. Smarter Battles - Units now march past destroyed bases instead of stopping, and lanes to eliminated teams close automatically. - Lane names now match each map's colors everywhere they appear. Multiplayer Stability - If a player disconnects, a bot takes over seamlessly for everyone in the match. - Conceding now works cleanly in multiplayer games. - Numerous sync and stability fixes under the hood. Interface - Sell and Concede now require two taps, so a stray finger can't cost you a tower or the match. - The build tray shows MAX when you've hit the cap on miners, buildings, or towers. - A reworked tutorial with a shorter, clearer menu tour. - Smoother scrolling and touch handling on phones throughout. 2.2.0 Jul 18 Major Features - Multi-team maps — 2 new maps: Melee (2v2v2, 3 teams, arctic) and FFA (1v1v1v1, 4 teams, desert) with CW/CCW lane routing and team elimination - Game Settings scene — Map selection screen before lobby with iso/fog/private toggles - Isometric rendering — Full isometric projection mode with sprite system overhaul, depth sorting, facing fixes - PWA manifest — Installable as a progressive web app - Stun status effect — New CC type added to simulation - Locked build mode — Toggle to stay in building placement after placing Rendering & Visuals - Per-unit projectile sprites (unique projectiles per race/unit type) - Title screen logo update + per-unit projectile previews in title duels - Isometric depth sorting fixes and camera zoom clamping - Mini icon floating texts for combat feedback - Hut sprite scaling by tier - Human wizard caster sprites added - Rendering perf optimizations (cached UI assets, iso facing fixes) - Isometric arc export fix Maps & Layout - Multi-node resource rendering (multiple gold/wood/meat nodes per map) - Nearest-node harvester routing - Hut grids moved inward, simplified iso depth sorting - Preserve zoom level on build-area pan - Grid layout for 3-4 team lobbies Balance - All upgrade node costs reduced ~10-15% across all 9 races - Crown cost tuning - Per-resource affordability coloring in build tray (red/green per resource) - Horde valuation tuning for bot AI - Bot ability timing improvements UI & UX - Multi-team HUD bars (supports 3-4 teams) - Haptic feedback on mobile - Concede fix for multi-team games - Lane-aware summon targeting - Tenders seed timing fix - Tower details improved in unit gallery - Title duel attack timing preview refinements 2.0.5 Apr 3 Gameplay and Multiplayer - Improved multiplayer connection stability, especially around backgrounding and reconnect behavior. - Concede handling is now resolved consistently across clients. - Fixed party creation and state timing issues. - Party setup now correctly carries bot race and fog-of-war settings into matches. - Added open lobby count visibility on the title screen. Balance - Crown: Swordsman HP increased from 110 to 120, Bowman damage increased from 11 to 13. - Horde: Melee building cost reduced from 40 to 35 meat, Caster building cost reduced from 90 to 75 gold; Brute HP reduced from 140 to 130 and damage reduced from 16 to 15; War Chanter received an attack-speed buff. - Goblins: Hexer caster tree reworked into a B-path slow+chain route and a C-path burn+AoE route; bot profiles updated for earlier caster mix-in. - Geists: Caster tree reworked so life drain and skeleton summon effects are split more cleanly across paths; Shadow Sorcerer now uses life drain instead of summon. - Oozlings: Detonator explosion damage reduced from 90 to 70. - Numerous upgrade node cost and stat adjustments across races. - Horde research and ability costs rebalanced. - Research text and stat previews updated to better match actual gameplay effects. New Combat and Upgrade Behavior - Added new projectile-hit upgrade effects including Vulnerable and Wound. - Added life-drain scaling for Geists casters. - Expanded chain-lightning support to additional races. - Added innate dodge behavior for Goblin melee units. - Improved handling for explosive and suicide attack interactions against HQs. Performance and Visuals - Improved renderer performance in several high-frequency systems. - Minimap rendering is more efficient and updates more smoothly. - Improved unit facing and attack visuals when targeting structures. - Updated the TitleScene party panel layout and party-code presentation. - Improved unit portrait sizing and stat presentation in UI panels. - Added rich-text stat icons across building, research, and unit UI. - Added a DPS stat icon. - Improved icon sharpness on high-DPI displays. - Added a touch controls setting (auto / on / off) in both menu and in-match settings. - Pressing R now toggles the research popup closed. Audio - Reduced pops at the start of sounds and music playback. Bot AI and Analysis - Bot evaluation now understands additional upgrade and special-effect types. - Horde and Goblins bot profiles were adjusted for better unit composition. - Wild frenzy behavior now requires a larger nearby ally cluster. - Balance analysis now considers more upgrade-path combinations and more special-effect interactions. 1.2.0 Apr 1 ### New Features - **Tutorial system** — 16-step guided first-time match with spotlight overlays, gated input, and saved progress - **Dynamic weather** — 8 weather types across 5 biomes with layered particles, wind transitions, and upgraded rain, wind, sandstorm, and thunder audio - **Post-match replay** — 30s minimap replay with nuke markers, hero highlights, portraits, and scrollable scoreboard - **War Hero awards** — Reaper, Iron Wall, Battle Sage, and Life Weaver with animated presentation - **Unit info panel** — Sprite art, stat breakdowns, and buff/effect display - **Ability upgrade trees** — Unique 4-tier race ability paths for all factions - **Quick chat radial menu** — New team callouts including Save Us, Sending Now, and Random - **Tri-resource economies** — Tenders and Horde now support deeper gold/wood/meat management - **Per-node upgrade costs** — Every race now has explicit resource costs on each upgrade node - **Expanded Horde auras** — New attack speed, healing, and dodge support auras - **Race combat music** — Distinct thematic music during matches - **AI building sprite overhaul** — New race-specific building art across all factions ### UI & Rendering - **Stat icon upgrade** — Clean SVG icons now replace old emoji-style stat markers across tooltips, upgrades, buffs, and floating combat text - **Building popup stat bars** — HP, damage, DPS, speed, range, and spawn-rate previews now show upgrade impact before purchase - **Unit Gallery overhaul** — Better layout, Elo display, clearer stat rows, and improved upgrade detail views - **Title screen updates** — Rotating duel subtitles, wider ribbon, and cleaner presentation - **Mobile improvements** — Two-tap upgrade confirmation, reduced accidental hover/tooltips, better truncation, and cleaner touch behavior - **Post-match polish** — Better hero cards, minimap clarity, and summary formatting - **Audio/UI feedback polish** — Better open, close, tab, back, toast-dismiss, and slider feedback sounds - **Rendering cleanup** — Fixed panel/tile seams, improved isometric building sizing, added flipX support, and removed outdated Tenders hut tinting - **Race flavor pass** — Upgrade-aware building names and race-specific tray icons ### Balance - **Stone renamed to Meat** across the game - **Faction/unit tuning** — Buffs to Horde Brute, Bowcleaver, Demon Overlord, Tenders Treant, and Tinker - **Geists rebalanced** — Lifesteal reduced, soul costs increased, and skeleton survivability lowered - **Economy tuning** — Crown, Oozlings, and Wild resource costs reduced - **Combat tuning** — Burn/poison now suppress regen; tower sell refund now scales by remaining HP - **Progression updates** — Spectator achievement requirement increased; Goblin boar units renamed ### Simulation & AI - **Centralized `isAbilityBuilding()` helper** for cleaner ability-building logic - **Support/tank tracking** — Added `totalBuffsApplied` and `damageTaken` stats - **Tenders seed rework** — More deterministic growth timing with shared renderer/sim constants - **Performance gains** — Spatial grid optimization and fog-of-war throttling - **4th-tier race abilities** added for all 9 races - **Retroactive research buffs** now apply to existing units - **Bot AI upgrades** — Better difficulty scaling, stronger profile steering, better harvester behavior, smarter worker allocation, earlier hut logic, and improved Bowcleaver valuation ### Multiplayer & Performance - **Desync protection** — Better remote hash comparison and disconnect buffering - **Deferred turn resolution** — Safer Firebase turn processing - **Firebase rules tightened** — Improved slot-specific write controls - **Frame-time improvements** — Cached Y-sort pixel coords, fewer iso projection calls, viewport-culling for ambient particles, and removed heavy shadow ellipses 1.1.6 Mar 30 Art & Rendering - Race-specific building sprites — 4 purchased asset packs (Human, Orc, Elf, NightElf; 205 PNGs) mapped to all 9 races with upgrade-path inheritance fallback chain - Nhance Spell Icons — 92 painted icons replace emoji in the research popup, with bordered frames and ownership coloring - Oozlings animated mound — spawn wiggle + idle wobble animation with elliptical glow effect - "Now Playing" display — music track name on title screen, auto-fades after 10s - 15 combat music tracks renamed with thematic names for Now Playing display Simulation - 4th-tier race abilities for all 9 races: - Crown: Timber Surplus (+40% wood returns) - Horde: Trophy Hunter (Troll +2% HP/dmg per kill, persists across summons) - Goblins: Elixir Mastery (permanent potion buffs) - Oozlings: Ooze Vitality (2 HP/s regen) - Demon: Mana Siphon (+50% mana from workers) - Deep: Purifying Deluge (cleanse debuffs every 2s) - Wild: Savage Instinct (frenzied units gain 15% lifesteal) - Geists: Hungering Dark (lifesteal % also increases damage) - Tenders: Ironwood (tower upgrade costs -50%) - Retroactive research buffs — existing units get HP/damage/speed on research purchase - Spatial grid optimization — O(1) neighbor lookups for auras, knockback, towers, AoE - Fog of war throttled to every 3 ticks (was every tick) - Fireball damage buff (base 25 to 35, mana bonus 0.5x to 0.7x) - Tower sell refund prorated by current HP (damaged towers refund less) Balance - Geists lifesteal nerf — base lifesteal reduced from 20% to 10% across all unit types - Geists Death Grip/Soul Arrows bonus reduced from +10% to +5% - Geist skeleton summons lifesteal tuned down (melee 15% to 8%, ranged 10% to 5%) Bot AI - Difficulty redesign — decision intervals + mistake rates replace spawn caps - Stronger profile steering — 1.5x multipliers for race build targets, 0.3x for skipped categories - Research value overhaul — scales with spawnerCount^1.5 - Early hut value boost — 1.8x/1.3x for first 2-3 huts UI - Race-flavored building names (e.g., "Brute Camp", "Tidecaller Shrine") - Improved sell refund display — shows 50% of all invested resources (base + upgrades) - Hut grid slot placement — click specifies exact slot - Race-specific icons in building tray - Unit Gallery overhaul — 4th tower column with stats, building sprites behind units, 1.8x display scale 1.0.7 Mar 26 Changelog Gameplay - Stone resource renamed to Meat across all races, docs, and balance tools - Horde building and unit costs rebalanced UI / Lobby - Two-column team layout for party and custom game lobbies - Join popup redesigned — larger scroll background, CANCEL/JOIN sword buttons, mobile keyboard support with paste - New UI icons: Dice, Arrows, Nuke, Research, Star, Mana, Ooze, Souls - General mobile UI improvements across popups and panels - Keyboard shortcut hints hidden on mobile - Top bar cleaned up for mobile — less clutter, better use of space - Building and ability names truncated with ellipsis when too wide - Suppressed native long-press context menu on mobile Audio - Race-specific combat music for all 9 races (Crown, Horde, Goblins, Oozlings, Demon, Geists, Tenders, Wild) Gallery - Unit gallery overhaul with detailed stat views and sprite previews Bug Fixes - Fixed minimap click-through bug - Fixed gallery click-through from prior scene tap - Bot AI and balance tuning pass 1.0.6 Mar 25 Changelog Post-Match Overhaul - Minimap replay — watch the full battle replay on the minimap after each match, with nuke effects and war hero highlights - War Hero & Support Hero awards with damage/kill/healing stats - Scrollable scoreboard with tabbed post-match stats New Features - Race ability upgrade trees with per-node Elo tracking - Unit info panel — tap a unit to see sprite art, stats, and WoW-style buff icons - Bot composition profiles with tick fairness shuffles Visual & Audio - Geist summon telegraph effect - Oozlings globule blob sprite - flipX sprite support and mana diamond icon - Isometric projection fixes Balance - Crown & Oozlings costs reduced ~15% - Wild stone costs reduced - Burn/poison now suppresses regen - Geist soul scaling adjustments Bug Fixes - Fixed 1px seams in 9-slice and 3-part UI rendering - Fixed minimap replay exceeding 30s target duration - Resource leak and performance fixes - Upgrade name display fixes 1.0.3 Mar 24 1.0.0 Mar 24
Previous Versions
Here you can find the changelog of Lanecraft since it was posted on our website on 2026-07-09 01:37:35.
The latest version is 3.0.1 and it was updated on 2026-10-14 20:42:29. See below the changes in each version.
Lanecraft version 3.0.1
Updated At: 2026-10-14
Changes: Version History The Campaign Update. All nine races now have a full campaign: 90 missions with voiced briefings, story events that fire mid-battle, and named villains who take the field as real heroes - hunt them down or raze their keep. Break the wax seal on each mission, pick your loadout at the war table, and claim a victory plaque with your bonus objectives on it.
35 new maps, for 52 in total, from quick duels to five and six team free-for-alls - and the campaign's scenario maps are playable in custom and multiplayer games on their own picker tab, each with its own win condition. New ground to fight over: capturable clan halls that raise troops for whoever holds them, warded build pads, tunnels that march your army underground, river fords, curse obelisks, bunkers your ranged units can man, powder barrels that chain-detonate, and doomsday weather with meteor strikes and rising floods.
A new SKILL research tab gives every race four new upgrades to its signature ability, 36 in all. Status effects have been rebuilt: every burn, chill, bleed, taunt and shield now shows on the unit with an icon and a duration, the gallery's new EFFECTS tab explains each one, and new punish upgrades reward striking debuffed targets - bring a friend who chills, cash in with your crits. The upgrade tree has been repriced across the board and towers reach one tile further on every race.
Every briefing is voiced, heroes speak on the battlefield, and story narration and hero chatter each have their own volume dial. When a villain speaks mid-battle you see their face beside the line, and it is the face of the hero actually walking the lane. Tap your own hero five times in a row and see what happens.
Also new: a post-match DATA tab that breaks down who dealt what and who soaked the most, income that spills visibly onto the field from every source, a new app icon, and matchmaking that shows how long it has searched and actually stops when you cancel.
The board answers you now. Select any structure and it draws its own shape on the ground: how far it reaches as a soft disc, how close you must stand to claim it as a dashed ring, and a line to whatever it is tied to - a tunnel lights its far mouth, a warded pad lights the stones still sealing it. Tapping a keg, a standing stone or a gold mine sounds like the thing you tapped. The minimap draws water, replays draw the map you actually played, and achievements are a stat page rather than a checklist, so a finished row keeps counting: 83 of 50 nuke kills, 2.4m damage dealt.
No two units in a tree share artwork any more: every upgrade node and every hero has its own sheet, so a Dire Bear looks like a bear and a warlord no longer wears a grunt's skin. Mechanics that were silent now make noise. Effects, debuffs and selection rings land on the unit itself, and units turn their heads toward whatever is shooting them. An upgrade lands on the one spawner you bought it for rather than every building of that type, and the preview lists one line per effect. Every map card shows its typical match length, from three minutes to thirty. Bots save up for upgrades and hold their ground instead of walking back down their own lane.
Fixes: sound comes back after you switch apps or take a call. The spawner strip no longer swallows a phone screen or steals its neighbours' taps. An epilogue names the war it ended and returns you to the screen you opened it from. Units no longer teleport when boxed in near their own spawn, and armies resume their march forward after a fight instead of walking back through their own ranks. Devil Smasher makes its target vulnerable and goblin fire burns, both of which they had stopped doing. A campaign win narrates the mission instead of the race. One corrupt match no longer wipes an entire profile, campaign progress earned with a cheat on is no longer forgotten when it goes off, and a leaving player can no longer be scored as a win in multiplayer. Heal numbers are whole numbers again. 3.0.1 Aug 19 THE CAMPAIGN UPDATE
This update adds full campaigns for all 9 races, 35 new maps, new research, rebuilt status effects, new battlefield mechanics, improved art and audio, post-match stats, AI improvements, and major fixes.
CAMPAIGNS
• Full campaigns for all 9 races: 90 missions total.
• Fully voiced briefings, mid-battle story events, and hero dialogue.
• Break the wax seal on each mission before choosing your loadout at the war table.
• Named villains fight on the battlefield as real heroes. Hunt them down or raze their keep.
• Earn victory plaques showing the bonus objectives you completed.
• Campaign scenario maps have their own Custom and Multiplayer picker tab and retain their unique win conditions.
• New epilogues close out each war.
MAPS
• 35 new maps, bringing the total to 52.
• Maps range from quick duels to five and six team free-for-alls.
• New mechanics: capturable clan halls, warded build pads, tunnels, river fords, curse obelisks, bunkers, chain-detonating powder barrels, meteor strikes, and rising floods.
• Every map card now shows its typical match length.
RESEARCH & STATUS EFFECTS
• New SKILL research tab with 4 upgrades per race, 36 total.
• Upgrade trees have been repriced.
• Towers now reach one tile farther.
• Burn, Chill, Bleed, Taunt, Shield, and other effects now display directly on units with icons and durations.
• New EFFECTS gallery tab explains each status.
• New upgrades reward attacking debuffed enemies.
• Upgrade previews now list each effect separately.
VOICE & AUDIO
• Every campaign briefing is voiced.
• Heroes speak during battle.
• Villain dialogue shows the speaking hero's portrait.
• Story narration and hero chatter have separate volume controls.
• Tapping kegs, standing stones, and gold mines now plays unique interaction sounds.
• More battlefield mechanics now have audio feedback.
• Sound now returns correctly after switching apps or taking a call.
• Tap your hero five times for extra dialogue.
BATTLEFIELD UI
• Selecting structures now shows range, capture radius, and linked objects directly on the ground.
• Tunnels highlight their destination.
• Warded pads highlight the stones still sealing them.
• The minimap now displays water.
• Replays now display the actual map played.
POST-MATCH DATA & ACHIEVEMENTS
• New DATA tab tracks damage dealt, damage taken, income, and other match stats.
• Income now appears visibly on the battlefield when earned.
• Achievements now keep counting after completion instead of stopping at the target.
ART & COMBAT FEEDBACK
• Every unit upgrade and hero now has unique artwork.
• Effects, debuffs, and selection rings now display correctly on units.
• Units turn toward enemies attacking them.
• Upgrades now apply only to the spawner they were purchased for.
• Heal numbers are whole numbers again.
AI & MATCHMAKING
• Bots now save for upgrades and hold defensive positions more reliably.
• Armies resume advancing after combat instead of walking backward.
• Matchmaking shows search time and now stops correctly when canceled.
• Leaving a multiplayer match can no longer be incorrectly scored as a win.
FIXES
• Fixed units teleporting when boxed in near spawn.
• Fixed the spawner strip covering the screen or stealing nearby taps.
• Fixed Devil Smasher not applying Vulnerable.
• Fixed Goblin fire not applying Burn.
• Fixed campaign narration playing the race instead of the mission.
• A corrupt match can no longer wipe an entire profile.
• Campaign progress earned with cheats enabled is no longer lost when cheats are disabled.
• Added a new app icon. 3.0.0 Aug 11 Towers now play like their race. Crown, Horde and Goblins send a worker out to patch damage; Tenders, Wild, Deep and Oozlings regenerate on their own; Demon spends mana to repair; and a destroyed Geists tower stays on the field as a grave and rises again at full strength. Tenders towers grow stronger the longer they stand, Goblin towers return damage to melee attackers, and Deep towers flood the ground around them to speed up their own army.
New and reworked maps: Goblin Mountains, plus Crossroads and Supercross rebuilt as ring lanes with contested center camps. Tower alleys are now shaped per map instead of a plain rectangle.
Heroes revive faster and cost less to re-hire.
Talk to your team: quick chat and map pings, on desktop and by long-press on mobile. Bot allies listen to them.
The host can change the map from inside the lobby without remaking it.
Post-match awards, a favorites panel with unit art in your profile, and unlock toasts with a shelf on the victory screen.
Weather, an expanded tutorial, and a menu that sizes itself for your device instead of shipping desktop-sized controls to a phone.
Fixes: units no longer stall or snap out of position on their way to a lane, nuke kills are credited correctly, and game music no longer interrupts whatever you were already listening to. 2.3.1 Aug 2 Heroes Have Arrived
- 27 heroes, three per race: a warrior, a ranged fighter, and a caster, each with their own name, portrait, and
personality.
- Hire them from the Hero Hall, earn XP from nearby kills, and level up to 10.
- Each hero has three skills plus an ultimate. Let them auto-learn, or take manual control of every skill point.
- Fallen heroes revive at the Hall. Death is a setback, not the end.
- Bots hire heroes too, scaled to difficulty.
- New Heroes tab in the Gallery with a full reference for every hero.
Smarter Battles
- Units now march past destroyed bases instead of stopping, and lanes to eliminated teams close automatically.
- Lane names now match each map's colors everywhere they appear.
Multiplayer Stability
- If a player disconnects, a bot takes over seamlessly for everyone in the match.
- Conceding now works cleanly in multiplayer games.
- Numerous sync and stability fixes under the hood.
Interface
- Sell and Concede now require two taps, so a stray finger can't cost you a tower or the match.
- The build tray shows MAX when you've hit the cap on miners, buildings, or towers.
- A reworked tutorial with a shorter, clearer menu tour.
- Smoother scrolling and touch handling on phones throughout. 2.2.0 Jul 18 Major Features
- Multi-team maps — 2 new maps: Melee (2v2v2, 3 teams, arctic) and FFA (1v1v1v1, 4 teams, desert) with CW/CCW lane routing and team elimination
- Game Settings scene — Map selection screen before lobby with iso/fog/private toggles
- Isometric rendering — Full isometric projection mode with sprite system overhaul, depth sorting, facing fixes
- PWA manifest — Installable as a progressive web app
- Stun status effect — New CC type added to simulation
- Locked build mode — Toggle to stay in building placement after placing
Rendering & Visuals
- Per-unit projectile sprites (unique projectiles per race/unit type)
- Title screen logo update + per-unit projectile previews in title duels
- Isometric depth sorting fixes and camera zoom clamping
- Mini icon floating texts for combat feedback
- Hut sprite scaling by tier
- Human wizard caster sprites added
- Rendering perf optimizations (cached UI assets, iso facing fixes)
- Isometric arc export fix
Maps & Layout
- Multi-node resource rendering (multiple gold/wood/meat nodes per map)
- Nearest-node harvester routing
- Hut grids moved inward, simplified iso depth sorting
- Preserve zoom level on build-area pan
- Grid layout for 3-4 team lobbies
Balance
- All upgrade node costs reduced ~10-15% across all 9 races
- Crown cost tuning
- Per-resource affordability coloring in build tray (red/green per resource)
- Horde valuation tuning for bot AI
- Bot ability timing improvements
UI & UX
- Multi-team HUD bars (supports 3-4 teams)
- Haptic feedback on mobile
- Concede fix for multi-team games
- Lane-aware summon targeting
- Tenders seed timing fix
- Tower details improved in unit gallery
- Title duel attack timing preview refinements 2.0.5 Apr 3 Gameplay and Multiplayer
- Improved multiplayer connection stability, especially around backgrounding and reconnect behavior.
- Concede handling is now resolved consistently across clients.
- Fixed party creation and state timing issues.
- Party setup now correctly carries bot race and fog-of-war settings into matches.
- Added open lobby count visibility on the title screen.
Balance
- Crown: Swordsman HP increased from 110 to 120, Bowman damage increased from 11 to 13.
- Horde: Melee building cost reduced from 40 to 35 meat, Caster building cost reduced from 90 to 75
gold; Brute HP reduced from 140 to 130 and damage reduced from 16 to 15; War Chanter received an
attack-speed buff.
- Goblins: Hexer caster tree reworked into a B-path slow+chain route and a C-path burn+AoE route;
bot profiles updated for earlier caster mix-in.
- Geists: Caster tree reworked so life drain and skeleton summon effects are split more cleanly
across paths; Shadow Sorcerer now uses life drain instead of summon.
- Oozlings: Detonator explosion damage reduced from 90 to 70.
- Numerous upgrade node cost and stat adjustments across races.
- Horde research and ability costs rebalanced.
- Research text and stat previews updated to better match actual gameplay effects.
New Combat and Upgrade Behavior
- Added new projectile-hit upgrade effects including Vulnerable and Wound.
- Added life-drain scaling for Geists casters.
- Expanded chain-lightning support to additional races.
- Added innate dodge behavior for Goblin melee units.
- Improved handling for explosive and suicide attack interactions against HQs.
Performance and Visuals
- Improved renderer performance in several high-frequency systems.
- Minimap rendering is more efficient and updates more smoothly.
- Improved unit facing and attack visuals when targeting structures.
- Updated the TitleScene party panel layout and party-code presentation.
- Improved unit portrait sizing and stat presentation in UI panels.
- Added rich-text stat icons across building, research, and unit UI.
- Added a DPS stat icon.
- Improved icon sharpness on high-DPI displays.
- Added a touch controls setting (auto / on / off) in both menu and in-match settings.
- Pressing R now toggles the research popup closed.
Audio
- Reduced pops at the start of sounds and music playback.
Bot AI and Analysis
- Bot evaluation now understands additional upgrade and special-effect types.
- Horde and Goblins bot profiles were adjusted for better unit composition.
- Wild frenzy behavior now requires a larger nearby ally cluster.
- Balance analysis now considers more upgrade-path combinations and more special-effect
interactions. 1.2.0 Apr 1 ### New Features
- **Tutorial system** — 16-step guided first-time match with spotlight overlays, gated input, and saved progress
- **Dynamic weather** — 8 weather types across 5 biomes with layered particles, wind transitions, and upgraded
rain, wind, sandstorm, and thunder audio
- **Post-match replay** — 30s minimap replay with nuke markers, hero highlights, portraits, and scrollable
scoreboard
- **War Hero awards** — Reaper, Iron Wall, Battle Sage, and Life Weaver with animated presentation
- **Unit info panel** — Sprite art, stat breakdowns, and buff/effect display
- **Ability upgrade trees** — Unique 4-tier race ability paths for all factions
- **Quick chat radial menu** — New team callouts including Save Us, Sending Now, and Random
- **Tri-resource economies** — Tenders and Horde now support deeper gold/wood/meat management
- **Per-node upgrade costs** — Every race now has explicit resource costs on each upgrade node
- **Expanded Horde auras** — New attack speed, healing, and dodge support auras
- **Race combat music** — Distinct thematic music during matches
- **AI building sprite overhaul** — New race-specific building art across all factions
### UI & Rendering
- **Stat icon upgrade** — Clean SVG icons now replace old emoji-style stat markers across tooltips, upgrades,
buffs, and floating combat text
- **Building popup stat bars** — HP, damage, DPS, speed, range, and spawn-rate previews now show upgrade impact
before purchase
- **Unit Gallery overhaul** — Better layout, Elo display, clearer stat rows, and improved upgrade detail views
- **Title screen updates** — Rotating duel subtitles, wider ribbon, and cleaner presentation
- **Mobile improvements** — Two-tap upgrade confirmation, reduced accidental hover/tooltips, better truncation,
and cleaner touch behavior
- **Post-match polish** — Better hero cards, minimap clarity, and summary formatting
- **Audio/UI feedback polish** — Better open, close, tab, back, toast-dismiss, and slider feedback sounds
- **Rendering cleanup** — Fixed panel/tile seams, improved isometric building sizing, added flipX support, and
removed outdated Tenders hut tinting
- **Race flavor pass** — Upgrade-aware building names and race-specific tray icons
### Balance
- **Stone renamed to Meat** across the game
- **Faction/unit tuning** — Buffs to Horde Brute, Bowcleaver, Demon Overlord, Tenders Treant, and Tinker
- **Geists rebalanced** — Lifesteal reduced, soul costs increased, and skeleton survivability lowered
- **Economy tuning** — Crown, Oozlings, and Wild resource costs reduced
- **Combat tuning** — Burn/poison now suppress regen; tower sell refund now scales by remaining HP
- **Progression updates** — Spectator achievement requirement increased; Goblin boar units renamed
### Simulation & AI
- **Centralized `isAbilityBuilding()` helper** for cleaner ability-building logic
- **Support/tank tracking** — Added `totalBuffsApplied` and `damageTaken` stats
- **Tenders seed rework** — More deterministic growth timing with shared renderer/sim constants
- **Performance gains** — Spatial grid optimization and fog-of-war throttling
- **4th-tier race abilities** added for all 9 races
- **Retroactive research buffs** now apply to existing units
- **Bot AI upgrades** — Better difficulty scaling, stronger profile steering, better harvester behavior, smarter
worker allocation, earlier hut logic, and improved Bowcleaver valuation
### Multiplayer & Performance
- **Desync protection** — Better remote hash comparison and disconnect buffering
- **Deferred turn resolution** — Safer Firebase turn processing
- **Firebase rules tightened** — Improved slot-specific write controls
- **Frame-time improvements** — Cached Y-sort pixel coords, fewer iso projection calls, viewport-culling for
ambient particles, and removed heavy shadow ellipses 1.1.6 Mar 30 Art & Rendering
- Race-specific building sprites — 4 purchased asset packs (Human, Orc, Elf, NightElf; 205 PNGs) mapped to all 9
races with upgrade-path inheritance fallback chain
- Nhance Spell Icons — 92 painted icons replace emoji in the research popup, with bordered frames and ownership
coloring
- Oozlings animated mound — spawn wiggle + idle wobble animation with elliptical glow effect
- "Now Playing" display — music track name on title screen, auto-fades after 10s
- 15 combat music tracks renamed with thematic names for Now Playing display
Simulation
- 4th-tier race abilities for all 9 races:
- Crown: Timber Surplus (+40% wood returns)
- Horde: Trophy Hunter (Troll +2% HP/dmg per kill, persists across summons)
- Goblins: Elixir Mastery (permanent potion buffs)
- Oozlings: Ooze Vitality (2 HP/s regen)
- Demon: Mana Siphon (+50% mana from workers)
- Deep: Purifying Deluge (cleanse debuffs every 2s)
- Wild: Savage Instinct (frenzied units gain 15% lifesteal)
- Geists: Hungering Dark (lifesteal % also increases damage)
- Tenders: Ironwood (tower upgrade costs -50%)
- Retroactive research buffs — existing units get HP/damage/speed on research purchase
- Spatial grid optimization — O(1) neighbor lookups for auras, knockback, towers, AoE
- Fog of war throttled to every 3 ticks (was every tick)
- Fireball damage buff (base 25 to 35, mana bonus 0.5x to 0.7x)
- Tower sell refund prorated by current HP (damaged towers refund less)
Balance
- Geists lifesteal nerf — base lifesteal reduced from 20% to 10% across all unit types
- Geists Death Grip/Soul Arrows bonus reduced from +10% to +5%
- Geist skeleton summons lifesteal tuned down (melee 15% to 8%, ranged 10% to 5%)
Bot AI
- Difficulty redesign — decision intervals + mistake rates replace spawn caps
- Stronger profile steering — 1.5x multipliers for race build targets, 0.3x for skipped categories
- Research value overhaul — scales with spawnerCount^1.5
- Early hut value boost — 1.8x/1.3x for first 2-3 huts
UI
- Race-flavored building names (e.g., "Brute Camp", "Tidecaller Shrine")
- Improved sell refund display — shows 50% of all invested resources (base + upgrades)
- Hut grid slot placement — click specifies exact slot
- Race-specific icons in building tray
- Unit Gallery overhaul — 4th tower column with stats, building sprites behind units, 1.8x display scale 1.0.7 Mar 26 Changelog
Gameplay
- Stone resource renamed to Meat across all races, docs, and balance tools
- Horde building and unit costs rebalanced
UI / Lobby
- Two-column team layout for party and custom game lobbies
- Join popup redesigned — larger scroll background, CANCEL/JOIN sword buttons, mobile keyboard support with paste
- New UI icons: Dice, Arrows, Nuke, Research, Star, Mana, Ooze, Souls
- General mobile UI improvements across popups and panels
- Keyboard shortcut hints hidden on mobile
- Top bar cleaned up for mobile — less clutter, better use of space
- Building and ability names truncated with ellipsis when too wide
- Suppressed native long-press context menu on mobile
Audio
- Race-specific combat music for all 9 races (Crown, Horde, Goblins, Oozlings, Demon, Geists, Tenders, Wild)
Gallery
- Unit gallery overhaul with detailed stat views and sprite previews
Bug Fixes
- Fixed minimap click-through bug
- Fixed gallery click-through from prior scene tap
- Bot AI and balance tuning pass 1.0.6 Mar 25 Changelog
Post-Match Overhaul
- Minimap replay — watch the full battle replay on the minimap after each match, with nuke effects and war hero
highlights
- War Hero & Support Hero awards with damage/kill/healing stats
- Scrollable scoreboard with tabbed post-match stats
New Features
- Race ability upgrade trees with per-node Elo tracking
- Unit info panel — tap a unit to see sprite art, stats, and WoW-style buff icons
- Bot composition profiles with tick fairness shuffles
Visual & Audio
- Geist summon telegraph effect
- Oozlings globule blob sprite
- flipX sprite support and mana diamond icon
- Isometric projection fixes
Balance
- Crown & Oozlings costs reduced ~15%
- Wild stone costs reduced
- Burn/poison now suppresses regen
- Geist soul scaling adjustments
Bug Fixes
- Fixed 1px seams in 9-slice and 3-part UI rendering
- Fixed minimap replay exceeding 30s target duration
- Resource leak and performance fixes
- Upgrade name display fixes 1.0.3 Mar 24 1.0.0 Mar 24
Lanecraft version 3.0.1
Updated At: 2026-08-23
Changes: Version History The Campaign Update. All nine races now have a full campaign: 90 missions with voiced briefings, story events that fire mid-battle, and named villains who take the field as real heroes - hunt them down or raze their keep. Break the wax seal on each mission, pick your loadout at the war table, and claim a victory plaque with your bonus objectives on it.
35 new maps, for 52 in total, from quick duels to five and six team free-for-alls - and the campaign's scenario maps are playable in custom and multiplayer games on their own picker tab, each with its own win condition. New ground to fight over: capturable clan halls that raise troops for whoever holds them, warded build pads, tunnels that march your army underground, river fords, curse obelisks, bunkers your ranged units can man, powder barrels that chain-detonate, and doomsday weather with meteor strikes and rising floods.
A new SKILL research tab gives every race four new upgrades to its signature ability, 36 in all. Status effects have been rebuilt: every burn, chill, bleed, taunt and shield now shows on the unit with an icon and a duration, the gallery's new EFFECTS tab explains each one, and new punish upgrades reward striking debuffed targets - bring a friend who chills, cash in with your crits. The upgrade tree has been repriced across the board and towers reach one tile further on every race.
Every briefing is voiced, heroes speak on the battlefield, and story narration and hero chatter each have their own volume dial. When a villain speaks mid-battle you see their face beside the line, and it is the face of the hero actually walking the lane. Tap your own hero five times in a row and see what happens.
Also new: a post-match DATA tab that breaks down who dealt what and who soaked the most, income that spills visibly onto the field from every source, a new app icon, and matchmaking that shows how long it has searched and actually stops when you cancel.
The board answers you now. Select any structure and it draws its own shape on the ground: how far it reaches as a soft disc, how close you must stand to claim it as a dashed ring, and a line to whatever it is tied to - a tunnel lights its far mouth, a warded pad lights the stones still sealing it. Tapping a keg, a standing stone or a gold mine sounds like the thing you tapped. The minimap draws water, replays draw the map you actually played, and achievements are a stat page rather than a checklist, so a finished row keeps counting: 83 of 50 nuke kills, 2.4m damage dealt.
No two units in a tree share artwork any more: every upgrade node and every hero has its own sheet, so a Dire Bear looks like a bear and a warlord no longer wears a grunt's skin. Mechanics that were silent now make noise. Effects, debuffs and selection rings land on the unit itself, and units turn their heads toward whatever is shooting them. An upgrade lands on the one spawner you bought it for rather than every building of that type, and the preview lists one line per effect. Every map card shows its typical match length, from three minutes to thirty. Bots save up for upgrades and hold their ground instead of walking back down their own lane.
Fixes: sound comes back after you switch apps or take a call. The spawner strip no longer swallows a phone screen or steals its neighbours' taps. An epilogue names the war it ended and returns you to the screen you opened it from. Units no longer teleport when boxed in near their own spawn, and armies resume their march forward after a fight instead of walking back through their own ranks. Devil Smasher makes its target vulnerable and goblin fire burns, both of which they had stopped doing. A campaign win narrates the mission instead of the race. One corrupt match no longer wipes an entire profile, campaign progress earned with a cheat on is no longer forgotten when it goes off, and a leaving player can no longer be scored as a win in multiplayer. Heal numbers are whole numbers again. 3.0.1 3d ago THE CAMPAIGN UPDATE
This update adds full campaigns for all 9 races, 35 new maps, new research, rebuilt status effects, new battlefield mechanics, improved art and audio, post-match stats, AI improvements, and major fixes.
CAMPAIGNS
• Full campaigns for all 9 races: 90 missions total.
• Fully voiced briefings, mid-battle story events, and hero dialogue.
• Break the wax seal on each mission before choosing your loadout at the war table.
• Named villains fight on the battlefield as real heroes. Hunt them down or raze their keep.
• Earn victory plaques showing the bonus objectives you completed.
• Campaign scenario maps have their own Custom and Multiplayer picker tab and retain their unique win conditions.
• New epilogues close out each war.
MAPS
• 35 new maps, bringing the total to 52.
• Maps range from quick duels to five and six team free-for-alls.
• New mechanics: capturable clan halls, warded build pads, tunnels, river fords, curse obelisks, bunkers, chain-detonating powder barrels, meteor strikes, and rising floods.
• Every map card now shows its typical match length.
RESEARCH & STATUS EFFECTS
• New SKILL research tab with 4 upgrades per race, 36 total.
• Upgrade trees have been repriced.
• Towers now reach one tile farther.
• Burn, Chill, Bleed, Taunt, Shield, and other effects now display directly on units with icons and durations.
• New EFFECTS gallery tab explains each status.
• New upgrades reward attacking debuffed enemies.
• Upgrade previews now list each effect separately.
VOICE & AUDIO
• Every campaign briefing is voiced.
• Heroes speak during battle.
• Villain dialogue shows the speaking hero's portrait.
• Story narration and hero chatter have separate volume controls.
• Tapping kegs, standing stones, and gold mines now plays unique interaction sounds.
• More battlefield mechanics now have audio feedback.
• Sound now returns correctly after switching apps or taking a call.
• Tap your hero five times for extra dialogue.
BATTLEFIELD UI
• Selecting structures now shows range, capture radius, and linked objects directly on the ground.
• Tunnels highlight their destination.
• Warded pads highlight the stones still sealing them.
• The minimap now displays water.
• Replays now display the actual map played.
POST-MATCH DATA & ACHIEVEMENTS
• New DATA tab tracks damage dealt, damage taken, income, and other match stats.
• Income now appears visibly on the battlefield when earned.
• Achievements now keep counting after completion instead of stopping at the target.
ART & COMBAT FEEDBACK
• Every unit upgrade and hero now has unique artwork.
• Effects, debuffs, and selection rings now display correctly on units.
• Units turn toward enemies attacking them.
• Upgrades now apply only to the spawner they were purchased for.
• Heal numbers are whole numbers again.
AI & MATCHMAKING
• Bots now save for upgrades and hold defensive positions more reliably.
• Armies resume advancing after combat instead of walking backward.
• Matchmaking shows search time and now stops correctly when canceled.
• Leaving a multiplayer match can no longer be incorrectly scored as a win.
FIXES
• Fixed units teleporting when boxed in near spawn.
• Fixed the spawner strip covering the screen or stealing nearby taps.
• Fixed Devil Smasher not applying Vulnerable.
• Fixed Goblin fire not applying Burn.
• Fixed campaign narration playing the race instead of the mission.
• A corrupt match can no longer wipe an entire profile.
• Campaign progress earned with cheats enabled is no longer lost when cheats are disabled.
• Added a new app icon. 3.0.0 Aug 11 Towers now play like their race. Crown, Horde and Goblins send a worker out to patch damage; Tenders, Wild, Deep and Oozlings regenerate on their own; Demon spends mana to repair; and a destroyed Geists tower stays on the field as a grave and rises again at full strength. Tenders towers grow stronger the longer they stand, Goblin towers return damage to melee attackers, and Deep towers flood the ground around them to speed up their own army.
New and reworked maps: Goblin Mountains, plus Crossroads and Supercross rebuilt as ring lanes with contested center camps. Tower alleys are now shaped per map instead of a plain rectangle.
Heroes revive faster and cost less to re-hire.
Talk to your team: quick chat and map pings, on desktop and by long-press on mobile. Bot allies listen to them.
The host can change the map from inside the lobby without remaking it.
Post-match awards, a favorites panel with unit art in your profile, and unlock toasts with a shelf on the victory screen.
Weather, an expanded tutorial, and a menu that sizes itself for your device instead of shipping desktop-sized controls to a phone.
Fixes: units no longer stall or snap out of position on their way to a lane, nuke kills are credited correctly, and game music no longer interrupts whatever you were already listening to. 2.3.1 Aug 2 Heroes Have Arrived
- 27 heroes, three per race: a warrior, a ranged fighter, and a caster, each with their own name, portrait, and
personality.
- Hire them from the Hero Hall, earn XP from nearby kills, and level up to 10.
- Each hero has three skills plus an ultimate. Let them auto-learn, or take manual control of every skill point.
- Fallen heroes revive at the Hall. Death is a setback, not the end.
- Bots hire heroes too, scaled to difficulty.
- New Heroes tab in the Gallery with a full reference for every hero.
Smarter Battles
- Units now march past destroyed bases instead of stopping, and lanes to eliminated teams close automatically.
- Lane names now match each map's colors everywhere they appear.
Multiplayer Stability
- If a player disconnects, a bot takes over seamlessly for everyone in the match.
- Conceding now works cleanly in multiplayer games.
- Numerous sync and stability fixes under the hood.
Interface
- Sell and Concede now require two taps, so a stray finger can't cost you a tower or the match.
- The build tray shows MAX when you've hit the cap on miners, buildings, or towers.
- A reworked tutorial with a shorter, clearer menu tour.
- Smoother scrolling and touch handling on phones throughout. 2.2.0 Jul 18 Major Features
- Multi-team maps — 2 new maps: Melee (2v2v2, 3 teams, arctic) and FFA (1v1v1v1, 4 teams, desert) with CW/CCW lane routing and team elimination
- Game Settings scene — Map selection screen before lobby with iso/fog/private toggles
- Isometric rendering — Full isometric projection mode with sprite system overhaul, depth sorting, facing fixes
- PWA manifest — Installable as a progressive web app
- Stun status effect — New CC type added to simulation
- Locked build mode — Toggle to stay in building placement after placing
Rendering & Visuals
- Per-unit projectile sprites (unique projectiles per race/unit type)
- Title screen logo update + per-unit projectile previews in title duels
- Isometric depth sorting fixes and camera zoom clamping
- Mini icon floating texts for combat feedback
- Hut sprite scaling by tier
- Human wizard caster sprites added
- Rendering perf optimizations (cached UI assets, iso facing fixes)
- Isometric arc export fix
Maps & Layout
- Multi-node resource rendering (multiple gold/wood/meat nodes per map)
- Nearest-node harvester routing
- Hut grids moved inward, simplified iso depth sorting
- Preserve zoom level on build-area pan
- Grid layout for 3-4 team lobbies
Balance
- All upgrade node costs reduced ~10-15% across all 9 races
- Crown cost tuning
- Per-resource affordability coloring in build tray (red/green per resource)
- Horde valuation tuning for bot AI
- Bot ability timing improvements
UI & UX
- Multi-team HUD bars (supports 3-4 teams)
- Haptic feedback on mobile
- Concede fix for multi-team games
- Lane-aware summon targeting
- Tenders seed timing fix
- Tower details improved in unit gallery
- Title duel attack timing preview refinements 2.0.5 Apr 3 Gameplay and Multiplayer
- Improved multiplayer connection stability, especially around backgrounding and reconnect behavior.
- Concede handling is now resolved consistently across clients.
- Fixed party creation and state timing issues.
- Party setup now correctly carries bot race and fog-of-war settings into matches.
- Added open lobby count visibility on the title screen.
Balance
- Crown: Swordsman HP increased from 110 to 120, Bowman damage increased from 11 to 13.
- Horde: Melee building cost reduced from 40 to 35 meat, Caster building cost reduced from 90 to 75
gold; Brute HP reduced from 140 to 130 and damage reduced from 16 to 15; War Chanter received an
attack-speed buff.
- Goblins: Hexer caster tree reworked into a B-path slow+chain route and a C-path burn+AoE route;
bot profiles updated for earlier caster mix-in.
- Geists: Caster tree reworked so life drain and skeleton summon effects are split more cleanly
across paths; Shadow Sorcerer now uses life drain instead of summon.
- Oozlings: Detonator explosion damage reduced from 90 to 70.
- Numerous upgrade node cost and stat adjustments across races.
- Horde research and ability costs rebalanced.
- Research text and stat previews updated to better match actual gameplay effects.
New Combat and Upgrade Behavior
- Added new projectile-hit upgrade effects including Vulnerable and Wound.
- Added life-drain scaling for Geists casters.
- Expanded chain-lightning support to additional races.
- Added innate dodge behavior for Goblin melee units.
- Improved handling for explosive and suicide attack interactions against HQs.
Performance and Visuals
- Improved renderer performance in several high-frequency systems.
- Minimap rendering is more efficient and updates more smoothly.
- Improved unit facing and attack visuals when targeting structures.
- Updated the TitleScene party panel layout and party-code presentation.
- Improved unit portrait sizing and stat presentation in UI panels.
- Added rich-text stat icons across building, research, and unit UI.
- Added a DPS stat icon.
- Improved icon sharpness on high-DPI displays.
- Added a touch controls setting (auto / on / off) in both menu and in-match settings.
- Pressing R now toggles the research popup closed.
Audio
- Reduced pops at the start of sounds and music playback.
Bot AI and Analysis
- Bot evaluation now understands additional upgrade and special-effect types.
- Horde and Goblins bot profiles were adjusted for better unit composition.
- Wild frenzy behavior now requires a larger nearby ally cluster.
- Balance analysis now considers more upgrade-path combinations and more special-effect
interactions. 1.2.0 Apr 1 ### New Features
- **Tutorial system** — 16-step guided first-time match with spotlight overlays, gated input, and saved progress
- **Dynamic weather** — 8 weather types across 5 biomes with layered particles, wind transitions, and upgraded
rain, wind, sandstorm, and thunder audio
- **Post-match replay** — 30s minimap replay with nuke markers, hero highlights, portraits, and scrollable
scoreboard
- **War Hero awards** — Reaper, Iron Wall, Battle Sage, and Life Weaver with animated presentation
- **Unit info panel** — Sprite art, stat breakdowns, and buff/effect display
- **Ability upgrade trees** — Unique 4-tier race ability paths for all factions
- **Quick chat radial menu** — New team callouts including Save Us, Sending Now, and Random
- **Tri-resource economies** — Tenders and Horde now support deeper gold/wood/meat management
- **Per-node upgrade costs** — Every race now has explicit resource costs on each upgrade node
- **Expanded Horde auras** — New attack speed, healing, and dodge support auras
- **Race combat music** — Distinct thematic music during matches
- **AI building sprite overhaul** — New race-specific building art across all factions
### UI & Rendering
- **Stat icon upgrade** — Clean SVG icons now replace old emoji-style stat markers across tooltips, upgrades,
buffs, and floating combat text
- **Building popup stat bars** — HP, damage, DPS, speed, range, and spawn-rate previews now show upgrade impact
before purchase
- **Unit Gallery overhaul** — Better layout, Elo display, clearer stat rows, and improved upgrade detail views
- **Title screen updates** — Rotating duel subtitles, wider ribbon, and cleaner presentation
- **Mobile improvements** — Two-tap upgrade confirmation, reduced accidental hover/tooltips, better truncation,
and cleaner touch behavior
- **Post-match polish** — Better hero cards, minimap clarity, and summary formatting
- **Audio/UI feedback polish** — Better open, close, tab, back, toast-dismiss, and slider feedback sounds
- **Rendering cleanup** — Fixed panel/tile seams, improved isometric building sizing, added flipX support, and
removed outdated Tenders hut tinting
- **Race flavor pass** — Upgrade-aware building names and race-specific tray icons
### Balance
- **Stone renamed to Meat** across the game
- **Faction/unit tuning** — Buffs to Horde Brute, Bowcleaver, Demon Overlord, Tenders Treant, and Tinker
- **Geists rebalanced** — Lifesteal reduced, soul costs increased, and skeleton survivability lowered
- **Economy tuning** — Crown, Oozlings, and Wild resource costs reduced
- **Combat tuning** — Burn/poison now suppress regen; tower sell refund now scales by remaining HP
- **Progression updates** — Spectator achievement requirement increased; Goblin boar units renamed
### Simulation & AI
- **Centralized `isAbilityBuilding()` helper** for cleaner ability-building logic
- **Support/tank tracking** — Added `totalBuffsApplied` and `damageTaken` stats
- **Tenders seed rework** — More deterministic growth timing with shared renderer/sim constants
- **Performance gains** — Spatial grid optimization and fog-of-war throttling
- **4th-tier race abilities** added for all 9 races
- **Retroactive research buffs** now apply to existing units
- **Bot AI upgrades** — Better difficulty scaling, stronger profile steering, better harvester behavior, smarter
worker allocation, earlier hut logic, and improved Bowcleaver valuation
### Multiplayer & Performance
- **Desync protection** — Better remote hash comparison and disconnect buffering
- **Deferred turn resolution** — Safer Firebase turn processing
- **Firebase rules tightened** — Improved slot-specific write controls
- **Frame-time improvements** — Cached Y-sort pixel coords, fewer iso projection calls, viewport-culling for
ambient particles, and removed heavy shadow ellipses 1.1.6 Mar 30 Art & Rendering
- Race-specific building sprites — 4 purchased asset packs (Human, Orc, Elf, NightElf; 205 PNGs) mapped to all 9
races with upgrade-path inheritance fallback chain
- Nhance Spell Icons — 92 painted icons replace emoji in the research popup, with bordered frames and ownership
coloring
- Oozlings animated mound — spawn wiggle + idle wobble animation with elliptical glow effect
- "Now Playing" display — music track name on title screen, auto-fades after 10s
- 15 combat music tracks renamed with thematic names for Now Playing display
Simulation
- 4th-tier race abilities for all 9 races:
- Crown: Timber Surplus (+40% wood returns)
- Horde: Trophy Hunter (Troll +2% HP/dmg per kill, persists across summons)
- Goblins: Elixir Mastery (permanent potion buffs)
- Oozlings: Ooze Vitality (2 HP/s regen)
- Demon: Mana Siphon (+50% mana from workers)
- Deep: Purifying Deluge (cleanse debuffs every 2s)
- Wild: Savage Instinct (frenzied units gain 15% lifesteal)
- Geists: Hungering Dark (lifesteal % also increases damage)
- Tenders: Ironwood (tower upgrade costs -50%)
- Retroactive research buffs — existing units get HP/damage/speed on research purchase
- Spatial grid optimization — O(1) neighbor lookups for auras, knockback, towers, AoE
- Fog of war throttled to every 3 ticks (was every tick)
- Fireball damage buff (base 25 to 35, mana bonus 0.5x to 0.7x)
- Tower sell refund prorated by current HP (damaged towers refund less)
Balance
- Geists lifesteal nerf — base lifesteal reduced from 20% to 10% across all unit types
- Geists Death Grip/Soul Arrows bonus reduced from +10% to +5%
- Geist skeleton summons lifesteal tuned down (melee 15% to 8%, ranged 10% to 5%)
Bot AI
- Difficulty redesign — decision intervals + mistake rates replace spawn caps
- Stronger profile steering — 1.5x multipliers for race build targets, 0.3x for skipped categories
- Research value overhaul — scales with spawnerCount^1.5
- Early hut value boost — 1.8x/1.3x for first 2-3 huts
UI
- Race-flavored building names (e.g., "Brute Camp", "Tidecaller Shrine")
- Improved sell refund display — shows 50% of all invested resources (base + upgrades)
- Hut grid slot placement — click specifies exact slot
- Race-specific icons in building tray
- Unit Gallery overhaul — 4th tower column with stats, building sprites behind units, 1.8x display scale 1.0.7 Mar 26 Changelog
Gameplay
- Stone resource renamed to Meat across all races, docs, and balance tools
- Horde building and unit costs rebalanced
UI / Lobby
- Two-column team layout for party and custom game lobbies
- Join popup redesigned — larger scroll background, CANCEL/JOIN sword buttons, mobile keyboard support with paste
- New UI icons: Dice, Arrows, Nuke, Research, Star, Mana, Ooze, Souls
- General mobile UI improvements across popups and panels
- Keyboard shortcut hints hidden on mobile
- Top bar cleaned up for mobile — less clutter, better use of space
- Building and ability names truncated with ellipsis when too wide
- Suppressed native long-press context menu on mobile
Audio
- Race-specific combat music for all 9 races (Crown, Horde, Goblins, Oozlings, Demon, Geists, Tenders, Wild)
Gallery
- Unit gallery overhaul with detailed stat views and sprite previews
Bug Fixes
- Fixed minimap click-through bug
- Fixed gallery click-through from prior scene tap
- Bot AI and balance tuning pass 1.0.6 Mar 25 Changelog
Post-Match Overhaul
- Minimap replay — watch the full battle replay on the minimap after each match, with nuke effects and war hero
highlights
- War Hero & Support Hero awards with damage/kill/healing stats
- Scrollable scoreboard with tabbed post-match stats
New Features
- Race ability upgrade trees with per-node Elo tracking
- Unit info panel — tap a unit to see sprite art, stats, and WoW-style buff icons
- Bot composition profiles with tick fairness shuffles
Visual & Audio
- Geist summon telegraph effect
- Oozlings globule blob sprite
- flipX sprite support and mana diamond icon
- Isometric projection fixes
Balance
- Crown & Oozlings costs reduced ~15%
- Wild stone costs reduced
- Burn/poison now suppresses regen
- Geist soul scaling adjustments
Bug Fixes
- Fixed 1px seams in 9-slice and 3-part UI rendering
- Fixed minimap replay exceeding 30s target duration
- Resource leak and performance fixes
- Upgrade name display fixes 1.0.3 Mar 24 1.0.0 Mar 24
Lanecraft version 2.3.1
Updated At: 2026-08-03
Changes: Version History Towers now play like their race. Crown, Horde and Goblins send a worker out to patch damage; Tenders, Wild, Deep and Oozlings regenerate on their own; Demon spends mana to repair; and a destroyed Geists tower stays on the field as a grave and rises again at full strength. Tenders towers grow stronger the longer they stand, Goblin towers return damage to melee attackers, and Deep towers flood the ground around them to speed up their own army.
New and reworked maps: Goblin Mountains, plus Crossroads and Supercross rebuilt as ring lanes with contested center camps. Tower alleys are now shaped per map instead of a plain rectangle.
Heroes revive faster and cost less to re-hire.
Talk to your team: quick chat and map pings, on desktop and by long-press on mobile. Bot allies listen to them.
The host can change the map from inside the lobby without remaking it.
Post-match awards, a favorites panel with unit art in your profile, and unlock toasts with a shelf on the victory screen.
Weather, an expanded tutorial, and a menu that sizes itself for your device instead of shipping desktop-sized controls to a phone.
Fixes: units no longer stall or snap out of position on their way to a lane, nuke kills are credited correctly, and game music no longer interrupts whatever you were already listening to. 2.3.1 1h ago Heroes Have Arrived
- 27 heroes, three per race: a warrior, a ranged fighter, and a caster, each with their own name, portrait, and
personality.
- Hire them from the Hero Hall, earn XP from nearby kills, and level up to 10.
- Each hero has three skills plus an ultimate. Let them auto-learn, or take manual control of every skill point.
- Fallen heroes revive at the Hall. Death is a setback, not the end.
- Bots hire heroes too, scaled to difficulty.
- New Heroes tab in the Gallery with a full reference for every hero.
Smarter Battles
- Units now march past destroyed bases instead of stopping, and lanes to eliminated teams close automatically.
- Lane names now match each map's colors everywhere they appear.
Multiplayer Stability
- If a player disconnects, a bot takes over seamlessly for everyone in the match.
- Conceding now works cleanly in multiplayer games.
- Numerous sync and stability fixes under the hood.
Interface
- Sell and Concede now require two taps, so a stray finger can't cost you a tower or the match.
- The build tray shows MAX when you've hit the cap on miners, buildings, or towers.
- A reworked tutorial with a shorter, clearer menu tour.
- Smoother scrolling and touch handling on phones throughout. 2.2.0 Jul 18 Major Features
- Multi-team maps — 2 new maps: Melee (2v2v2, 3 teams, arctic) and FFA (1v1v1v1, 4 teams, desert) with CW/CCW lane routing and team elimination
- Game Settings scene — Map selection screen before lobby with iso/fog/private toggles
- Isometric rendering — Full isometric projection mode with sprite system overhaul, depth sorting, facing fixes
- PWA manifest — Installable as a progressive web app
- Stun status effect — New CC type added to simulation
- Locked build mode — Toggle to stay in building placement after placing
Rendering & Visuals
- Per-unit projectile sprites (unique projectiles per race/unit type)
- Title screen logo update + per-unit projectile previews in title duels
- Isometric depth sorting fixes and camera zoom clamping
- Mini icon floating texts for combat feedback
- Hut sprite scaling by tier
- Human wizard caster sprites added
- Rendering perf optimizations (cached UI assets, iso facing fixes)
- Isometric arc export fix
Maps & Layout
- Multi-node resource rendering (multiple gold/wood/meat nodes per map)
- Nearest-node harvester routing
- Hut grids moved inward, simplified iso depth sorting
- Preserve zoom level on build-area pan
- Grid layout for 3-4 team lobbies
Balance
- All upgrade node costs reduced ~10-15% across all 9 races
- Crown cost tuning
- Per-resource affordability coloring in build tray (red/green per resource)
- Horde valuation tuning for bot AI
- Bot ability timing improvements
UI & UX
- Multi-team HUD bars (supports 3-4 teams)
- Haptic feedback on mobile
- Concede fix for multi-team games
- Lane-aware summon targeting
- Tenders seed timing fix
- Tower details improved in unit gallery
- Title duel attack timing preview refinements 2.0.5 Apr 3 Gameplay and Multiplayer
- Improved multiplayer connection stability, especially around backgrounding and reconnect behavior.
- Concede handling is now resolved consistently across clients.
- Fixed party creation and state timing issues.
- Party setup now correctly carries bot race and fog-of-war settings into matches.
- Added open lobby count visibility on the title screen.
Balance
- Crown: Swordsman HP increased from 110 to 120, Bowman damage increased from 11 to 13.
- Horde: Melee building cost reduced from 40 to 35 meat, Caster building cost reduced from 90 to 75
gold; Brute HP reduced from 140 to 130 and damage reduced from 16 to 15; War Chanter received an
attack-speed buff.
- Goblins: Hexer caster tree reworked into a B-path slow+chain route and a C-path burn+AoE route;
bot profiles updated for earlier caster mix-in.
- Geists: Caster tree reworked so life drain and skeleton summon effects are split more cleanly
across paths; Shadow Sorcerer now uses life drain instead of summon.
- Oozlings: Detonator explosion damage reduced from 90 to 70.
- Numerous upgrade node cost and stat adjustments across races.
- Horde research and ability costs rebalanced.
- Research text and stat previews updated to better match actual gameplay effects.
New Combat and Upgrade Behavior
- Added new projectile-hit upgrade effects including Vulnerable and Wound.
- Added life-drain scaling for Geists casters.
- Expanded chain-lightning support to additional races.
- Added innate dodge behavior for Goblin melee units.
- Improved handling for explosive and suicide attack interactions against HQs.
Performance and Visuals
- Improved renderer performance in several high-frequency systems.
- Minimap rendering is more efficient and updates more smoothly.
- Improved unit facing and attack visuals when targeting structures.
- Updated the TitleScene party panel layout and party-code presentation.
- Improved unit portrait sizing and stat presentation in UI panels.
- Added rich-text stat icons across building, research, and unit UI.
- Added a DPS stat icon.
- Improved icon sharpness on high-DPI displays.
- Added a touch controls setting (auto / on / off) in both menu and in-match settings.
- Pressing R now toggles the research popup closed.
Audio
- Reduced pops at the start of sounds and music playback.
Bot AI and Analysis
- Bot evaluation now understands additional upgrade and special-effect types.
- Horde and Goblins bot profiles were adjusted for better unit composition.
- Wild frenzy behavior now requires a larger nearby ally cluster.
- Balance analysis now considers more upgrade-path combinations and more special-effect
interactions. 1.2.0 Apr 1 ### New Features
- **Tutorial system** — 16-step guided first-time match with spotlight overlays, gated input, and saved progress
- **Dynamic weather** — 8 weather types across 5 biomes with layered particles, wind transitions, and upgraded
rain, wind, sandstorm, and thunder audio
- **Post-match replay** — 30s minimap replay with nuke markers, hero highlights, portraits, and scrollable
scoreboard
- **War Hero awards** — Reaper, Iron Wall, Battle Sage, and Life Weaver with animated presentation
- **Unit info panel** — Sprite art, stat breakdowns, and buff/effect display
- **Ability upgrade trees** — Unique 4-tier race ability paths for all factions
- **Quick chat radial menu** — New team callouts including Save Us, Sending Now, and Random
- **Tri-resource economies** — Tenders and Horde now support deeper gold/wood/meat management
- **Per-node upgrade costs** — Every race now has explicit resource costs on each upgrade node
- **Expanded Horde auras** — New attack speed, healing, and dodge support auras
- **Race combat music** — Distinct thematic music during matches
- **AI building sprite overhaul** — New race-specific building art across all factions
### UI & Rendering
- **Stat icon upgrade** — Clean SVG icons now replace old emoji-style stat markers across tooltips, upgrades,
buffs, and floating combat text
- **Building popup stat bars** — HP, damage, DPS, speed, range, and spawn-rate previews now show upgrade impact
before purchase
- **Unit Gallery overhaul** — Better layout, Elo display, clearer stat rows, and improved upgrade detail views
- **Title screen updates** — Rotating duel subtitles, wider ribbon, and cleaner presentation
- **Mobile improvements** — Two-tap upgrade confirmation, reduced accidental hover/tooltips, better truncation,
and cleaner touch behavior
- **Post-match polish** — Better hero cards, minimap clarity, and summary formatting
- **Audio/UI feedback polish** — Better open, close, tab, back, toast-dismiss, and slider feedback sounds
- **Rendering cleanup** — Fixed panel/tile seams, improved isometric building sizing, added flipX support, and
removed outdated Tenders hut tinting
- **Race flavor pass** — Upgrade-aware building names and race-specific tray icons
### Balance
- **Stone renamed to Meat** across the game
- **Faction/unit tuning** — Buffs to Horde Brute, Bowcleaver, Demon Overlord, Tenders Treant, and Tinker
- **Geists rebalanced** — Lifesteal reduced, soul costs increased, and skeleton survivability lowered
- **Economy tuning** — Crown, Oozlings, and Wild resource costs reduced
- **Combat tuning** — Burn/poison now suppress regen; tower sell refund now scales by remaining HP
- **Progression updates** — Spectator achievement requirement increased; Goblin boar units renamed
### Simulation & AI
- **Centralized `isAbilityBuilding()` helper** for cleaner ability-building logic
- **Support/tank tracking** — Added `totalBuffsApplied` and `damageTaken` stats
- **Tenders seed rework** — More deterministic growth timing with shared renderer/sim constants
- **Performance gains** — Spatial grid optimization and fog-of-war throttling
- **4th-tier race abilities** added for all 9 races
- **Retroactive research buffs** now apply to existing units
- **Bot AI upgrades** — Better difficulty scaling, stronger profile steering, better harvester behavior, smarter
worker allocation, earlier hut logic, and improved Bowcleaver valuation
### Multiplayer & Performance
- **Desync protection** — Better remote hash comparison and disconnect buffering
- **Deferred turn resolution** — Safer Firebase turn processing
- **Firebase rules tightened** — Improved slot-specific write controls
- **Frame-time improvements** — Cached Y-sort pixel coords, fewer iso projection calls, viewport-culling for
ambient particles, and removed heavy shadow ellipses 1.1.6 Mar 30 Art & Rendering
- Race-specific building sprites — 4 purchased asset packs (Human, Orc, Elf, NightElf; 205 PNGs) mapped to all 9
races with upgrade-path inheritance fallback chain
- Nhance Spell Icons — 92 painted icons replace emoji in the research popup, with bordered frames and ownership
coloring
- Oozlings animated mound — spawn wiggle + idle wobble animation with elliptical glow effect
- "Now Playing" display — music track name on title screen, auto-fades after 10s
- 15 combat music tracks renamed with thematic names for Now Playing display
Simulation
- 4th-tier race abilities for all 9 races:
- Crown: Timber Surplus (+40% wood returns)
- Horde: Trophy Hunter (Troll +2% HP/dmg per kill, persists across summons)
- Goblins: Elixir Mastery (permanent potion buffs)
- Oozlings: Ooze Vitality (2 HP/s regen)
- Demon: Mana Siphon (+50% mana from workers)
- Deep: Purifying Deluge (cleanse debuffs every 2s)
- Wild: Savage Instinct (frenzied units gain 15% lifesteal)
- Geists: Hungering Dark (lifesteal % also increases damage)
- Tenders: Ironwood (tower upgrade costs -50%)
- Retroactive research buffs — existing units get HP/damage/speed on research purchase
- Spatial grid optimization — O(1) neighbor lookups for auras, knockback, towers, AoE
- Fog of war throttled to every 3 ticks (was every tick)
- Fireball damage buff (base 25 to 35, mana bonus 0.5x to 0.7x)
- Tower sell refund prorated by current HP (damaged towers refund less)
Balance
- Geists lifesteal nerf — base lifesteal reduced from 20% to 10% across all unit types
- Geists Death Grip/Soul Arrows bonus reduced from +10% to +5%
- Geist skeleton summons lifesteal tuned down (melee 15% to 8%, ranged 10% to 5%)
Bot AI
- Difficulty redesign — decision intervals + mistake rates replace spawn caps
- Stronger profile steering — 1.5x multipliers for race build targets, 0.3x for skipped categories
- Research value overhaul — scales with spawnerCount^1.5
- Early hut value boost — 1.8x/1.3x for first 2-3 huts
UI
- Race-flavored building names (e.g., "Brute Camp", "Tidecaller Shrine")
- Improved sell refund display — shows 50% of all invested resources (base + upgrades)
- Hut grid slot placement — click specifies exact slot
- Race-specific icons in building tray
- Unit Gallery overhaul — 4th tower column with stats, building sprites behind units, 1.8x display scale 1.0.7 Mar 26 Changelog
Gameplay
- Stone resource renamed to Meat across all races, docs, and balance tools
- Horde building and unit costs rebalanced
UI / Lobby
- Two-column team layout for party and custom game lobbies
- Join popup redesigned — larger scroll background, CANCEL/JOIN sword buttons, mobile keyboard support with paste
- New UI icons: Dice, Arrows, Nuke, Research, Star, Mana, Ooze, Souls
- General mobile UI improvements across popups and panels
- Keyboard shortcut hints hidden on mobile
- Top bar cleaned up for mobile — less clutter, better use of space
- Building and ability names truncated with ellipsis when too wide
- Suppressed native long-press context menu on mobile
Audio
- Race-specific combat music for all 9 races (Crown, Horde, Goblins, Oozlings, Demon, Geists, Tenders, Wild)
Gallery
- Unit gallery overhaul with detailed stat views and sprite previews
Bug Fixes
- Fixed minimap click-through bug
- Fixed gallery click-through from prior scene tap
- Bot AI and balance tuning pass 1.0.6 Mar 25 Changelog
Post-Match Overhaul
- Minimap replay — watch the full battle replay on the minimap after each match, with nuke effects and war hero
highlights
- War Hero & Support Hero awards with damage/kill/healing stats
- Scrollable scoreboard with tabbed post-match stats
New Features
- Race ability upgrade trees with per-node Elo tracking
- Unit info panel — tap a unit to see sprite art, stats, and WoW-style buff icons
- Bot composition profiles with tick fairness shuffles
Visual & Audio
- Geist summon telegraph effect
- Oozlings globule blob sprite
- flipX sprite support and mana diamond icon
- Isometric projection fixes
Balance
- Crown & Oozlings costs reduced ~15%
- Wild stone costs reduced
- Burn/poison now suppresses regen
- Geist soul scaling adjustments
Bug Fixes
- Fixed 1px seams in 9-slice and 3-part UI rendering
- Fixed minimap replay exceeding 30s target duration
- Resource leak and performance fixes
- Upgrade name display fixes 1.0.3 Mar 24 1.0.0 Mar 24
Lanecraft version 2.2.0
Updated At: 2026-07-23
Changes: Version History Heroes Have Arrived
- 27 heroes, three per race: a warrior, a ranged fighter, and a caster, each with their own name, portrait, and
personality.
- Hire them from the Hero Hall, earn XP from nearby kills, and level up to 10.
- Each hero has three skills plus an ultimate. Let them auto-learn, or take manual control of every skill point.
- Fallen heroes revive at the Hall. Death is a setback, not the end.
- Bots hire heroes too, scaled to difficulty.
- New Heroes tab in the Gallery with a full reference for every hero.
Smarter Battles
- Units now march past destroyed bases instead of stopping, and lanes to eliminated teams close automatically.
- Lane names now match each map's colors everywhere they appear.
Multiplayer Stability
- If a player disconnects, a bot takes over seamlessly for everyone in the match.
- Conceding now works cleanly in multiplayer games.
- Numerous sync and stability fixes under the hood.
Interface
- Sell and Concede now require two taps, so a stray finger can't cost you a tower or the match.
- The build tray shows MAX when you've hit the cap on miners, buildings, or towers.
- A reworked tutorial with a shorter, clearer menu tour.
- Smoother scrolling and touch handling on phones throughout. 2.2.0 3d ago Major Features
- Multi-team maps — 2 new maps: Melee (2v2v2, 3 teams, arctic) and FFA (1v1v1v1, 4 teams, desert) with CW/CCW lane routing and team elimination
- Game Settings scene — Map selection screen before lobby with iso/fog/private toggles
- Isometric rendering — Full isometric projection mode with sprite system overhaul, depth sorting, facing fixes
- PWA manifest — Installable as a progressive web app
- Stun status effect — New CC type added to simulation
- Locked build mode — Toggle to stay in building placement after placing
Rendering & Visuals
- Per-unit projectile sprites (unique projectiles per race/unit type)
- Title screen logo update + per-unit projectile previews in title duels
- Isometric depth sorting fixes and camera zoom clamping
- Mini icon floating texts for combat feedback
- Hut sprite scaling by tier
- Human wizard caster sprites added
- Rendering perf optimizations (cached UI assets, iso facing fixes)
- Isometric arc export fix
Maps & Layout
- Multi-node resource rendering (multiple gold/wood/meat nodes per map)
- Nearest-node harvester routing
- Hut grids moved inward, simplified iso depth sorting
- Preserve zoom level on build-area pan
- Grid layout for 3-4 team lobbies
Balance
- All upgrade node costs reduced ~10-15% across all 9 races
- Crown cost tuning
- Per-resource affordability coloring in build tray (red/green per resource)
- Horde valuation tuning for bot AI
- Bot ability timing improvements
UI & UX
- Multi-team HUD bars (supports 3-4 teams)
- Haptic feedback on mobile
- Concede fix for multi-team games
- Lane-aware summon targeting
- Tenders seed timing fix
- Tower details improved in unit gallery
- Title duel attack timing preview refinements 2.0.5 Apr 3 Gameplay and Multiplayer
- Improved multiplayer connection stability, especially around backgrounding and reconnect behavior.
- Concede handling is now resolved consistently across clients.
- Fixed party creation and state timing issues.
- Party setup now correctly carries bot race and fog-of-war settings into matches.
- Added open lobby count visibility on the title screen.
Balance
- Crown: Swordsman HP increased from 110 to 120, Bowman damage increased from 11 to 13.
- Horde: Melee building cost reduced from 40 to 35 meat, Caster building cost reduced from 90 to 75
gold; Brute HP reduced from 140 to 130 and damage reduced from 16 to 15; War Chanter received an
attack-speed buff.
- Goblins: Hexer caster tree reworked into a B-path slow+chain route and a C-path burn+AoE route;
bot profiles updated for earlier caster mix-in.
- Geists: Caster tree reworked so life drain and skeleton summon effects are split more cleanly
across paths; Shadow Sorcerer now uses life drain instead of summon.
- Oozlings: Detonator explosion damage reduced from 90 to 70.
- Numerous upgrade node cost and stat adjustments across races.
- Horde research and ability costs rebalanced.
- Research text and stat previews updated to better match actual gameplay effects.
New Combat and Upgrade Behavior
- Added new projectile-hit upgrade effects including Vulnerable and Wound.
- Added life-drain scaling for Geists casters.
- Expanded chain-lightning support to additional races.
- Added innate dodge behavior for Goblin melee units.
- Improved handling for explosive and suicide attack interactions against HQs.
Performance and Visuals
- Improved renderer performance in several high-frequency systems.
- Minimap rendering is more efficient and updates more smoothly.
- Improved unit facing and attack visuals when targeting structures.
- Updated the TitleScene party panel layout and party-code presentation.
- Improved unit portrait sizing and stat presentation in UI panels.
- Added rich-text stat icons across building, research, and unit UI.
- Added a DPS stat icon.
- Improved icon sharpness on high-DPI displays.
- Added a touch controls setting (auto / on / off) in both menu and in-match settings.
- Pressing R now toggles the research popup closed.
Audio
- Reduced pops at the start of sounds and music playback.
Bot AI and Analysis
- Bot evaluation now understands additional upgrade and special-effect types.
- Horde and Goblins bot profiles were adjusted for better unit composition.
- Wild frenzy behavior now requires a larger nearby ally cluster.
- Balance analysis now considers more upgrade-path combinations and more special-effect
interactions. 1.2.0 Apr 1 ### New Features
- **Tutorial system** — 16-step guided first-time match with spotlight overlays, gated input, and saved progress
- **Dynamic weather** — 8 weather types across 5 biomes with layered particles, wind transitions, and upgraded
rain, wind, sandstorm, and thunder audio
- **Post-match replay** — 30s minimap replay with nuke markers, hero highlights, portraits, and scrollable
scoreboard
- **War Hero awards** — Reaper, Iron Wall, Battle Sage, and Life Weaver with animated presentation
- **Unit info panel** — Sprite art, stat breakdowns, and buff/effect display
- **Ability upgrade trees** — Unique 4-tier race ability paths for all factions
- **Quick chat radial menu** — New team callouts including Save Us, Sending Now, and Random
- **Tri-resource economies** — Tenders and Horde now support deeper gold/wood/meat management
- **Per-node upgrade costs** — Every race now has explicit resource costs on each upgrade node
- **Expanded Horde auras** — New attack speed, healing, and dodge support auras
- **Race combat music** — Distinct thematic music during matches
- **AI building sprite overhaul** — New race-specific building art across all factions
### UI & Rendering
- **Stat icon upgrade** — Clean SVG icons now replace old emoji-style stat markers across tooltips, upgrades,
buffs, and floating combat text
- **Building popup stat bars** — HP, damage, DPS, speed, range, and spawn-rate previews now show upgrade impact
before purchase
- **Unit Gallery overhaul** — Better layout, Elo display, clearer stat rows, and improved upgrade detail views
- **Title screen updates** — Rotating duel subtitles, wider ribbon, and cleaner presentation
- **Mobile improvements** — Two-tap upgrade confirmation, reduced accidental hover/tooltips, better truncation,
and cleaner touch behavior
- **Post-match polish** — Better hero cards, minimap clarity, and summary formatting
- **Audio/UI feedback polish** — Better open, close, tab, back, toast-dismiss, and slider feedback sounds
- **Rendering cleanup** — Fixed panel/tile seams, improved isometric building sizing, added flipX support, and
removed outdated Tenders hut tinting
- **Race flavor pass** — Upgrade-aware building names and race-specific tray icons
### Balance
- **Stone renamed to Meat** across the game
- **Faction/unit tuning** — Buffs to Horde Brute, Bowcleaver, Demon Overlord, Tenders Treant, and Tinker
- **Geists rebalanced** — Lifesteal reduced, soul costs increased, and skeleton survivability lowered
- **Economy tuning** — Crown, Oozlings, and Wild resource costs reduced
- **Combat tuning** — Burn/poison now suppress regen; tower sell refund now scales by remaining HP
- **Progression updates** — Spectator achievement requirement increased; Goblin boar units renamed
### Simulation & AI
- **Centralized `isAbilityBuilding()` helper** for cleaner ability-building logic
- **Support/tank tracking** — Added `totalBuffsApplied` and `damageTaken` stats
- **Tenders seed rework** — More deterministic growth timing with shared renderer/sim constants
- **Performance gains** — Spatial grid optimization and fog-of-war throttling
- **4th-tier race abilities** added for all 9 races
- **Retroactive research buffs** now apply to existing units
- **Bot AI upgrades** — Better difficulty scaling, stronger profile steering, better harvester behavior, smarter
worker allocation, earlier hut logic, and improved Bowcleaver valuation
### Multiplayer & Performance
- **Desync protection** — Better remote hash comparison and disconnect buffering
- **Deferred turn resolution** — Safer Firebase turn processing
- **Firebase rules tightened** — Improved slot-specific write controls
- **Frame-time improvements** — Cached Y-sort pixel coords, fewer iso projection calls, viewport-culling for
ambient particles, and removed heavy shadow ellipses 1.1.6 Mar 30 Art & Rendering
- Race-specific building sprites — 4 purchased asset packs (Human, Orc, Elf, NightElf; 205 PNGs) mapped to all 9
races with upgrade-path inheritance fallback chain
- Nhance Spell Icons — 92 painted icons replace emoji in the research popup, with bordered frames and ownership
coloring
- Oozlings animated mound — spawn wiggle + idle wobble animation with elliptical glow effect
- "Now Playing" display — music track name on title screen, auto-fades after 10s
- 15 combat music tracks renamed with thematic names for Now Playing display
Simulation
- 4th-tier race abilities for all 9 races:
- Crown: Timber Surplus (+40% wood returns)
- Horde: Trophy Hunter (Troll +2% HP/dmg per kill, persists across summons)
- Goblins: Elixir Mastery (permanent potion buffs)
- Oozlings: Ooze Vitality (2 HP/s regen)
- Demon: Mana Siphon (+50% mana from workers)
- Deep: Purifying Deluge (cleanse debuffs every 2s)
- Wild: Savage Instinct (frenzied units gain 15% lifesteal)
- Geists: Hungering Dark (lifesteal % also increases damage)
- Tenders: Ironwood (tower upgrade costs -50%)
- Retroactive research buffs — existing units get HP/damage/speed on research purchase
- Spatial grid optimization — O(1) neighbor lookups for auras, knockback, towers, AoE
- Fog of war throttled to every 3 ticks (was every tick)
- Fireball damage buff (base 25 to 35, mana bonus 0.5x to 0.7x)
- Tower sell refund prorated by current HP (damaged towers refund less)
Balance
- Geists lifesteal nerf — base lifesteal reduced from 20% to 10% across all unit types
- Geists Death Grip/Soul Arrows bonus reduced from +10% to +5%
- Geist skeleton summons lifesteal tuned down (melee 15% to 8%, ranged 10% to 5%)
Bot AI
- Difficulty redesign — decision intervals + mistake rates replace spawn caps
- Stronger profile steering — 1.5x multipliers for race build targets, 0.3x for skipped categories
- Research value overhaul — scales with spawnerCount^1.5
- Early hut value boost — 1.8x/1.3x for first 2-3 huts
UI
- Race-flavored building names (e.g., "Brute Camp", "Tidecaller Shrine")
- Improved sell refund display — shows 50% of all invested resources (base + upgrades)
- Hut grid slot placement — click specifies exact slot
- Race-specific icons in building tray
- Unit Gallery overhaul — 4th tower column with stats, building sprites behind units, 1.8x display scale 1.0.7 Mar 26 Changelog
Gameplay
- Stone resource renamed to Meat across all races, docs, and balance tools
- Horde building and unit costs rebalanced
UI / Lobby
- Two-column team layout for party and custom game lobbies
- Join popup redesigned — larger scroll background, CANCEL/JOIN sword buttons, mobile keyboard support with paste
- New UI icons: Dice, Arrows, Nuke, Research, Star, Mana, Ooze, Souls
- General mobile UI improvements across popups and panels
- Keyboard shortcut hints hidden on mobile
- Top bar cleaned up for mobile — less clutter, better use of space
- Building and ability names truncated with ellipsis when too wide
- Suppressed native long-press context menu on mobile
Audio
- Race-specific combat music for all 9 races (Crown, Horde, Goblins, Oozlings, Demon, Geists, Tenders, Wild)
Gallery
- Unit gallery overhaul with detailed stat views and sprite previews
Bug Fixes
- Fixed minimap click-through bug
- Fixed gallery click-through from prior scene tap
- Bot AI and balance tuning pass 1.0.6 Mar 25 Changelog
Post-Match Overhaul
- Minimap replay — watch the full battle replay on the minimap after each match, with nuke effects and war hero
highlights
- War Hero & Support Hero awards with damage/kill/healing stats
- Scrollable scoreboard with tabbed post-match stats
New Features
- Race ability upgrade trees with per-node Elo tracking
- Unit info panel — tap a unit to see sprite art, stats, and WoW-style buff icons
- Bot composition profiles with tick fairness shuffles
Visual & Audio
- Geist summon telegraph effect
- Oozlings globule blob sprite
- flipX sprite support and mana diamond icon
- Isometric projection fixes
Balance
- Crown & Oozlings costs reduced ~15%
- Wild stone costs reduced
- Burn/poison now suppresses regen
- Geist soul scaling adjustments
Bug Fixes
- Fixed 1px seams in 9-slice and 3-part UI rendering
- Fixed minimap replay exceeding 30s target duration
- Resource leak and performance fixes
- Upgrade name display fixes 1.0.3 Mar 24 1.0.0 Mar 24
Lanecraft version 2.0.5
Updated At: 2026-07-01
Changes: Version History Major Features
- Multi-team maps — 2 new maps: Melee (2v2v2, 3 teams, arctic) and FFA (1v1v1v1, 4 teams, desert) with CW/CCW lane routing and team elimination
- Game Settings scene — Map selection screen before lobby with iso/fog/private toggles
- Isometric rendering — Full isometric projection mode with sprite system overhaul, depth sorting, facing fixes
- PWA manifest — Installable as a progressive web app
- Stun status effect — New CC type added to simulation
- Locked build mode — Toggle to stay in building placement after placing
Rendering & Visuals
- Per-unit projectile sprites (unique projectiles per race/unit type)
- Title screen logo update + per-unit projectile previews in title duels
- Isometric depth sorting fixes and camera zoom clamping
- Mini icon floating texts for combat feedback
- Hut sprite scaling by tier
- Human wizard caster sprites added
- Rendering perf optimizations (cached UI assets, iso facing fixes)
- Isometric arc export fix
Maps & Layout
- Multi-node resource rendering (multiple gold/wood/meat nodes per map)
- Nearest-node harvester routing
- Hut grids moved inward, simplified iso depth sorting
- Preserve zoom level on build-area pan
- Grid layout for 3-4 team lobbies
Balance
- All upgrade node costs reduced ~10-15% across all 9 races
- Crown cost tuning
- Per-resource affordability coloring in build tray (red/green per resource)
- Horde valuation tuning for bot AI
- Bot ability timing improvements
UI & UX
- Multi-team HUD bars (supports 3-4 teams)
- Haptic feedback on mobile
- Concede fix for multi-team games
- Lane-aware summon targeting
- Tenders seed timing fix
- Tower details improved in unit gallery
- Title duel attack timing preview refinements 2.0.5 Apr 3 Gameplay and Multiplayer
- Improved multiplayer connection stability, especially around backgrounding and reconnect behavior.
- Concede handling is now resolved consistently across clients.
- Fixed party creation and state timing issues.
- Party setup now correctly carries bot race and fog-of-war settings into matches.
- Added open lobby count visibility on the title screen.
Balance
- Crown: Swordsman HP increased from 110 to 120, Bowman damage increased from 11 to 13.
- Horde: Melee building cost reduced from 40 to 35 meat, Caster building cost reduced from 90 to 75
gold; Brute HP reduced from 140 to 130 and damage reduced from 16 to 15; War Chanter received an
attack-speed buff.
- Goblins: Hexer caster tree reworked into a B-path slow+chain route and a C-path burn+AoE route;
bot profiles updated for earlier caster mix-in.
- Geists: Caster tree reworked so life drain and skeleton summon effects are split more cleanly
across paths; Shadow Sorcerer now uses life drain instead of summon.
- Oozlings: Detonator explosion damage reduced from 90 to 70.
- Numerous upgrade node cost and stat adjustments across races.
- Horde research and ability costs rebalanced.
- Research text and stat previews updated to better match actual gameplay effects.
New Combat and Upgrade Behavior
- Added new projectile-hit upgrade effects including Vulnerable and Wound.
- Added life-drain scaling for Geists casters.
- Expanded chain-lightning support to additional races.
- Added innate dodge behavior for Goblin melee units.
- Improved handling for explosive and suicide attack interactions against HQs.
Performance and Visuals
- Improved renderer performance in several high-frequency systems.
- Minimap rendering is more efficient and updates more smoothly.
- Improved unit facing and attack visuals when targeting structures.
- Updated the TitleScene party panel layout and party-code presentation.
- Improved unit portrait sizing and stat presentation in UI panels.
- Added rich-text stat icons across building, research, and unit UI.
- Added a DPS stat icon.
- Improved icon sharpness on high-DPI displays.
- Added a touch controls setting (auto / on / off) in both menu and in-match settings.
- Pressing R now toggles the research popup closed.
Audio
- Reduced pops at the start of sounds and music playback.
Bot AI and Analysis
- Bot evaluation now understands additional upgrade and special-effect types.
- Horde and Goblins bot profiles were adjusted for better unit composition.
- Wild frenzy behavior now requires a larger nearby ally cluster.
- Balance analysis now considers more upgrade-path combinations and more special-effect
interactions. 1.2.0 Apr 1 ### New Features
- **Tutorial system** — 16-step guided first-time match with spotlight overlays, gated input, and saved progress
- **Dynamic weather** — 8 weather types across 5 biomes with layered particles, wind transitions, and upgraded
rain, wind, sandstorm, and thunder audio
- **Post-match replay** — 30s minimap replay with nuke markers, hero highlights, portraits, and scrollable
scoreboard
- **War Hero awards** — Reaper, Iron Wall, Battle Sage, and Life Weaver with animated presentation
- **Unit info panel** — Sprite art, stat breakdowns, and buff/effect display
- **Ability upgrade trees** — Unique 4-tier race ability paths for all factions
- **Quick chat radial menu** — New team callouts including Save Us, Sending Now, and Random
- **Tri-resource economies** — Tenders and Horde now support deeper gold/wood/meat management
- **Per-node upgrade costs** — Every race now has explicit resource costs on each upgrade node
- **Expanded Horde auras** — New attack speed, healing, and dodge support auras
- **Race combat music** — Distinct thematic music during matches
- **AI building sprite overhaul** — New race-specific building art across all factions
### UI & Rendering
- **Stat icon upgrade** — Clean SVG icons now replace old emoji-style stat markers across tooltips, upgrades,
buffs, and floating combat text
- **Building popup stat bars** — HP, damage, DPS, speed, range, and spawn-rate previews now show upgrade impact
before purchase
- **Unit Gallery overhaul** — Better layout, Elo display, clearer stat rows, and improved upgrade detail views
- **Title screen updates** — Rotating duel subtitles, wider ribbon, and cleaner presentation
- **Mobile improvements** — Two-tap upgrade confirmation, reduced accidental hover/tooltips, better truncation,
and cleaner touch behavior
- **Post-match polish** — Better hero cards, minimap clarity, and summary formatting
- **Audio/UI feedback polish** — Better open, close, tab, back, toast-dismiss, and slider feedback sounds
- **Rendering cleanup** — Fixed panel/tile seams, improved isometric building sizing, added flipX support, and
removed outdated Tenders hut tinting
- **Race flavor pass** — Upgrade-aware building names and race-specific tray icons
### Balance
- **Stone renamed to Meat** across the game
- **Faction/unit tuning** — Buffs to Horde Brute, Bowcleaver, Demon Overlord, Tenders Treant, and Tinker
- **Geists rebalanced** — Lifesteal reduced, soul costs increased, and skeleton survivability lowered
- **Economy tuning** — Crown, Oozlings, and Wild resource costs reduced
- **Combat tuning** — Burn/poison now suppress regen; tower sell refund now scales by remaining HP
- **Progression updates** — Spectator achievement requirement increased; Goblin boar units renamed
### Simulation & AI
- **Centralized `isAbilityBuilding()` helper** for cleaner ability-building logic
- **Support/tank tracking** — Added `totalBuffsApplied` and `damageTaken` stats
- **Tenders seed rework** — More deterministic growth timing with shared renderer/sim constants
- **Performance gains** — Spatial grid optimization and fog-of-war throttling
- **4th-tier race abilities** added for all 9 races
- **Retroactive research buffs** now apply to existing units
- **Bot AI upgrades** — Better difficulty scaling, stronger profile steering, better harvester behavior, smarter
worker allocation, earlier hut logic, and improved Bowcleaver valuation
### Multiplayer & Performance
- **Desync protection** — Better remote hash comparison and disconnect buffering
- **Deferred turn resolution** — Safer Firebase turn processing
- **Firebase rules tightened** — Improved slot-specific write controls
- **Frame-time improvements** — Cached Y-sort pixel coords, fewer iso projection calls, viewport-culling for
ambient particles, and removed heavy shadow ellipses 1.1.6 Mar 30 Art & Rendering
- Race-specific building sprites — 4 purchased asset packs (Human, Orc, Elf, NightElf; 205 PNGs) mapped to all 9
races with upgrade-path inheritance fallback chain
- Nhance Spell Icons — 92 painted icons replace emoji in the research popup, with bordered frames and ownership
coloring
- Oozlings animated mound — spawn wiggle + idle wobble animation with elliptical glow effect
- "Now Playing" display — music track name on title screen, auto-fades after 10s
- 15 combat music tracks renamed with thematic names for Now Playing display
Simulation
- 4th-tier race abilities for all 9 races:
- Crown: Timber Surplus (+40% wood returns)
- Horde: Trophy Hunter (Troll +2% HP/dmg per kill, persists across summons)
- Goblins: Elixir Mastery (permanent potion buffs)
- Oozlings: Ooze Vitality (2 HP/s regen)
- Demon: Mana Siphon (+50% mana from workers)
- Deep: Purifying Deluge (cleanse debuffs every 2s)
- Wild: Savage Instinct (frenzied units gain 15% lifesteal)
- Geists: Hungering Dark (lifesteal % also increases damage)
- Tenders: Ironwood (tower upgrade costs -50%)
- Retroactive research buffs — existing units get HP/damage/speed on research purchase
- Spatial grid optimization — O(1) neighbor lookups for auras, knockback, towers, AoE
- Fog of war throttled to every 3 ticks (was every tick)
- Fireball damage buff (base 25 to 35, mana bonus 0.5x to 0.7x)
- Tower sell refund prorated by current HP (damaged towers refund less)
Balance
- Geists lifesteal nerf — base lifesteal reduced from 20% to 10% across all unit types
- Geists Death Grip/Soul Arrows bonus reduced from +10% to +5%
- Geist skeleton summons lifesteal tuned down (melee 15% to 8%, ranged 10% to 5%)
Bot AI
- Difficulty redesign — decision intervals + mistake rates replace spawn caps
- Stronger profile steering — 1.5x multipliers for race build targets, 0.3x for skipped categories
- Research value overhaul — scales with spawnerCount^1.5
- Early hut value boost — 1.8x/1.3x for first 2-3 huts
UI
- Race-flavored building names (e.g., "Brute Camp", "Tidecaller Shrine")
- Improved sell refund display — shows 50% of all invested resources (base + upgrades)
- Hut grid slot placement — click specifies exact slot
- Race-specific icons in building tray
- Unit Gallery overhaul — 4th tower column with stats, building sprites behind units, 1.8x display scale 1.0.7 Mar 26 Changelog
Gameplay
- Stone resource renamed to Meat across all races, docs, and balance tools
- Horde building and unit costs rebalanced
UI / Lobby
- Two-column team layout for party and custom game lobbies
- Join popup redesigned — larger scroll background, CANCEL/JOIN sword buttons, mobile keyboard support with paste
- New UI icons: Dice, Arrows, Nuke, Research, Star, Mana, Ooze, Souls
- General mobile UI improvements across popups and panels
- Keyboard shortcut hints hidden on mobile
- Top bar cleaned up for mobile — less clutter, better use of space
- Building and ability names truncated with ellipsis when too wide
- Suppressed native long-press context menu on mobile
Audio
- Race-specific combat music for all 9 races (Crown, Horde, Goblins, Oozlings, Demon, Geists, Tenders, Wild)
Gallery
- Unit gallery overhaul with detailed stat views and sprite previews
Bug Fixes
- Fixed minimap click-through bug
- Fixed gallery click-through from prior scene tap
- Bot AI and balance tuning pass 1.0.6 Mar 25 Changelog
Post-Match Overhaul
- Minimap replay — watch the full battle replay on the minimap after each match, with nuke effects and war hero
highlights
- War Hero & Support Hero awards with damage/kill/healing stats
- Scrollable scoreboard with tabbed post-match stats
New Features
- Race ability upgrade trees with per-node Elo tracking
- Unit info panel — tap a unit to see sprite art, stats, and WoW-style buff icons
- Bot composition profiles with tick fairness shuffles
Visual & Audio
- Geist summon telegraph effect
- Oozlings globule blob sprite
- flipX sprite support and mana diamond icon
- Isometric projection fixes
Balance
- Crown & Oozlings costs reduced ~15%
- Wild stone costs reduced
- Burn/poison now suppresses regen
- Geist soul scaling adjustments
Bug Fixes
- Fixed 1px seams in 9-slice and 3-part UI rendering
- Fixed minimap replay exceeding 30s target duration
- Resource leak and performance fixes
- Upgrade name display fixes 1.0.3 Mar 24 1.0.0 Mar 24