Devlog
What we built today
What we built this week and what comes next. We build in public, live on Twitch.
[ Day 7 ] · 15 October 2026
Today we fixed a scaling bug that made the Rotlord's axe oversized and added a warning for when a controller isn't detected. Biscuit Rocket is also now on several more platforms, so you can follow along wherever you like. We're playtesting Lantern Squad to make it feel smoother, and our next focus is health and combat feedback.
What we did
- Fixed a scaling bug that made the Rotlord's axe oversized
- A warning now appears when a controller isn't detected
- Biscuit Rocket now has a presence on several more platforms
- Pages opened on more platforms, so there are more ways to follow the journey
What's next
- Playtesting Lantern Squad to make the controls and pacing feel smoother
- Reworking how health drains over time and how it's restored
- Lighting up the boss arena so it's no longer pitch dark
- Adding impact pauses and screen shake to make hits feel heavier
[ Day 6 ] · 14 October 2026
Today's work focused on making fights and longer sessions feel more reliable. Enemy chase range is fixed, so foes pursue and disengage as intended, and controls now resume cleanly after you switch away from the game and back. Next, we're bringing the boss arena out of the dark and reviewing dungeon run data.
What we did
- Fixed enemy chase range, so foes pursue and disengage as intended
- Controls now resume cleanly after you switch away from the game and back
- Added a memory safeguard to help longer play sessions stay stable
- Improved handling of corrupted data, so problems are caught and reported more clearly
What's next
- Bringing the boss arena out of the dark so fights are easier to read
- Reviewing dungeon run data
[ Day 5 ] · 13 October 2026
Today we added a mana system for abilities, a slow health drain during runs, and a new boss currency called Lantern Essence. Several combat and visual fixes went in too, including the Ranger's arrows and the edges of the map. Work on character proportions and pixel checks is still in progress.
What we did
- Abilities now spend mana, which regenerates over time, with a new bar on the HUD.
- Health slowly drains during a run, adding survival pressure.
- Bosses drop Lantern Essence, which is used to unlock heroes on the meta screen.
- Run upgrades can now be picked up during combat.
- Gold and Soul Shards left on the ground fly to the nearest squad member after a few seconds.
- Ranger's arrows now follow a proper arc, and a bug where it fired balls instead of arrows is fixed.
- Grass is denser and finer, and the black void past the map edge is now filled with ground.
What's next
- Checking character proportions and pixel detail.
- Pulling the boss arena out of darkness.
- Adding hit-stop and screen shake for heavier impacts.
- Fixing the main menu music.
[ Day 4 ] · 12 October 2026
Today's player-facing change is a new A/B layout option for the lantern network, found in Settings > Controls, and patch 0.2.11 is out. Next up, the first map gets a green look that feels like a different world, with bioluminescent grass test scenes and a new progression idea: early runs are harder, and your squad grows stronger with every run.
What we did
- New A/B layout option for the lantern network, chosen in Settings > Controls.
- Weapon models now render consistently across the squad.
- Patch 0.2.11 is out.
What's next
- The first map gets a green, distinctly different look.
- Bioluminescent grass test scenes.
- Incremental meta progression: a hard start, with your squad growing stronger every run.
[ Week 1 ] · 11 October 2026
Our first game has a name: Lantern Squad. This week it moved out of the corridors into open, multi-level maps, and a run now starts with a single hero you pick. The rest of the squad joins as you play.
What we did
- The game is now called Lantern Squad
- Open, layered maps: jump, climb stairs and ramps, fight across terraces
- Pick any of the five heroes at the start; you begin alone
- Recruit teammates with Soul Shards between runs
- Upgrades moved to the main menu; Talents unlock with an upgrade
- Three save slots, each with its own progress
- Settings work fully with a gamepad, and resolution changes ask you to confirm
- Early tests of glowing night grass for the first world
What's next
- Bring the glowing grass into the first map
- More enemies and a boss for the open maps
- The Steam page, coming December 7
[ Day 3 ] · 11 October 2026
The Lantern Squad website is now live at lanternsquad.com in English and Turkish, with a darker night palette. We also set up [email protected] for players and [email protected] for media. Next up: a greener first map and Kerem's playtest of build 0.2.1.
What we did
- lanternsquad.com is live, in English and Turkish
- Site content has been refreshed to reflect Lantern Squad as it is today
- Pages were reviewed and tidied up for clarity
- A darker palette for evening visitors
- New contact addresses: [email protected] for players, [email protected] for media
What's next
- A green first map that feels like another world
- Testing glowing bioluminescent grass
- Kerem playtests build 0.2.1 live and calls out changes
[ Day 2 ] · 10 October 2026
(At the time the game was called Tag Team Dungeon and used dungeon maps. It's now Lantern Squad, with open maps; see the latest entry.)
Day two of building Tag Team Dungeon live: the first playable version runs from start to finish, with all eleven core features in place. You lead a squad of five heroes through randomly generated dungeons, and today the demo grew to three maps with a new boss, the Ossuary King.
What we did
- The first playable build works end to end: 11 core features
- A third map and a new boss, the Ossuary King
- Squad Upgrades: spend gold during a run to power up the whole team (14 upgrades, reset when you die)
- A graphics settings menu (quality, frame rate limit, V-Sync, screen shake)
- PlayStation button names on screen, and a fixed dodge button
- A short stutter on the first attack is gone
- For the full game: a talent tree for every class, its own currency (Sigils), and optional auto-buy for upgrades
What's next
- Walls that hide your character
- Menus that fit large screens
- Enemies that spawn inside walls