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The Null Doctrine
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Devlog
Steam Next, v2025-02-21
February 24, 2025
by
alxl
#changelog
First of all, this version of the game is now available on Steam as a demo , participating in the February 2025 Steam Next Fest. If you'd be so kind as to play the demo on Steam and wishlist the game,...
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Changelog v24-12-14
December 14, 2024
by
alxl
Although it doesn't seem like it, this update contains a lot of work on the underlying structure of the game. I think it might be close to a complete foundation now (famous last words, I know). A mid-...
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Changelog v24-07-30
July 30, 2024
by
alxl
#changelog
Saved data from previous versions are likely incompatible; if you have a mid-stage save, restart it from stage select instead of continuing it. New level: Factory Disruption (knockback) perks availabl...
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Changelog v24-03-15
March 15, 2024
by
alxl
#changelog
This update finishes up a lot of what I consider to be the "main ingredients" that I want in the game, like Sentries, Commanders, and the first few Perks. It also includes a bunch of UI polish, severa...
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Changelog v23-11-11
November 11, 2023
by
alxl
1
#changelog
The main attractions of the update are completely reworked character models and the first taste of the OST being created by Pteam Pterodactyl. I intended for this to be mostly a refactoring and polish...
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Changelog v23-07-12
July 13, 2023
by
alxl
#changelog
This is a big one, including plenty of fixes, reworked abilities, 6 new items, new enemy behavior, and the second level of the game. Campaign New level: Apartments You can now freely select which stag...
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Changelog v23-04-15
April 15, 2023
by
alxl
#changelog
This is likely the last update to the prototype for some time, as I shift to focusing on new content and features instead of polishing and bugfixing what's already there. Added screen effect when Omen...
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Changelog v23-04-05
April 05, 2023
by
alxl
#changelog
v23-04-05 Bumped Godot version (4.0.1 to 4.0.2) Tutorial no longer respects your rewind limits Fixed a rare crash related to enemy navigation Fixed instances where units could walk through each other...
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