Second Playtest


Galaxys

  • you can now choose the galaxy to travel to and which wave to face. 
  • every galaxy has a unique enemy spawn pool
  • each type has unique ressources with individual mechanics
  • enemy spawning now depends on the current galaxy-type

New Content

  • added new structures
  • added new enemies
  • added new abilities
  • added new upgrades

Visuals

  • new background shader with twinkling stars
  • new basic animations
    • ui elements move, resize and change color smoothly
    • entities are highlighted if damaged or destroyed
  • ui layout reworked
    • added tooltips for most of the icons and buttons
    • reduced on-screen text and moved details to tooltips
  • changed font from pixel font to a smoother one

Systems

  • reworked upgrades
    • each entity and ability now has a defined upgrade pool
    • added rarities to upgrades
  • reworked resources
    • resource drops are tied to the new galaxy types
    • resources are now more distinct and play different strategic roles
      • Material is the base ressource for building any structure
      • Energy is used mid wave to boost stuff
      • Crystal is used to build energy related structures
      • Tech is used for upgrading structures
      • Bio Structures get stronger, more bio you got
  • reworked stats
    • split the stat system into base stats and mod stats
    • added custom rules for combining base and mod stats depending on type
    • added a system for abilities to determine which base and mod stats to use and how to combine
      • from parent entity
      • from ability itself
      • from the spawned unit
    • entities and abilities now have a temporary stats mod which for the duration of the wave
  • reworked spawning
    • supports spawn duration, conditions and biome rules
  • reworked shop
    • the shop now only offers items, that were at some point affordable during your run

Engine

  • switched from Raylib (cool!) to Karl2D (also cool!)
    • web builds now work without emscripten
    • build size is down to 1.4 mb for web and desktop
    • full control over internals while still coding in  odin 
  • Build a new animation system
    • can smoothly interpolate anything drawn to screen
  • reworked input & rendering
    • now unified for world and ui instead of separate systems
  • entity data is now split into
    • archetype (static data)
    • instance (runtime data)
    • same structure now used for abilities and upgrades

misc

  • updated the itch page
    • not-so-great cover image ^^
    • added matching colors and background stars
    • page now uses the same font as the game
  • Broke sound again, will reintegrate soon
  • probably more stuff i forgot to track

Files

floating_fortress_2026_02_02.exe 1.4 MB
4 hours ago
floating_fortress_2026_02_02.zip Play in browser
4 hours ago

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