DevLog · v1.2

LargerMaps

Room size increased by approximately 10%. A small change on paper, a big change in how runs played out — especially for ranged enemies and movement-heavy strategies.

The change

+10% room dimensions

Every generated room grew roughly 10% in both dimensions. Wall thickness, door positions and prop spacing scaled accordingly, so the rooms still felt like the same dungeon — just with breathing room between you and the wave that just spawned.

  • Ranged enemies got room to actually shoot from a distance.
  • Dash escapes stopped immediately ending against a wall.
  • AoE attacks landed on enemies, not on cluttered edges of the screen.
Why 10% and not more

Scale, not sprawl.

Larger maps fix the corner-trap problem, but they also slow down runs and make every run feel padded. 10% was the smallest change that visibly improved the issue without making the player walk longer between fights.

Anything past +15% started to feel empty. v1.2 stopped at the smallest fix that actually solved the complaint.

Knock-on effects

How this change rippled later.

The new room scale unblocked v2.0's class system. With more space, ranged Archer subclasses became viable without immediately being out-pressured at melee range, and Mage AoE finally had distance to land. Without the v1.2 size adjustment, v2.0 would have had to balance classes in rooms that were too small for half of them to work.