v0.02 continues the “lay the foundation” phase, but it’s a big step forward in how the game runs moment-to-moment.
This update is focused on three things: 1. Getting the world/grid and placement systems stable 2. Bringing workers into the game as real entities you can manage 3. Introducing the early systems that will drive progression (jobs, research, training, orders)
What’s in v0.02
World, grid, and placement
A lot of v0.02 was about making the world feel consistent and reliable. • Added a version label + logo • New games spawn aligned to the grid • Grid system refactor • Reworked grid edges • Fixed wall placement • Build menu now includes walls • Added wall + shelf z-indexing (better layering/visual stacking) • Added a deletion tool for map objects
Modes • Introduced Playground mode (a sandbox-style mode for testing and experimenting)
Workers
Workers are no longer just “a thing that moves” — you can now hire, train, and fire them. • Added Workers UI • Added hiring flow • Added worker training • Added worker firing
Movement & systems groundwork
This release replaces older movement logic and introduces the structure needed for more complex gameplay. • Implemented pathfinding (initial implementation + fixes) • Removed the old pathing system • Added a central object registry • Added debug overlays
Production & progression foundations
These systems are the start of the “tycoon” layer: what work exists, why it matters, and how it expands over time. • Introduced the Jobs system • Added the research system foundation • Orders UI updates and general UI changes
Save/Load & feedback • Added a notification system • More save/load fixes • Added a v0.002 release marker (internal milestone / build tracking)
What this release enables
v0.02 is the update that turns the project from “a prototype loop” into something that can support real gameplay depth.
With jobs + workers + pathfinding + a stable grid, I can start building: • clearer goals and pacing through orders • upgrades and progression through research • smarter worker behavior and automation • more reliable factory layouts (and eventually rooms / stations / expansion)