[Update Log] Pathfinding Optimization & Text Standardization


Greetings! Today’s update focuses on refining the finer details of the game experience. Here are the specifics:
📍 Pathfinding Optimization
We have refined the pathfinding logic to be more flexible.
New Rule: Traveling from Friendly Point A → Neutral Point B → Friendly Point C is no longer considered an “illegal” path.
📝 Text & Concept Standardization
We’ve synchronized several terms and descriptions to ensure the text matches the actual in-game effects, removing any potential ambiguity.
Unified Terminology: “Materials” and “Consumables” have now been merged under the single term: Consumables.
⚙️ Settings: Clean-up & New Features
Based on feedback regarding the visibility of enemy movement ranges, we’ve added the following:
Movement Range Toggle: You can now set enemy movement ranges to be permanently visible.
Preview Function: Added a preview tool for persistent Energy Bridge connections.
Visual De-cluttering: Removed redundant settings, such as the “Useless Large Rock” visual toggle.
💡 Developer’s Note
These changes are driven directly by our community feedback. If you haven’t joined our community but encounter issues or have suggestions while playing, please feel free to post a screenshot in the comments section and let us know!
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ShardSpace
ShardSpace is a minimalist space strategy game inspired by Eufloria and similar titles.
| Status | In development |
| Authors | SmartMita, life069 |
| Genre | Strategy |
| Tags | 2D, Godot, Indie, Minimalist, Real time strategy, Sci-fi, Simple, Space, Top-Down |
| Languages | English, Chinese |
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