Hello everyone! As we head into the final few days of the September clan race, here's a 3-part announcement about what's been going on and what to expect in the coming months.
June-September 2025 patch notes
These are all the player-visible updates since the last
patch notes post.
Features:
- Bot energy history chart: Extended the clan energy history chart to a bot version of the chart, now available on the Hall of Fame page.
- Showroom orders: Showroom filtering/sorting workshop settings now apply to the item order page (from suggestion).
- New player experience: Revamped the "new player" box that appears on the homepage until level 20 with a bit more info.
Bug fixes:
- Stars: Fixed/modernized the automated PayPal integration. Star purchasers no longer need to wait for me to manually hand out stars.
- Battle again links: Fixed bug where "battle again" links weren't working in the "your bot is still battling" case (from bug).
- Bot energy history chart: Fixed rendering issue caused by sparse data (from bug).
- Deleted threads and pagination: Thread deletion is now taken into account in forum thread pagination (from bug).
Misc:
- Policy docs: Published updated player guidance on some key topics, see Code of Conduct and Cheating and unfair play policy.
- Muted players and bmail: Lifted restriction on muted players being able to send bmail, which was an unintentional holdover from a spam issue from a long time ago that's since been solved in a different way.
- Anti-cheat: Various other smaller anti-cheat improvements, continuing with past increased focus after November 2024 cheating.
- Non-destructive bot locking: Replaced the destructive bot lock/reset process with a simple bot lock on/off switch. More on this below.
Past patch notes:
Non-destructive bot locking
tl;dr: Mostly backend-only change to how bots get locked.
I want to go into a bit more detail about what this part of the patch notes refers to. Although it should be 99% invisible to players, I still wanted to call it out for a few reasons:
- It's not 100% invisible. I'll talk about the 1% visible below.
- This change was quite significant and invasive, and thus has a higher chance of bugs.
- This is where pretty much all of my development time has gone over the past month.
First, some quick background on the old system that this new one replaces. Previously, as detailed in the Cheating and unfair play policy, when a player is caught cheating, they lose their bots. Previously, this was a "destructive" lock/reset process. It was destructive in the sense that it made irreversible[*] changes to the player's bots by setting them to level 1, clearing out their wins, losses, energy, trophies, equipment, and so on.
[*] Not truly irreversible, but it would be really annoying and error-prone to have to do. There are daily database backups, but it would be quite tedious to restore individual bots, which I've thankfully never had to do.
This meant I had to be extremely conservative about locking bots - not so much the evidence of cheating that I take action on (this remains unchanged), but rather the threshold for bot association. One of the hardest things to deal with when someone is caught cheating is identifying their pool of bots. Since bots are regularly shared with others, it's often challenging to sift through sometimes hundreds of bots to figure out who owns what, whether the cheater logged into someone else's bots just briefly or played more substantially, and so on. For this part of the lock/reset process, I often erred on the side of caution and preferred false negatives (i.e. letting a few of the cheater's bots potentially slip through in cases where there wasn't as clear of a link).
Fast forward to now. Now, instead of making all those actual changes to the bot, there's a single on/off switch for each bot saying whether it's locked. If that switch is flipped, the intention is for it to appear to all players the same as if the destructive actions had been taken. They won't appear in the hall of fame, fight lists, clan membership, clan tax, be considered for clan rankings, gain EPH, trophy leaderboard, receive end-of-month trophies, and so on. However, in the off-chance I made a mistake and need to reverse a locking, it's now very easy. The cost of all this is more logic everywhere for checking for locked bots, which is (a) why this update took so much time to finish and (b) why there's an increased possibility of bugs with a major update like this.
Now for the 1% visible part. Clans can now go ownerless (and a major one just did) if the owner is locked. I haven't yet decided whether to create some process for a highest-ranking non-owner to claim ownership of an ownerless clan, so I'm open to hearing community opinions - please share your thoughts on that here in this thread if you any.
And if you notice any issues with locked bots appearing in ways they shouldn't, of course please start a thread in the Bugs sub-forum.
Dev update
tl;dr: Spent a bunch of time on anti-cheat, going to start paid marketing next, then (probably) return to clan race updates.
Although often invisible, game integrity is one of the most important "features" of the game. As I've referenced in this patch notes post and past ones, anti-cheat continues to be a major area of investment for me after the November 2024 cheating. As a result, there have been a string of players caught cheating over the past several months (see recent posts in the Hall of Shame). Although detection has been scaling up well, taking action has not been scaling up well, mostly for the reasons described above with the problems with the old destructive bot lock/reset process. So pausing "core" development work was necessary to devote time/attention to getting that finished up. The good news is that it will now be much more efficient to deal with future cases of cheating. Anti-cheat will continue to be a focus of course, but in the coming months I expect to be able to focus substantially more time on parts of the game that are more immediately visible to players.
My next order of business is to start up a fairly significant daily paid marketing budget for the game. I'd already made some progress on this before having to switch to anti-cheat work, so I'll be dusting this off next and returning to it. I've talked a lot in various forum threads about wanting to grow the game, and have come to the conclusion that in addition to making game improvements to retain existing players, I need to do a better job of attracting new players. Whether there's a market for a mostly-text-based link-clicking/robot-fighting game in 2025...we'll find out. But between the generosity of players that have purchased stars (thank you!), and combined with my own "real job" income that I'll start putting towards this budget, I want to get this up and running and on auto-pilot while I continue to refine the game experience for everyone that's already here now (or finds their way back!). The work required to make this happen before I actually start spending money is (likely) setting up a Discord server for the game (typical expected community platform of new players in 2025), better/modernized Google Analytics integration (to ensure marketing spend is effective and figure out where drop-off is happening), creating a dedicated landing page for the ad campaign (the current homepage is not a very useful landing page), streamlining the bot registration process, and learning some basics about how to run and optimize an ad campaign.
Once that's up and running, with the usual disclaimer that my plans may change because it's really difficult to forecast out what I'll be working on with high certainty, I'll likely (finally) be returning to some of the clan race improvement ideas that have been discussed in many forum threads (the Clan competition changes for June + looking ahead thread has a decent summary, if potentially slightly stale). It'll have been some time since I've delved into all the possibilities, so when I get to this point, I'll likely take a fresh pass over everything, evaluate implementation costs and expected benefit, and then come up with some sort of roadmap that I can share to give you an updated look at what you can expect to see.
As always, thanks for playing, and thank you for putting up with my often-slower-than-expected pace of updates. I'm particularly excited to get the marketing budget up and running, and cautiously optimistic that we may start to see more new faces around here.