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greytide dev-830e550

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@tehrandom2 tehrandom2 released this 09 Oct 09:10
· 1 commit to main since this release

Development build dev-830e550 (commit 830e550 on unity). Unsigned, unfinished, played at your own risk.

Play in the browser or see every build: https://greytide.advancedstudios.net/#dev-830e550

What changed since dev-41e9430

  • unity: hex build markers on every table, towers on glossy hex figure bases (#743, Average Joe's idea) (#771)
  • unity: tray clears the cassette radio at 16:10 (#634) (#777)
  • unity: school-desk table keeps per-game state in its own SchooldeskSession (#695) (#780)
  • unity: tower registry verbs: Pay, an OnKill hook, speed-up (#548) (#779)
  • devlog: 2026-10-09 catch-up (store page and trailer, one hit three rules, card questions, report pings) (#778)
  • unity: borrow names the tower by label, not the kind number (#535) (#776)
  • unity: bathroom table keeps per-game state in its own TableSession (#689) (#775)
  • unity: picnic table keeps per-game state in its own PicnicSession (#694) (#773)
  • unity: pub table keeps per-game state in its own PubSession (#693) (#772)
  • unity: click a table's name on the pick wall to take its whole set (#750) (#770)
  • relay: GitHub webhook posts player-report progress to Discord (#768) (#769)
  • unity: workbench table keeps per-game state in its own WorkbenchSession (#691) (#767)
  • unity: window-sill table keeps per-game state in its own SillSession (#692) (#766)
  • unity: Defense loops borrow their own walker list per nesting depth, so UpdateStatuses no longer throws 'Collection was modified' (#681) (#749)
  • unity: game-store table keeps its per-game state in its own GameStoreSession (#690) (#765)
  • unity: the sandpit's board paint goes through BuildPar.Paint; a swap to it on Web drops from 3.7 s to about 0.35 s (#605) (#764)
  • site: run the Web build as a Discord Activity (Embedded App SDK) at /activity/ (#754) (#759)
  • unity: couch table keeps per-game state in its own CouchSession (#697) (#763)
  • unity: kitchen table keeps per-game state in its own KitchenSession (#688) (#761)
  • unity: desk table keeps per-game state in DeskSession (#687) (#762)
  • GameBot: a tick on a feedback ping approves the report, a cross declines it (#752) (#755)
  • relay: file player reports as status:triage (#751) (#753)
  • unity: street-map name field and dive use the Input focus claims (#674) (#746)
  • unity: a failed table switch logs the table the player is actually on (#680) (#747)
  • relay: post every filed player report to a Discord webhook (#744) (#745)
  • unity: pillow-fight POMF words no longer pile up (#682) (#742)
  • unity: a hurt grunt scuffs and darkens; health-reading cards reworded (#723) (#739)
  • unity: Superglue skips dudes that are already glued (#648) (#738)
  • unity: game store road ends no longer double back (#642) (#737)
  • unity: start again stands the exit shelf's minis back up (#649) (#736)
  • unity: sill gust drift is capped so dudes stay on the slab at the entrance corner (#650) (#735)
  • unity: wave counters show a remaining count next to running (#638) (#734)
  • unity: call bell stands in when the table's call object is out of sight (#641) (#732)
  • unity: desk camera stays inside the room, no black screen at max zoom-out (#637) (#731)
  • ci: manual Steam upload Action and --branch flag (#729) (#730)
  • unity: fast tablecheck calls wave 1 for the bot and stops at the first kill (#686) (#728)

Downloads

  • greytide-win64.zip: Windows 64-bit, 285.7 MB
  • greytide-linux64.zip: Linux 64-bit, 284.0 MB
  • greytide-web.zip: Web build (unzip and serve over HTTP), 262.6 MB