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greytide dev-830e550
Pre-release
Pre-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 MBgreytide-linux64.zip: Linux 64-bit, 284.0 MBgreytide-web.zip: Web build (unzip and serve over HTTP), 262.6 MB