Not enough plays yet to compare build 24 with build 23: it needs 10 sessions on each (build 24 has 0, build 23 has 0).
Builds
Every build stays playable.
B24
Build 24Latestba6f35b
Versions 40l and 40m: ten bug types, bosses, turret upgrades and a preview of each wave
2 commits in this build
4921ce8 V40l: built (Core v40)
ba6f35b V40m: built (Core v40)
0 sessions0 players0 s median0 comments
B23
Build 2397aaa28
Versions 40j and 40k: the creatures come back in waves, with laser turrets, fog and repairs
2 commits in this build
1f7748e V40j: built (Core v40)
97aaa28 V40k: built (Core v40)
0 sessions0 players0 s median0 comments
B22
Build 225d1103c
Versions 40h and 40i: better tiles, then just the dark with no creatures
2 commits in this build
6754104 V40h: built (Core v40)
5d1103c V40i: built (Core v40)
0 sessions0 players0 s median0 comments
B21
Build 21ee6451f
Version 40g: contracts instead of selling, progress while you're away, night creatures, sound and a new look
0 sessions0 players0 s median0 comments
B20
Build 20526e403
Versions 40e and 40f: numbers on the drones and miners, no pause or 4x, and ore found by pings
4 commits in this build
8a23901 V40e: built (Core v40)
94af6ac V40f: built (Core v40)
805d899 V40f: built (Core v40)
526e403 V40f: built (Core v40)
0 sessions0 players0 s median0 comments
B19
Build 195b34566
Versions 40c and 40d: the camera fits the base, and one new thing at a time
2 commits in this build
267f794 V40c: built (Core v40)
5b34566 V40d: built (Core v40)
0 sessions0 players0 s median0 comments
B18
Build 18d7dec11
Version 40: a smaller game built for your phone. One hub and its modules, miners with drone lines, shipments home and planets as chapters
7 commits in this build
06becdf V40 phase 2: the map and the phone UI
39df696 V40 phase 3: shipments and the story
470ba82 V40 phase 4: night and light
365d156 V40 phase 5: planets and carry-over
755a83e V40 phase 6: pacing
265b04e V40: browser-check fixes and the build note
d7dec11 V40b: built (Core v40)
0 sessions0 players0 s median0 comments
B17
Build 17054d17f
Version 38: a new look, pixel art where light is colour
0 sessions0 players0 s median0 comments
B16
Build 1604dc258
Space pauses the game, and the hub gets a shuttle, lines that run any way round and one shared inventory
4 commits in this build
e9a209a Space bar pauses the game (Kraig, Oct 31: "we need a pause with space bar"): the sim stops, a 'Paused · Space to resume' badge shows, the clock says paused; menus and the camera still work
884122f Dist: site build with the pause
352fdcd Core v37 + the hub's shuttle, lines any way round, the hub as inventory, a declutter pass
04dc258 Dist: builds and site build with the shuttle (352fdcd)
0 sessions0 players0 s median0 comments
B15
Build 152d1ae90
Version 37: light, night and the grid, drone lines and copper
2d1ae90 V37 dist (build f6a0cc2) and the v37 devlog entry: light, night and the grid; drone lines; copper
0 sessions0 players0 s median0 comments
B14
Build 14fda3f74
Version 36: back to a simple core loop: mine, carry, smelt, build, sell, upgrade
6 commits in this build
5f337f7 V36 phase 1: the core loop in the sim (mine, carry, smelt, construct, sell, upgrade), to BUILD-v36.md section 0
c318f33 V36 phase 2: the core view and the recorder, to BUILD-v36.md section 0
18481d5 V36 phase 3: pacing, to BUILD-v36.md section 0
673ceb2 V36 fixes from the playtest and code review: a steady objective box, no upgrade before Sell, shorter saves, bigger growth, clear map labels, the panel camera, Sell with any flag, iron-only free miner, the recorder's resumed end
40c5374 V36 dist: build stamp 673ceb2
fda3f74 V36 devlog entry (back to a simple core), About text for the simple core, site build
0 sessions0 players0 s median0 comments
B13
Build 1357a8a42
Version 35: scarcity
0 sessions0 players0 s median0 comments
B12
Build 123950637
Version 34: rebuilt from the ground up as Swarmlight Core, a tutorial where every upgrade answers a problem you can see
3 commits in this build
b8f0105 Core v34 phase 4: Swarmlight Core becomes the main game
3dac20f Build: dist from 62808e0 (Core v34 with the playtest recorder; adds dist/swarmlight.site.html for kraigadams.com)
3950637 Build: dist from c0534b1
0 sessions0 players0 s median0 comments
B11
Build 115b68a5f
Version 15: work, then relief. You start in debt, and the first miner is the first thing you earn
4 commits in this build
18afff1 V15 build: dist from 5632862
5d9ed00 V15 fixes build: dist from 20bd8bf
20bed03 DESIGN.md: reset Q1, the first miner is the first thing earned
5b68a5f Site build: dist from 43bfd79 (adds dist/swarmlight.site.html)
0 sessions0 players0 s median0 comments
B10
Build 107070ed0
Version 14: ideas from ExoMiner, then fixes from a review
2 commits in this build
8cee497 Dist: rebuilt for v14 (elements from ExoMiner)
7070ed0 Dist: rebuilt for the v14 review fixes
0 sessions0 players0 s median0 comments
B9
Build 97ea2a4c
Version 13: the danger comes back
0 sessions0 players0 s median0 comments
B8
Build 8282b1d2
Versions 10 to 12: landing the colony, power, night, exploration and a better first 10 minutes
3 commits in this build
53ac84c Dist: rebuilt for v10 (colony landing and power)
33903b3 Dist: rebuilt for v11 (exploration)
282b1d2 Dist: rebuilt for v12 (the first 10 minutes)
0 sessions0 players0 s median0 comments
B7
Build 7f383d43
Version 9: easier to read, with a cleaner look
0 sessions0 players0 s median0 comments
B6
Build 62916521
Version 8: the game moves to a peaceful colony on an alien planet
0 sessions0 players0 s median0 comments
B5
Build 5c0b2a56
Version 7: the swarm grows around you, towers run on batteries, and surges hit
0 sessions0 players0 s median0 comments
B4
Build 488a7abc
Versions 4 to 6: a playtest recorder, more pressure, a build menu with credits, and a factory at the base
3 commits in this build
d741b7a Dist: rebuilt for v4 (recorder, more pressure)
aa6b232 Dist: rebuilt for v5 (build menu, credits)
88a7abc Dist: rebuilt for v6 (the base factory)
0 sessions0 players0 s median0 comments
B3
Build 38697a33
Version 3: one continuous game instead of separate trips
0 sessions0 players0 s median0 comments
B2
Build 25c4018a
Version 2: trips out from a base and back
0 sessions0 players0 s median0 comments
B1
Build 1e82efc4
Version 1, playable within the hour: one stop, ore from poor and rich rocks, one tower, and a swarm that chases your ship and copies itself
2 commits in this build
19b9f80 Build 1, cut down to play tonight: one stop, ore from poor and rich rocks, one tower, a swarm that chases the ship and copies itself, the jump gate
e82efc4 Dist: rebuilt from the build 1 commit
0 sessions0 players0 s median0 comments
Stats
No plays recorded for all builds yet. Press Play above: your session is the first.
Measured by the ShipGames recorder in every build: anonymous, no names or cookies. A session counts once the player presses something; bots and rapid repeat plays are left out.
Feedback
Comments tied to the build they're about.
No comments yet. Play a build and say what's working, then one thing to try.
Devlog
Behind the scenes, build by build.
B24Drafted from the build history
Builds 18 to 24: a smaller game for your phone
On Oct 31 Kraig cut the scope down: one hub and its modules, miners with drone lines, shipments home, and planets as chapters, made for a phone first. The same day brought contracts, night creatures, laser turrets in waves, ten bug types and bosses.
B17Drafted from the build history
Builds 12 to 17: starting over as Core
The game was rebuilt from the ground up as Swarmlight Core, a tutorial where every upgrade answers a problem you can see. Then a simpler core loop (mine, carry, smelt, build, sell, upgrade), light and night, drone lines, and a pixel-art look where light is colour.
B11Drafted from the build history
Builds 6 to 11: a planet, and not fun yet
Overnight the game moved down to an alien planet: a colony, drones, power, night and the hives. Kraig played version 14 the next morning and said it wasn't fun yet. An interview reshaped the start and the story: you're in debt to a mining company, and the first miner is the first thing you earn.
B1Drafted from the build history
Build 1: playable the same evening
Kraig wanted a new game that stays small, with a hard cap: the lesson from Solhex. Claude asked one question at a time, wrote down each answer, and had a first version playable within the hour: one stop, ore from poor and rich rocks, one tower, and a swarm that chases your ship and copies itself.
The rest of the night was one feature a build: trips from a base, one continuous game, a recorder, a factory, a swarm that grows.
Build clock
46 hfrom the first commit to GitHub receiving build 24Verified
Verified with GitHub's own times for kraigadams/swarmlight: the repo's pushes, not the editable commit dates. GitHub received the work in 105 pushes from 13 min after the first commit to 2 s after the latest. Checked Nov 4, 2026 by tools/verify.mjs (gh CLI).
Commits and builds (the maker's clock)Pushes (GitHub's clock)
Oct 29, 2026, 9:27 PMOct 31, 2026, 7:27 PM
Every commit
B24 V40m: built (Core v40)
V40m: the pacing note; the buy-rate check's floor 6 s
V40m: the wave preview at dusk, chitin for laser upgrades, and the pre-playtest pass (title text, the turret card fitting, toasts over the wave counter, the lone tab, the fog edge, bugs wording, Light's price)
HANDOFF.md: the site and both links run v40l (Worker abc14f67)
V40l: built (Core v40)
V40l: ten bug types (Kraig), the Broodmother and the Hive Queen, per-turret Fire rate and the Pierce / Slow specialisations
HANDOFF.md: the site and both links run v40k (Worker 44616df9)
B23 V40k: built (Core v40)
V40k: waves and turrets instead of lamps (Kraig), the fog of war, the global Light upgrade, damage and repair; old saves get their lamps' price back
DESIGN: keep the night gentle (Kraig)
HANDOFF.md: the site and both links run v40j (Worker d723344f)
V40j: built (Core v40)
V40j: lasers and defense at night (Kraig's option 2): the creatures and burrows back; laser turrets placed by long press beside lamps, firing automatically on the battery the lamps share; turret card and upgrades; the return card counts kills and lost loads
HANDOFF.md: the site and both links run v40i (Worker f06b0fa3)
B22 V40i: built (Core v40)
V40i: just the dark (Kraig: "maybe go back to just the dark. no bugs."): no night creatures or burrows; old saves drop them
HANDOFF.md: the site and both links run v40h (Worker a3190fc7)
V40h: the site build (Core v40)
V40h: built (Core v40)
V40h: better tiles (Kraig picked mockup B): module tiles in their accents with their own glyphs, the round spaceport tile, lantern lamps, 44 px miner tiles with a drill tab, modules 96 out, cached tile sprites
HANDOFF.md: the site and both links run v40g (Worker c10e94af)
B21 V40g: built (Core v40)
V40g: shipments are the only way to earn (three contracts that follow what you have), progress while away, sound and haptics, the launch moment, night creatures from burrows, a night that glows, a real spaceport, a palette per planet
HANDOFF.md: the site and both links run v40f (Worker 2c757fe9)
B20 V40f: built (Core v40)
V40f: one patch an ore found by sonar pings, lines that really merge (every line re-planned, mixed trunks in one colour), slower drones with bigger cargo, lamps by long press, the miner's store as a gauge, the smelter's slot chips, no drone speed upgrade
V40f: built (Core v40)
V40f: module progress as one ring split by recipe slot (every processing module), a line's cargo from the start (25), no drone speed upgrade, Spaceport card buttons that fit, the sheet's own header row
V40f: built (Core v40)
V40f: no pause or 4x buttons (Space and F stay; the game pauses itself while the page is hidden), the dock's tabs fill its width, module progress as one ring a recipe slot
HANDOFF.md: the site and both links run v40e (Worker 9a9042eb)
V40e: built (Core v40)
V40e: the numbers on the things: the load inside each drone's disc, the stored ore in place of the miner icon (amber when full), at most 3 digits then k and M
HANDOFF.md: the site and both links run v40d (Worker bf533ecf)
B19 V40d: built (Core v40)
V40d: the opening one new thing at a time, the hub's power trickle (smelter, solar and battery bought), one drone a line with its cargo on the line, merging lines, price bubbles on the map, a compact card that a tap on the map or a swipe closes, ore and load counts, the day and night strip, every resource in the top bar, full screen on iPhone
HANDOFF.md: the site and both links run v40c (Worker f7b11406)
V40c: built (Core v40)
V40c: the camera fits the base (hub, miners, lamps) in the visible map; glides on new miners and lamps, never during or just after the player's own pan
HANDOFF.md: the site runs v40b (Worker b95394a8)
Devlog: A smaller game, built for your phone (v40); About text for the new game; DESIGN.md and HANDOFF.md for v40b
B18 V40b: built (Core v40)
BUILD-v40.md: the v40b fixes and pacing
V40b browser-check fixes: the unlock rides on the story toast, distinct first contracts, a ready-to-ship hint
V40b view: the page patched in place (no rebuild under the finger, 400 ms double-tap guard, pressed state), fixed card layouts, sheet scrolls to the selection, the map never pans on sheet or lamp mode, contracts by id with goods set aside, several lamps at a time, lamps visible dark and lit, night warning in real time, 2 toasts merged, fixed top-bar slots with compact numbers, pause/4x in the dock, recipe chips greyed with why, Spaceport card upgrades, per-recipe speed, launch trail and landing times, Sell-all asks for story stock, 44 px map targets, in-page confirm, glow sprites and a cached night overlay, no draw while paused and still, 4x keeps time on slow frames, pinch re-anchors
V40b sim: carry-over from shipments (final shipment + repeat orders, stacks capped at 5, kept through New game), story pays 2.5x spot, Longdark's glowing crystal, contracts set goods aside and go by id, gentle 1.25-1.4x price ramps, smaller mid-chapter orders and closer quartz, lamps not on modules/patches or in dark light, routes never clip modules, damaged saves refused, exact split credits, sales jump the queue, recorder step after the debt; pacing retuned
V40: browser-check fixes and the build note
V40 phase 6: pacing
V40 phase 5: planets and carry-over
V40 phase 4: night and light
V40 phase 3: shipments and the story
V40 phase 2: the map and the phone UI
V40 phase 1: the new sim and its tests
V40 plan: the smaller, phone-first game (core/BUILD-v40.md)
DESIGN.md: Kraig says build the smaller game
DESIGN.md: special item bonuses are small productivity, cost or speed bonuses (Kraig)
DESIGN.md: each planet has one special final item (Kraig)
DESIGN.md: something to bring and stack across chapters (Kraig)
DESIGN.md: debt story, each chapter a new location (Kraig)
DESIGN.md: resources realistic near, alien far (Kraig)
DESIGN.md: drop the astronaut (Kraig)
DESIGN.md: power model, the light is the grid (Kraig: yes)
DESIGN.md: solar and battery power the lamps (Kraig)
DESIGN.md: complete darkness stops things (Kraig)
DESIGN.md: night slows things down (Kraig)
DESIGN.md: one module of each kind, recipe slots as upgrades (Kraig)
DESIGN.md: drop pixel, minimalist clean style (Kraig)
DESIGN.md: shipments, story plus 3 options (Kraig)
DESIGN.md: sell anytime, shipments and complex items pay more (Kraig)
DESIGN.md: spaceport hub, objectives for credits, upgrades, sensor, routes that bend (Kraig, discussing)
DESIGN.md: hub as the landing pad with the shuttle? (Kraig)
DESIGN.md: one market/spaceport for selling and objective shipments (Kraig)
DESIGN.md: space bar pause (Kraig)
Dist: site build with the pause
Space bar pauses the game (Kraig, Oct 31: "we need a pause with space bar"): the sim stops, a 'Paused · Space to resume' badge shows, the clock says paused; menus and the camera still work
BUILD-v37.md section 9 (the fix list, before and after numbers, published), section 1 corrected; HANDOFF.md: v37 published; MORNING-v37.md for Kraig
B15 V37 dist (build f6a0cc2) and the v37 devlog entry: light, night and the grid; drone lines; copper
V37 fix, the view: the camera takes in a newly placed building (not lamps, mid-placing), line pops in the drone's colour
V37 fix, the view: drag a line from the hub, a miner, a smelter or a constructor to another (A2: always a line when let go on one; moved only when let go on clear ground), smelters and constructors placed by a tap, Send to… on every source, the hub's popover is its build buttons (Sell on the top bar), the miner shows its ore, machines show their two stores, lines side by side, refused lines and moves say why, the popover never re-shows in a mode or covers its building or rides a drone, banners cleared when no longer true, labels kept readable at any zoom, the phone's slider full width; view and recorder tests on 8 seeds (SEED=n)
V37 fix, the sim: lines between any buildings (hub, miner, smelter, constructor), small input and output stores, no teleport, machines placed by tap, and the B-list bugs (copper kept as copper, piles stay on their patch, Smelt copper needs copper made, refused line kinds, lost miners drop their lines, the shared ladder refund, lights once a step, grid buckets); the battery night needs a charged battery; pacing retuned (scripted 18 min, casual 19-20 min, hard checks on 8 seeds)
V37 dist: build stamp b0da6e1 (not published)
HANDOFF.md and BUILD-v37.md: v37 built and checked, not published
V37 phase 3: copper (far copper patches, a recipe choice per smelter and constructor, a second one to run both chains, wire, tap-to-sell top bar) and the pacing, held on 8 seeds
DESIGN.md: v37 note: tap a top-bar item to sell it (Kraig)
V37 phase 2: the view (popovers beside buildings and lines, Sell sliders, lines dragged from a miner, lamps, Delete and Move, the night layer, battery meter and countdown, new-version card) and the recorder's v37 fields
DESIGN.md: v37 opening: free first miner, drag the first line yourself; no dead ends (Kraig)
V37 phase 1: the sim (day and night, the grid of lamps, power with lamps first, solar and battery, the dark, far patches, more miners, drone lines from cargo 1, recipes, Delete and Move), with tests on 8 seeds
DESIGN.md: v37 note: no drone speed upgrade, cargo only (Kraig)
DESIGN.md: v37 note: building visuals (progress ring, dimming light, product icon); drones slow on low power (Kraig)
DESIGN.md: v37 note: upgrade levels as a number, not dots (Kraig)
DESIGN.md: v37 note: delete any selected building or line (Kraig)
DESIGN.md: v37 note: pick each building's recipe (Kraig)
DESIGN.md: v37 note: sell with a slider (Kraig)
DESIGN.md: v37 note: miners start slow (Kraig)
DESIGN.md: v37 note: small popover menus next to each building, close on outside click (Kraig)
BUILD-v37.md: drone lines (drag from a miner to the hub, one drone each, cargo starts at 1, ladders on the line)
DESIGN.md: v37 note: drone cargo starts at 1 (Kraig)
DESIGN.md: v37 note: upgrade a line's drone cargo on the line (Kraig)
DESIGN.md: v37 note: drag drone lines between buildings (Kraig)
BUILD-v37.md: the plan for light and night (numbers, objectives, pacing targets, phases)
BUILD-v36.md: built and published (main v19, Core v43, site Worker a8234669) with final pacing; HANDOFF.md points at v36
DESIGN.md: v37 adds the battery meter and night countdown (Kraig)
B14 V36 devlog entry (back to a simple core), About text for the simple core, site build
V36 dist: build stamp 673ceb2
V36 fixes from the playtest and code review: a steady objective box, no upgrade before Sell, shorter saves, bigger growth, clear map labels, the panel camera, Sell with any flag, iron-only free miner, the recorder's resumed end
DESIGN.md: v37: machines are on the same grid as lamps (Kraig)
DESIGN.md: v37: lamps are the grid (Kraig)
DESIGN.md: v37: lamps are on the power grid (Kraig)
DESIGN.md: v37: drones keep flying at night and risk the dark (Kraig)
DESIGN.md: v37 planning: anything in the dark at night takes damage and is destroyed (Kraig)
V36 phase 3: pacing, to BUILD-v36.md section 0
DESIGN.md: no tuning panel; Kraig tunes by talking
DESIGN.md: the loop, agreed (push the light out by day, the dark tests it at night)
V36 phase 2: the core view and the recorder, to BUILD-v36.md section 0
V36 phase 1: the core loop in the sim (mine, carry, smelt, construct, sell, upgrade), to BUILD-v36.md section 0
V36 plan: scaled back to one miner, smelter and constructor; no bugs (Kraig)
V36 plan: minimal graphics in phase 2 (Kraig: back to simple graphics to speed things up)
BUILD-v36.md: simple core plan (mine, carry, process, sell, upgrade), revised from the critique; Kraig said go ("Yes, core only")
DESIGN.md: Kraig's steers: lots of little upgrades on each part of the line; start simple: sell anything any time, everything built with credits
BUILD-v36.md: logistics plan revised from two critiques (draft, waiting on Kraig's go)
DESIGN.md: Kraig's steer: the player has a small laser
BUILD-v35.md: what changed and the before / after pacing numbers; HANDOFF and DESIGN say v35 (main artifact v18, Core v42, site Worker 0499ec41)
Test: the shortage check counts ore piling at a mine only before that drone's upgrade, and adds what else is visible: no copper coming in, copper ore waiting, a battery not full, the battery that ran dry
Devlog: v35, scarcity (Kraig's steer, what changed, a night screenshot)
B13 Build: dist from 985ae70 (v35)
V35 step 3: the hand generator in the view, whole orders and copy costs shown.
V35 step 2: a tight economy (Kraig: "we expanded too much and too quickly ... we need to create scarcity").
Pacing report in the scripted test (v35 step 1): per seed the real time at 1x, seconds on each objective, each machine's starved / waiting share (before its upgrade too), peak stock of each item and the mine piles, credits earned / spent / peak banked, and the longest stretch with no useful action. v34's numbers kept as the baseline in core/test/pacing-v34.json: 15:06, longest idle 154 s, 6 stretches over 60 s, iron ore peaking at ~190 in stock and ~250 at the mine.
DESIGN.md: Kraig's v34 steer: create scarcity
Devlog: the pitch describes Core v34 (the site's About page)
HANDOFF.md: the recorder, both artifacts republished, the site runs Core
Devlog: the v34 entry names its build (3950637)
B12 Build: dist from c0534b1
Recorder: the note button comes back as soon as the note card closes
Devlog: the v34 entry names its build (3dac20f)
Build: dist from 62808e0 (Core v34 with the playtest recorder; adds dist/swarmlight.site.html for kraigadams.com)
Core v34: the playtest recorder, ported from v15 (Kraig: "Yes, port it")
HANDOFF.md: main link republished with Core v34
HANDOFF.md: the main link still serves v15 (republish pending)
Core v34 phase 4: Swarmlight Core becomes the main game
Core v34 phase 3: the story layer (a freelancer in debt on budget claim 7-B; Greyhollow Mining's cold messages from its orbital; Second Landing's worries, distress and thanks; the 5,000,000 cr loan on screen; intro and end cards)
Core v34 phase 2: fog of war, light from powered modules, deadly nights, day creatures, and a texture and graphics pass
Core v34 phase 1: the full tutorial package (30 objectives: trading post and the other colony, items build and credits upgrade, the bottleneck chain, sensor and copper, wire, poles, the colony raid, turrets, the first swarm, the assembler and the landing pad)
BUILD-v34.md: phases 2-4: fog/light/graphics, story layer, Core becomes the main game
BUILD-v34.md: the packaged plan for the full tutorial
DESIGN.md: items build, credits upgrade
DESIGN.md: pad panels
DESIGN.md: motors build the landing pad
DESIGN.md: assembler and motors end the tutorial
DESIGN.md: upgrades show on buildings
DESIGN.md: deposits found by a sensor
DESIGN.md: swarm first hits the other colony
DESIGN.md: trading post early, landing pad last
DESIGN.md: poles and turrets cost credits
DESIGN.md: copper, wire, poles, turrets
Swarmlight Core v33: guided tutorial, only shuttle shipments pay (Kraig, Oct 30 2026)
Swarmlight Core v32: per-miner upgrades, solar and battery upgrades, no selling, shuttle loads itself (Kraig, Oct 30 2026)
Swarmlight Core v32: per-miner upgrades, no selling, shuttle loads itself (Kraig, Oct 30 2026)
DESIGN.md: shuttle auto-loads again
DESIGN.md: no selling
DESIGN.md: simpler selling
DESIGN.md: per-miner upgrades
Swarmlight Core v31: saving: autosave, Continue or New game (Kraig, Oct 30 2026)
Swarmlight Core v30: chosen orders, selling with auto-sell, small upgrades (Kraig, Oct 30 2026)
DESIGN.md: smaller upgrades
DESIGN.md: auto-sell, shuttle 100
DESIGN.md: selling, chosen objectives, upgrades
Swarmlight Core v29: the hub menu is a side panel beside the running game (Kraig, Oct 30 2026)
Swarmlight Core v28: hub menu cleanup, Power tab, space around the hub (Kraig, Oct 30 2026)
Swarmlight Core v27: separate tabs for items (Ores, Refined, Components) and machines (Smelter, Constructor) (Kraig, Oct 30 2026)
Swarmlight Core v26: hub tabs Ores / Refined / Components with Collected cards (Kraig, Oct 30 2026)
Swarmlight Core v25: inventory list in the Ore tab; empty recipe slot to click and fill (Kraig, Oct 30 2026)
Swarmlight Core v24: hub menu tabs: Ore, Smelting, Constructing (Kraig, Oct 30 2026)
Swarmlight Core v23: the hub menu shows the item inventory (Kraig, Oct 30 2026)
Swarmlight Core v22: one hub menu for building and recipes (Kraig, Oct 30 2026)
Swarmlight Core v21: minimal ExoMiner-style machine cards in the hub panel (Kraig, Oct 30 2026)
Swarmlight Core v20: machines show recipe cost / material available (Kraig, Oct 30 2026)
Swarmlight Core v19: the hub panel shows the smelter's and constructor's live progress (Kraig, Oct 30 2026)
Swarmlight Core v18: hub build options show only what's unlocked (Kraig, Oct 30 2026)
Swarmlight Core v17: power budget with no wires: hub makes 7, miner 3 / smelter 4 / constructor 5 draw, shortfall slows them by the ratio; plate shipment (400 cr) unlocks a solar panel (+8 by day) and a battery (300 power-seconds), 2 min day / 1 min night; ends after a night held at 100% (Kraig, Oct 30 2026)
DESIGN.md: solar, battery, day/night
DESIGN.md: power budget
Swarmlight Core v16: the shuttle loads itself and sends once it can; Load button gone; slice checks rewritten for auto-load (Kraig, Oct 30 2026)
Swarmlight Core v15: objectives become shipments: a landing pad and shuttle, load the order, lift-off unlocks and pays credits; builds cost credits; iron ore named in full (Kraig, Oct 30 2026)
DESIGN.md: shipments pay credits
DESIGN.md: iron ore
DESIGN.md: landing pad and shuttle for objective shipments
Swarmlight Core v14: items in a top bar with icons, no counts on the buildings; miners still show their ore (Kraig, Oct 30 2026)
Swarmlight Core v13: 20 iron ingots unlock the constructor, a second hub module that makes iron plates (Kraig, Oct 30 2026)
DESIGN.md: 20 ingots unlock the constructor (iron plates)
Swarmlight Core v12: the smelter is a hub module, built from the hub's build panel (Kraig, Oct 30 2026)
Iron ingots, not bars (Kraig, Oct 30 2026: "ingots are better than bars")
Show 4x speed by the clock
F toggles 4x speed (Kraig, Oct 30 2026)
Swarmlight Core v11: the smelter's one recipe slot, set by the player: iron ore -> iron bars (Kraig, Oct 30 2026)
Swarmlight Core v10: no cap on the smelter inventory (Kraig, Oct 30 2026)
Swarmlight Core v9: no cap on the miner store (Kraig, Oct 30 2026)
Swarmlight Core v8: the player never moves ore (Kraig, Oct 30 2026)
DESIGN.md: drop duplicate lines
Swarmlight Core v7: the miner comes with its drone; 40 ore unlocks the smelter; 10 ingots (Kraig, Oct 30 2026)
DESIGN.md: smelter makes ingots
DESIGN.md: the first objective unlocks the smelter
DESIGN.md: no colony trade
DESIGN.md: the miner comes with its drone
Start with one miner, no hand mining (Kraig, Oct 30 2026)
DESIGN.md: mine store, no hand mining, start with one miner
A mine fills its own store (cap 10) and the walker grabs it on contact (Kraig, Oct 30 2026)
Standing on ore drills it, no key (Kraig, Oct 30 2026)
No richness or mining-rate labels on the patch (Kraig, Oct 30 2026)
DESIGN.md: nonstop drone, one mine to start
One mine beside the hub for the start (Kraig, Oct 30 2026)
The drone shuttles nonstop, loading and unloading instantly (Kraig, Oct 30 2026)
A fresh graybox prototype of the opening (core/)
DESIGN.md: the opening in Kraig's words
DESIGN.md: reset, no credits earned in the first slice
DESIGN.md: reset, no storage cap at the start
DESIGN.md: reset, drone upgrades answer the wall
DESIGN.md: reset, patches differ in richness
DESIGN.md: reset, patches never run out
DESIGN.md: reset, the player is a person walking
DESIGN.md: reset, colony requests one at a time
DESIGN.md: reset, early income is trading ore to a side colony
DESIGN.md: reset, hauling unlocks the first miner, credits pay
DESIGN.md: reset, starting credits
DESIGN.md: reset, ore is processed into items for contracts
DESIGN.md: reset, credits buy miners
DESIGN.md: reset Q4, ore builds miners, prices scale per purchase
DESIGN.md: reset, plain shapes until it's fun
DESIGN.md: reset Q2, the miner's own drone hauls
B11 Site build: dist from 43bfd79 (adds dist/swarmlight.site.html)
Site build and anonymous public playtests, and the devlog for kraigadams.com/swarmlight/ (Kraig, Oct 30 2026: "can we make sure that there's a devlog for this new game on the website?", "Can we make the game playable from there?")
DESIGN.md: reset Q1, the first miner is the first thing earned
DESIGN.md: reset to basics, rule 1: every advancement is earned
DESIGN.md: v15 built
V15 fixes build: dist from 20bd8bf
V15 fixes, page: readable power, safe removal, a sturdier page
V15 fixes, sim: the review's findings
DESIGN.md: planet 1 is the cheap, poor, dangerous starter (Kraig, Oct 30 2026)
DESIGN.md: pick the next start: asteroid orbital, new surface, underground, gas giant (Kraig, Oct 30 2026)
DESIGN.md: the arc ends as a mega corp (Kraig, Oct 30 2026)
DESIGN.md: planet 1 first, then grow (Kraig, Oct 30 2026)
DESIGN.md: never ending; new planets after the loan (Kraig, Oct 30 2026)
DESIGN.md: debt-free means choosing your buyers (Kraig, Oct 30 2026)
V15 build: dist from 5632862
V15 page: the intro, the warm look, light and dark, readability
V15 sim: work, then relief
DESIGN.md: one buyer, the company's orbital (Kraig, Oct 30 2026)
DESIGN.md: shipments go to the company's orbital; another star system (Kraig, Oct 30 2026)
DESIGN.md: an evolving web of light and defense (Kraig, Oct 30 2026)
DESIGN.md: colonies run themselves (Kraig, Oct 30 2026)
DESIGN.md: linked colonies share light, trade and defense (Kraig, Oct 30 2026)
DESIGN.md: connecting colonies (Kraig, Oct 30 2026)
DESIGN.md: save-us is a real trade-off (Kraig, Oct 30 2026)
DESIGN.md: the save-us distress call is a choice (Kraig, Oct 30 2026)
DESIGN.md: the neighbour falls the night after the first launch (Kraig, Oct 30 2026)
DESIGN.md: one neighbour colony to trade with from the start (Kraig, Oct 30 2026)
DESIGN.md: colonies to watch, salvage and trade with (Kraig, Oct 30 2026)
DESIGN.md: other colonies (Kraig, Oct 30 2026)
DESIGN.md: the loop in one line (Kraig, Oct 30 2026)
DESIGN.md: 5M loan with a ramping minimum (Kraig, Oct 30 2026)
DESIGN.md: the loan is 5 million (Kraig, Oct 30 2026)
DESIGN.md: the story lands in v16 (Kraig, Oct 30 2026)
DESIGN.md: one company is lender and buyer (Kraig, Oct 30 2026)
DESIGN.md: loan paid is the midgame milestone (Kraig, Oct 30 2026)
DESIGN.md: the loan, paid each dawn (Kraig, Oct 30 2026)
DESIGN.md: Q32, the freelancer flies a remote drone from the hub (Kraig, Oct 30 2026)
DESIGN.md: the story: a freelancer in debt, dropped with the hub (Kraig, Oct 30 2026)
DESIGN.md: keep the name Swarmlight for now (Kraig, Oct 30 2026)
DESIGN.md: a simple generated sound layer next (Kraig, Oct 30 2026)
DESIGN.md: small glowing red swarmers (Kraig, Oct 30 2026)
DESIGN.md: 4-ring map (Kraig, Oct 30 2026)
DESIGN.md: drone body upgrades let you go farther (Kraig, Oct 30 2026)
DESIGN.md: recipe chain; containment pushes the player to improve (Kraig, Oct 30 2026)
DESIGN.md: 7-minute day (Kraig, Oct 30 2026)
DESIGN.md: explore by day, hide by night (Kraig, Oct 30 2026)
DESIGN.md: light as fog of war, not a weapon (Kraig, Oct 30 2026)
DESIGN.md: the win confirmed (Kraig, Oct 30 2026)
DESIGN.md: storage caps from the start (Kraig, Oct 30 2026)
DESIGN.md: overrun buildings are knocked offline (Kraig, Oct 30 2026)
DESIGN.md: the dark creeps in at night (Kraig, Oct 30 2026)
DESIGN.md: early money from a local trade post (Kraig, Oct 30 2026)
DESIGN.md: zoom, bigger buildings, one starting patch, the dark is deadly (Kraig, Oct 30 2026)
DESIGN.md: interview Q31, power kept with readability; the tech line (Kraig, Oct 30 2026)
DESIGN.md: visible power links and a status light on every building (Kraig, Oct 30 2026)
DESIGN.md: one fixed tech line; ultra-minimal start (Kraig, Oct 30 2026)
DESIGN.md: a trickle of compute from the hub drives research from minute one (Kraig, Oct 30 2026)
DESIGN.md: credits from goods shipped to Earth; the payout opens the datacenter (Kraig, Oct 30 2026)
DESIGN.md: credits for upgrades, compute for research (Kraig, Oct 30 2026)
DESIGN.md: v16 is the self-improving middle game (Kraig, Oct 30 2026)
DESIGN.md: the beginning can be slow (Kraig, Oct 30 2026)
DESIGN.md: see what miners and drones are doing; drones loop nonstop (Kraig, Oct 30 2026)
DESIGN.md: interview Q24, the pain and the relief (Kraig, Oct 30 2026)
DESIGN.md: interview Q25, slots are big crafted upgrades (Kraig, Oct 30 2026)
DESIGN.md: hub modules with recipe slots (Kraig, Oct 30 2026)
DESIGN.md: v14 playtest, no pain and no relief (Kraig, Oct 30 2026)
DESIGN.md: the drone's tiny field of view (Kraig, Oct 30 2026)
DESIGN.md: Journey-warm hazy days, dark glowing nights (Kraig, Oct 30 2026)
DESIGN.md: Journey as a look reference (Kraig, Oct 30 2026)
B10 Dist: rebuilt for the v14 review fixes
V14 review fixes: shown yield is what arrives, selling only once unlocked, credits from the first minutes, the press unlock, shortages, pack-up, unlock lines
DESIGN.md: slow exploration, scanners and beacons, excavation (Kraig, Oct 30 2026)
DESIGN.md: the three currencies (Kraig, Oct 30 2026)
DESIGN.md: interview Q22, reboot into a new body (Kraig, Oct 30 2026)
DESIGN.md: interview Q21, the player is the colony's AI in a drone body (Kraig, Oct 30 2026)
DESIGN.md: interview Q20, the ending (Kraig, Oct 30 2026)
DESIGN.md: interview Q19, one reusable rocket you upgrade (Kraig, Oct 30 2026)
DESIGN.md: interview Q18, compute spent on self-improving research (Kraig, Oct 30 2026)
DESIGN.md: interview Q17, worker robots from a robot bay (Kraig, Oct 30 2026)
DESIGN.md: interview Q16, the self-improving loop is the middle game (Kraig, Oct 30 2026)
DESIGN.md: current-events themes (Kraig, Oct 30 2026)
DESIGN.md: interview Q15, first launch at 12-15 minutes (Kraig, Oct 30 2026)
DESIGN.md: interview Q14, shipments home are the story; the tutorial ends at the first launch (Kraig, Oct 30 2026)
DESIGN.md: interview Q13, colony upgrades from goods, big shipments home (Kraig, Oct 30 2026)
DESIGN.md: interview Q12, credits buy upgrades priced by level and distance (Kraig, Oct 30 2026)
DESIGN.md: interview Q11, dig speed and cargo; drones keep one slow speed (Kraig, Oct 30 2026)
DESIGN.md: interview Q10, many small upgrade steps (Kraig, Oct 30 2026)
DESIGN.md: interview Q9, dark and moody with glow as the colour (Kraig, Oct 30 2026)
DESIGN.md: interview Q8, one goal line at a time (Kraig, Oct 30 2026)
DESIGN.md: interview Q7, a short silent intro (Kraig, Oct 30 2026)
DESIGN.md: interview Q6, a taste of danger at the first dusk (Kraig, Oct 30 2026)
DESIGN.md: interview Q5, 1-2 minutes of hand-mining (Kraig, Oct 30 2026)
DESIGN.md: interview Q4, focus on the start (Kraig, Oct 30 2026)
DESIGN.md: interview Q3, no offline progress (Kraig, Oct 30 2026)
DESIGN.md: interview Q2, what to leave out (Kraig, Oct 30 2026)
DESIGN.md: interview Q1, what to keep from ExoMiner (Kraig, Oct 30 2026)
Dist: rebuilt for v14 (elements from ExoMiner)
V14: elements from ExoMiner (the opening by hand, a power grid, a drone a miner, permanent mixed patches, storage caps that burn, one-recipe machines, material costs, the tutorial's unlocks, growing nights)