🔥 2.2 Drops a Full Visual Rework: Color Grading, Fog of War Revamp & Glow Effects!


🚀 🔥 2.2 Drops a Full Visual Rework: Color Grading, Fog of War Revamp & Glow Effects!

Massive rendering pipeline overhaul and lighting rewrite.

This is one of the biggest visual updates Kaipa Bots has ever received :

your game will look and feel different the moment you load your save.

This patch revamps the entire lighting and rendering pipeline.

You’re getting optimized shadows, a high-resolution Fog of War system, light-reactive projectiles, and full per-asteroid color grading.

On the engine side, render overhead is way down, canvas buildup is finally solved, and multi-asteroid saves run noticeably smoother.

Plus a mountain of fixes, crash guards, and visual polish across the board.

🌈 New Visual Effects

A ton of small-but-eye-catching details were added:

  • Projectiles now have bloom glows (teal for you, red for enemies).
  • Laser Tower beams and sparks now use a shader-driven glow.
  • Smelters and Furnaces pulse based on recipe progress.
  • The Pyramid now has a soft pulsing glow (but no longer acts as a Light Source).
  • All item icons now have a clean, uniform black outline for readability.
  • Space background no longer gets shadowed.
  • Various item icons updated to match the new visual style.

🌀 Fog of War (Big Upgrade)

Fog of War is now real-time, pixel-perfect, and smoothly fading in both directions.

Laser rays and projectiles reveal Fog of War along their path — super helpful during fights and navigation.

❄️ More Atmosphere

  • Added a frost-grain shader for subtle ambience.
  • Added asteroid-type–specific color grading.
  • Added a “breathing” blue vignette + red pulsing vignette on damage.
  • Added a debug-only color grading tool with 60 presets (Num5/Num6).
  • 🖥️ User Interface Improvements
  • Added a Light Range Preview (press L, or auto-shown on placement).
  • Added a **Laser Tower Range Preview** (press *U*, or auto-shown on placement).
  • Both previews make layout planning and defense placement much easier.

👾 Mob Spawning Adjustments

Enemies no longer spawn close to Machines or Conveyors, even if the tiles are dark.

  This removes those cheap, “why are you inside my base!?” surprise spawns.

Performance Improvements

The lighting and rendering engine received major optimization passes:

  • Smoother overall framerates and fewer lag spikes.
  • Big boost from skipping unnecessary canvas updates.
  • Light & shadow calculations are now heavily optimized.

The gains are most noticeable when the screen is packed with effects — beams, projectiles, particles, and shadows.

🛠️ Fixes

Crashes & Stability

  • Fixed a projectile offset issue that could turn into NaN and crash the game.
  • No more crashes when removing a battery from a firing Laser Tower.
  • Fixed a huge lag spike caused by inserting batteries into Laser Towers.

Visual & Shadow Fixes

  • Fixed the “wiggling light-ray” bug.
  • Fixed multiple shadow-related graphical glitches.

Enemy & Behavior Fixes

  • Fixed a rare nil target-offset in enemies.
  • Advanced and High-Tech Laser Towers now correctly use batteries when off-grid.
  • Shift-moving batteries no longer pulls the wrong battery.

🧊 Closing Thoughts

This update gets Kaipa Bots much closer to the visual clarity and responsiveness I always imagined for it.

There’s still a lot coming, but 2.2 is a major step forward in atmosphere, performance, and polish.

As always, your feedback is incredibly valuable.

If you notice anything odd, broken, or glowing too much/not enough, please keep the reports coming.

Note: For this version, the debug console stays open on purpose.

A recent issue made it pop up during autosaves (minimizing the game window), so keeping it open avoids that.

You can ignore it — it doesn't do anything and won’t affect gameplay.

Thanks for playing and helping shape the game!

Kai

Files

KaipaBots_Testversion_2.2.zip 154 MB
9 days ago
KaipaBots_Testversion_2.2.love 151 MB
9 days ago

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