News
Launches, patches, and shipped roadmap items.

UpdateRelic of Power 0.3.5Features
- - Weapons of mass destruction: fireball, lightning! Try them out in the shop.
- - Relic Sense marks relic types on the world map (owned relics larger/brighter). Without Sense, the Relic of Power marker still shows.
- - Relics you control get HUD edge indicators even without Relic Sense. Click the edge box (2D or 3D) to jump the camera there.
- - Achievements show a progress bar and “X / Y toward next tier.” The live overlay updates as you play.
- - New Heat Resistance upgrade (World: 250 / 500 / 1k / 2k diamonds → 25% / 50% / 75% / 100%). Cuts HOT! lava and fireball-burn decay only. Instant WMD damage is unchanged. Empire/War prices scale with the shop discount.
Balance
- - Relic of Aggression attack buff is now +20% (was +10%). Relic of Power is still +10%.
- - War shop costs cut by 50% (upgrades and WMDs).
- - Empire shop costs cut by 25% (upgrades and WMDs).
- - World coins and orbs spawn in a 50% tighter band around occupied land.
- - World gold is rarer (~7.5% of coin rolls, down from ~10%). Deposit veins unchanged.
- - Oasis coins spawn more often, but no longer pile into adjacent 3×3 clumps.
- - Losing or abandoning your capital wipes unspent diamonds and gold, then randomly strips ~25% of upgrade tiers. Death/abandon UI lists what was lost. Respawn does not strip again.
Fixes
- - Home-screen “Your campaign” badges now match your account across devices.
- - Bot respawns update the leaderboard immediately (no 2s delay).
- - Relic camera jump uses the HUD edge box, not the world-space arrow, so the tile under a relic stays clickable.
UI
- - Tile tooltips use a fixed order: population first, then identity, alerts, details, modifiers, deposit claim, coordinates last. Terrain labels are title case; repeated lines are condensed.
- - Diamond medals use an ice gradient, shine, and pulse. Platinum stays static cool metal.
- - Bot attack warnings use amber toasts and a different sound than player raids.
UpdateRelic of Power 0.3.0Rebuilt interface
I rebuilt a lot of the mid match UI. The layout is cleaner, and there’s less stuff getting in the way while you’re actually playing. Plus, settings!
Better mobile support
I made a bunch of changes to touch controls, layouts, and map interaction. You should now be able to drag around the map, place population, and use the menus on a phone or tablet without constantly fighting the interface. Works best in portrait mode, and still not totally stable.World mode — 7-day campaigns
There’s now a 2.56 million tile 7-day mode called World, alongside Skirmish, Conquest, War, and Empire. It uses much larger maps and gives players enough time for some genuinely huge empires and long-running wars to develop.Biomes
Maps now have different biomes with their own terrain and resource rules. Oases, for example, have better odds for coins.Better terrain generation
I cleaned up a bunch of the map generation rules for mountains, water, obstacles, and relics. Fixed some issues where relics could get deleted by terrain features.Shared lobby chat
All live sessions now share the same lobby chat. Someone playing Skirmish and someone playing World will still be talking in the same place.More flags and name customization
There are more flag pieces and cosmetic options, and supporters can choose custom username colors, animated flag highlight, and everyone can customize the "wall" color of their tall cells.Abandon capital
You can now abandon your capital and start over if you get completely boxed in or end up with a terrible spawn.There’s a limit on how often you can do it in each session, so it’s meant as an escape hatch rather than a free reroll button.
Mining and the Gold / Diamond Store
You can now prospect mountains, rivers, and lakes for gold and diamonds.Those resources can be spent during the current campaign:
Gold buys offensive upgrades.
Diamonds buy defensive and population-growth upgrades.
Everything bought this way only lasts for that campaign, but it's yours to keep even if you respawn. I may give some penalty later, but you won't lose everything.
Surround gold/diamonds on 4 sides and put as much population over the limit as you can to get the maximum yield.Achievements
There’s now a full achievement system with bronze, silver, gold, and platinum tiers.Achievements have unlock notifications, a career panel, and badges that show up in chat, player lists, and leaderboards.
I also changed the platinum medal appearance to a cooler blue-white metal because the old version looked too much like silver.
Settings
There’s now a proper settings window for:Sound channels
Map zoom
Drag-to-pan
Capital waypoints
Individual relic waypoint types
Relic indicators can be turned on and off separately instead of having one setting for everything.
Better placement tooltips
Placement previews now give more useful information about costs, combat results, and multipliers before you click.Clearer population labels
Population numbers should be easier to read across the different terrain and biome backgrounds.Line of fire
Ranged and cluster attacks can no longer fire through trees, boulders, mountains, and other solid terrain.Splash and cluster captures
Only the tile you directly attack with melee can now be captured.Splash and cluster damage can still reduce a tile to 0 population or cause it to become unclaimed, but they can’t capture a bunch of surrounding territory for you at once.
Capitals reduced to 0 population by splash damage remain owned. Non-capital tiles destroyed by ranged damage become unclaimed.
Capital adjacency bonuses
The placement bonus around capitals has changed:×4 on the capital itself
×3 directly above, below, left, or right of it
×2 diagonally
Fully supported tiles can still reach ×8.
Previously the entire 3×3 area around the capital was treated more evenly. The bonus is now actually centered around the capital.
Isolation and Forage
Isolation relics and Forage upgrades now affect both parts of disconnected-population decay: the percentage lost and the maximum amount that can disappear in a single tick.This means the buffs actually matter on very large disconnected stacks now.
Isolation can make a stack survive roughly twice as long, and combining it with Forage can slow things down considerably further.
Bot coin cascades
Bots now have a limit on how many coins they can collect during a cascade.They should no longer occasionally vacuum up an entire field of coins in one go.
Late-match spectator lock
Longer campaigns now stop new players from joining near the very end:World: final 24 hours
Empire: final 1 hour
War: final 10 minutes
Conquest: no lock
Skirmish: no lock
During this period, new players will see Spectate only in the lobby.
Anyone who was already participating can keep playing normally. This mainly prevents someone from spawning a brand-new human empire right before a long campaign ends.
Better end-of-match results
I fixed several problems with the results screen.It should now:
Correctly show Victory or Defeated
Use the actual final scores instead of accidentally showing data from the next map
Stay up for the full intermission
Be harder to accidentally dismiss or cover by spam-clicking and opening other UI
Owned relic waypoints
Relics you control now get map markers even if you don’t have Relic Sense.You can click the marker, or its off-screen arrow, to move the camera directly to it.
Capital markers and each individual relic type can be enabled or disabled separately in Settings.
Fixes and smaller changes
The 30-second session-ending warning now uses an ascending pulse instead of sounding like the defeat fanfare.
Achievement unlocks should persist more reliably between the main hub and World sessions.
Achievement notifications and badge colors should now match properly everywhere.
Signing in during an active session should reconnect you to your real empire instead of occasionally leaving you stuck on a guest start.
The highest-population-on-one-tile leaderboard now counts capital population peaks correctly.
More small improvements to population label readability and placement feedback across different biomes.
That’s the bulk of this update. Pick whatever mode fits how long you want to play, and try not to let somebody else take the Relic of Power.
ShippedAllow Playing Offline If Server is DownGrow your kingdom across a shared grid, fight for territory, control powerful relics, and own the most land before time runs out.
ShippedBuying Upgrades With Treasure/DiamondsGrow your kingdom across a shared grid, fight for territory, control powerful relics, and own the most land before time runs out.
ShippedDiamond Mining in MountainsGrow your kingdom across a shared grid, fight for territory, control powerful relics, and own the most land before time runs out.
ShippedTreasure Hunting in LakesGrow your kingdom across a shared grid, fight for territory, control powerful relics, and own the most land before time runs out.
ShippedMake Flag Editing More IntuitiveGrow your kingdom across a shared grid, fight for territory, control powerful relics, and own the most land before time runs out.
UpdateRelic of Power 0.2.0Overhauled terrain generationQuadroopled the size of every map
Improved world map and session map drawing
Improved aesthetics of rivers and mountains
Added mineable diamonds and diggable gold in mountains and rivers/lakes
Added a store to long games to buy upgrades for that session
UpdateRelic of Power 0.1.21Experimental leaderboard refinements
Experimental proximity based coin placement and spawning

UpdateRelic of Power 0.1.15Your capital now has a Relic-of-Power-style arrow and highlight so you can find it from anywhere
Removed the in-game fullscreen button (use the embed control instead)
Map now fills the whole view in widescreen and embed fullscreen
Leaderboard is wider, two columns, no title, and Home sits beside it so names have more room
Removed the player name from the top bar
Chat, population, and bottom-right buttons use the full bottom bar (more chat lines, stacked population + progress bar)
Rivers are 1–2 tiles wide instead of 3 on large maps
Small mountains are lighter and deep water is darker so terrain cost is easier to scan
Mountain and lake relics now sit one tile into the terrain instead of buried deep
Name field text is dark so it’s readable
UpdateRelic of Power 0.1.13Reduce river max width from 5 to 2 on large maps
Reduced max mountain health from 18k to 10k, roughly, on large maps
Removed fog of war
Added a world map
Cleaned up UI to not have too many overlays directly over the grid
UpdateRelic of Power 0.1.12New players / guests now get to choose from a few random flags when joining so each player is always visually distinct on the map.
New gameRelic of PowerGrow your kingdom across a shared grid, fight for territory, control powerful relics, and own the most land before time runs out.

UpdateComets 1.0.4The initial public release of Comets, my new game made in about two days that is totally legally distinct from other games with space ships and asteroids!
This update includes nice sfx and music, and let's you fly around in an asteroid belt doing wave based survival / shooting matches while dodging increasingly frequent and fast comets flying across the screen and stirring the pot!