{
  "$type": "site.standard.document",
  "canonicalUrl": "https://serpentsquiggles.neocities.org//posts/posts/pushro-0.8",
  "path": "/posts/posts/pushro-0.8",
  "publishedAt": "2025-03-06T00:00:00.000Z",
  "site": "at://did:plc:ivoe7cntxuy6at7uzmxzs2ft/site.standard.publication/3mfk6cpprzt2t",
  "textContent": "![Play it here!](/games/pushro/screenshot.png\n\"Screenshot of typical pushro gameplay.\")\n\nIf you've been wondering why things have been quiet around these\nparts, part of it is that a lot of my energies have been directed at\ngame development rather than writing.  In particular, my most\nsuccessful game demo, the puzzle roguelike Pushro, has broken through\na major stumbling block.  I needed to rewrite the entire physics\nsystem, but that's done, and everything has progressed so much\nsmoother from there.\n\nThus, I'm proud to bump up the default\nversion of pushro to 0.8.^Incidentally, if\nyou ever want to see what that old version was like, I preserved the\nold directory under [pushro-0.7]\n\nThere's a ton of new stuff to find and explore.  More than double the\nnumber of powerups, but arguably triple given that [there's now a\nhidden function to each of them]{.spoiler}.^[So far, no player has\nactually managed to discover this feature even exists!]  \n\nThere are five more tools, a couple new block types and a BUNCH of new\ninteractions.  It's a safe assumption that in pushro 0.8, most things\nare even deeper than you assume.\n\nOh, and touch controls are back and better than ever, alongside a\ngeneral if pretty modest UI improvement.\n\nHyperfocused for sixteen days this time, rather than the eighten day\nmarathon that ended in pushro 0.7.  There's more stuff I want to add,\nlot of things that feel so close my fingers are brushing against them\n--- but I'm weary, so I think I'll take a break and save the exciting\nstuff for 0.9.\n\nNot a lot of people play pushro but working on it has a way of healing\nme, I think.",
  "title": "Pushro 0.8 Released"
}