Dev Update #1

Dev Update #1

What We're Up To: Building for the Long Haul

Hey everyone,

We've been pretty heads-down lately, and I wanted to give you a window into what we're actually working on right now and, more importantly, why.

The Last Three Years

For the past three years, we've been building Golden Tides at breakneck speed. We've tested dozens of systems, broken just as many, iterated constantly, and learned a ton. That whole process was intentional. We built our architecture specifically to let us move fast, try things, and figure out what actually makes Golden Tides special.

It worked. Through all that experimentation, we found something we really love. We know what this game is now. We know what makes matches feel incredible, what systems click with players, and what kind of experience we're building.

The Shift

So here's where we're at: we've moved from the "figure it out" phase to the "build it right" phase.

What does that actually mean? We're going back through our systems and rebuilding them. They weren't broken. We just know exactly what they need to be now. It's the difference between sketching something out quickly to see if it works versus actually painting the final piece.

Our original architecture was designed for rapid iteration. That was the right call then. But now our priorities have shifted. We're focused on polish, yes, but also on building a codebase that lets us expand efficiently and add content at the pace this game deserves.

Here's the thing about moving fast: you make trade-offs. When we were testing systems, the question was "does this work?" not "does this feel perfect?" That was correct. You don't spend weeks polishing something you might throw out next month.

But now? Now we get to make everything feel as good as possible.

We're talking about the little things that add up to game feel. Ability responsiveness. Animation polish. The way inputs register. How feedback loops communicate to players. All the micro-interactions that make a game feel tight versus floaty, snappy versus sluggish. When you're prototyping, you accept a certain amount of jank because speed matters more. When you're building the real thing, you get to eliminate it.

So yeah, the refactor is partly about being able to ship content faster. But it's also about making Golden Tides feel better than it ever has. Smoother. More responsive. More polished in ways that are hard to describe but immediately obvious when you play.

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Why This Matters (Especially for Heroes)

Here's the thing that gets us really excited: we're committed to releasing a lot of new heroes next year. Not just a couple. A lot.

In most MOBAs, variety comes from a few key sources. Map objectives play out a little different each game. Itemization, definitely. But I think the biggest driver of that "every match feels different" thing? Heroes. Each new hero doesn't just add one more option. It exponentially increases the possible team compositions, matchups, and moments that can happen in a match.

Golden Tides already has more inherent variety than traditional MOBAs because of our open world structure, ship combat, and treasure mechanics. But heroes amplify all of that. They're the multiplier that takes "this game has a lot of replayability" and turns it into "every single match feels brand new."

We also really care about making sure every player finds their hero. You know that feeling when you're playing a game and you discover a character that just clicks? Where you're like "oh, this was made for me"? We want that for everyone. Which means we need a diverse roster: different playstyles, different fantasies, different personalities.

Getting our systems in a place where we can ship heroes efficiently is critical to making that happen.

What Else This Unlocks

It's not just heroes, of course. This work sets us up to deliver on all the things that make a live service game feel alive: regular content drops, seasonal events, new cosmetics, balance updates that don't break everything. The kind of cadence that keeps Golden Tides feeling fresh and keeps you wanting to jump in for "just one more match."

We're basically building the foundation that lets us be ambitious without constantly putting out fires.

Looking Forward

I won't lie: this kind of work isn't as flashy as showing off a new hero or a wild gameplay feature. But it's the work that matters. It's what separates games that ship once and fade from games that grow into something you play for years.

We're in this for the long haul. And we're building Golden Tides to match.

More soon,
Anomie