

Making ESC reliably pause sounds small but it’s the kind of fix players notice immediately, so nice to see it in 0.5.3. Was the pause issue related to the parallel map generation you described in the ledge-spawn devlog, or something separate in the menu handling? Also curious whether the Breached and Cracked stack cap mattered much for balance once they could actually reach max stacks.

Keeping the original 1996 generator and only changing the tile→3D builder output is a clean split — especially with the fixed 1 tile = 2 m scale so layouts stay familiar. Curious how the builder resolves T-junctions and corners when an arch and a wall share an edge: whole prefab swaps, or rule-stitched wall segments? Also, with the HUD still authored in 640×480 and one scale factor for ultrawide, did anything feel too sparse at 5120×1440, or did that single factor hold up across the demo?