Circlegame Dev Log
Every update, documented · RSS feed available · Updated September 16, 2026
Circlegame is built in the open. Every balance change, feature and fix lands here first. Subscribe to the RSS feed to catch updates the moment they ship.
VERSION HISTORY
v0.7 — Wave Timing Rebalance & Content Rollout
September 16, 2026
Balance
- Faster waves. The wave timer now runs 8 + 2 × wave seconds, capped at 20 (was 11 + 3 × wave, capped at 34). Wave 2 now lands about 10 seconds after wave 1 instead of 14.
- Clear-speed bonus. While the arena is empty the countdown runs at 2.2× speed, so clearing enemies brings the next wave in roughly 5–9 seconds instead of leaving you waiting.
- Shorter tutorial pause. After the wave-1 enemy is killed, the wait is capped at 1.8 seconds (was 2.5).
New Guides & Site
- Four new pages: Scoring & Waves, About, Best Free Online Circle Games and Terms of Service.
- Every guide now opens with a table of contents and uses captioned diagrams, so you can jump straight to the number or tactic you need.
- Circlegame can now be installed to your phone's home screen and launches full-screen like a native app — no app store, no download.
v0.6 — Site Launch Prep
September 15, 2026
- A full Privacy Policy explaining exactly what Circlegame stores — your high score and language, nothing else, and it never leaves your device.
- First three guides: How to Play, Tips & Strategies and this dev log.
- Share image and favicon so the game looks right when you send a score to a friend, in social cards and browser tabs.
v0.5 — New Site Layout
September 15, 2026
- Rebuilt the page layout: domain masthead, score boxes, New Game button and rules blurb — inspired by classic web-game portals.
- The arena now shifts and resizes itself on short windows, so the circle is never covered by the page around it — on any screen, portrait or landscape.
- Responsive fixes for portrait phones: the header and language picker no longer collide.
v0.4 — Feel & Reach
September 15, 2026
- 26 interface languages with right-to-left support (Arabic, Urdu…), switchable in-game.
- Virtual joystick on touch devices — the joystick appears wherever your thumb lands.
- Enemy spawn warning redesigned into a twinkling red star-dot with a 1-second fuse.
- White bullets now paint a red ripple across the wall on impact.
- Balance: smaller arena, faster bullets, ripples fade within a quarter of the circle.
- Five-level screen shake on fire, bounce, kill and death.
v0.3 — Fairness Pass
September 14, 2026
- Fire rate slowed to one bullet every 2 seconds — every shot must be a decision.
- Enemies now spawn staggered, one every 0.5 seconds, with a visible warning.
- Enemies spawn on the side opposite to you — no more instant-death spawns at your feet.
v0.2 — Core Mechanics Locked
September 14, 2026
- Waves now arrive on a timer and enemies accumulate — the arena only gets more crowded if you don't clear it.
- Enemies rebuilt as billiard balls: straight path at spawn, direction changes only by bouncing. No chasing, ever.
- The wall ripples only when a bullet hits it — a calm ring means a clean slate.
v0.1 — First Playable
September 14, 2026
- The whole game in one rule: white bullets kill enemies; bullets that bounce off the wall turn red, and red bullets kill you.
- Wave-resonance ripple wall, triangle ship locked to face the center, +100 per kill, persistent best score.
Balance reference
| Parameter | Before v0.7 | v0.7 |
|---|---|---|
| Wave interval | 11 + 3 × wave (max 34s) | 8 + 2 × wave (max 20s) |
| Empty-arena speed-up | none | 2.2× countdown |
| Tutorial pause after wave 1 | 2.5s | 1.8s |
| Enemies per wave | wave, capped at 12 | unchanged |
| Fire interval | 2.0s | unchanged |
What we're building next. A practice mode to learn the bounce rule without the pressure · wave-by-wave survival guides · weekly score challenges · more languages · sound and music toggle. Circlegame ships in the open — subscribe to the RSS feed and you'll see each update the day it lands.
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