
Latest article
Mechanics Notes #1: How Level Spawns Are Built
Why can 3 points produce one Conehead or three Basic Zombies? Work through 0.17q spawn budgets, lanes, and wave timing with examples from level 1.
POST STATION
Developer reports, field notes, and feature stories meet here. Each series keeps its own name, rhythm, and archive, with room for new voices.
Series 01 · Published occasionally
Studies of level and combat mechanics, checked against game data and executable behavior, with a guide to what the site's analysis tools can show.

Latest article
Why can 3 points produce one Conehead or three Basic Zombies? Work through 0.17q spawn budgets, lanes, and wave timing with examples from level 1.
Series 02 · Published Fridays
The Thistlewolf Post arrives every Friday at 09:00 Shanghai time with beta release notes, development news, and community updates gathered into one issue.

Latest article
This issue covers the August 14 beta release of 0.17q: I, Zombie Endless, Voyage's first official Endless mode, with per-round saving and SL, a seed system and three sample seeds, trait adjustments for the Hamster Zombie and Pine Zombie, an extra column in IZ level 8, two purchase fixes, plus progress on the next plant and the boss's final animation with a full release planned for the end of August.

This issue covers the August 7 beta release of 0.17q: the brand-new Plant Retreat residence system and its levels, an adjusted save interaction, a revised Snowbloom Palace layout with a Sandbox entrance, a livelier CocoBottle Shine animation and a cleaner level-record display for Chain Reaction, plus plans for the Sands boss's final art and music, a new mechanic for the next chapter, and more Plant Retreat content.

This issue covers the July 31 beta release of 0.17q: the Hygro Plantago Trial, Wheel Zombie and nut-plant interaction fixes, Pine Zombie and The Pond details, localization and subtitle improvements, and future plans for the Sands boss, the next chapter, Snowbloom Palace, and Applayer.

This issue covers the July 25 beta release of 0.17q: the final Sands of Time main-story level and boss, multi-round I, Zombie support, Sandbox fixes and keyboard controls, Lantern Imp and Fisherman Gargantuar adjustments, improved constellation linking, and the ParaTranz translation project.

This issue covers the July 17 beta release of 0.17q: the long-awaited Sandbox mode, improved last-loadout behavior, redrawn zombie cards, a Snowbloom Palace level adjustment, a wider Hygro Plantago timing window, and progress on multi-platform builds.

This issue covers the July 10 beta release of 0.17q: the new I, Zombie (IZ) mode, two seed-selection fixes, behind-the-scenes progress on the Sands boss and seed packet art, and plans to move translation work to ParaTranz.