Polychoron 0.1.1 beta update

This update  brings minor improvements, bug fixes and adjustments to the difficulty curve.

The most important change is the improved line of sight testing. Previously, a patient player could easily lurk behind corners and find shooting positions where the enemy does not see the player. It's still possible but a lot harder. The enemy now shoots at the player even if it only sees a part of the ship. This also fixes the cases where an enemy drone is already partially visible from player's starting position.

There is now an option to draw a white wireframe overlay on top of the maze geometry. This was primarily intended for the mobile version to improve visibility when playing in brightly lit environment but I decided to include it in all versions.

The game's difficulty curve has changed slightly. As the line of sight changes make the game a little harder, the enemy weapon damage and projectile speed now increases a bit slower. Their delay from target detection to shooting decreases faster now but starts higher. Please let me know how these changes feel.

Here's the full change log since beta version 0.1.0:

  • Added a tip about double-tap-and-shoot gesture for shooting in the mobile version. 
  • Increased ambient light and ship spotlight brightness slightly.
  • Fixed wrong titles in video and audio settings menus.
  • Added an optional visible maze wireframe.
  • Removed broken debanding setting in the mobile version.
  • Properly adjust GLES2 renderer lighting for the camera outside level too.
  • Moved virtual shoot button slightly closer to screen center in the mobile version.
  • Added a setting for hiding touch screen control overlays.
  • Use all available screen space for roll control on top left part of the touch screen.
  • Removed confusing red crosses left in place of destroyed drones.
  • Fixed weird colored flashes at level start when global illumination is enabled.
  • Lowered the frequency of emergency repair power-ups on higher levels.
  • Fixed enemies spawning in positions where they are visible from player start point.
  • Made enemies see the player when any part of the ship is visible.
  • Adjusted enemy shoot delays for slightly easier start but faster decrease on higher levels.

This new version is now available here on itch.io. Android version will be soon available on Google Play and the web version has been updated on GotM.io.


polychoron-linux.zip 23 MB
Version 0.1.1 Aug 13, 2021
polychoron-windows.zip 22 MB
Version 0.1.1 Aug 13, 2021
polychoron.apk 29 MB
Version 0.1.1 Aug 13, 2021

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Thank you! It’s way more pleasant to play the game at sunlight with the wireframe enabled. And it’s a good choice to include it in all platforms, since laptops can suffer from the same brightness issue as well.

I liked the red crosses, they were actually helpful for navigation. But maybe it’s just me!

(1 edit) (+1)

I grew to like the red crosses too but they were confusing to many and a lot of new players mistook them for health pickups (that you couldn't pick up).  This was a hard decision.

I tried to come up with an alternative less confusing indicator that would still be visible in the dark and fit the art style.. but none of them fulfilled all three requirements.