v0.13.0 — The Poolrooms
Play it now: aebrer.itch.io/deep-yellow
New Features
- Level 1: The Poolrooms is now accessible from the Lobby. Find a wet tiled stairwell and descend into the submerged corridors.
- New level architecture: Room-based poolrooms with white ceramic tile, shallow walkable pools, and blocked deep-water hazards.
- Three new enemies:
- Sodden — slow, resilient waterlogged humanoids that drag themselves through the shallow pools.
- Drowner — dark submerged figures that ambush from deeper water.
- Ambassador — a rare, tall ethereal silhouette that flees when observed too closely.
- Destination-aware stair routing — every stairwell now has an explicit route definition. The tutorial leads to the Lobby, the Lobby leads to the Poolrooms, and the Poolrooms lead back.
- New textures and lighting — Poolroom-specific floor, wall, ceiling, and water textures, plus recessed cyan ceiling fixtures with organic entropy-locked flicker.
- Auto-explore visited-stairs tracking — stairs you have already approached are skipped during auto-explore, preventing ping-pong loops.
Improvements
- Border hallway cutting now preserves water tiles and exit stairs when carving connectivity between chunks.
- Dead entity cleanup now correctly removes entities from SubChunk storage on all levels.
- Exit stair decals now render with proper depth testing and no z-fighting.
- Level 1 environmental entities have poolrooms-appropriate examination text.
Bug Fixes
- Fixed a case where Level 0 stairs to the Poolrooms could overlap with light fixtures and become invisible.
- Fixed entity spawn overlap prevention so enemies cannot spawn on generator-placed exit stairs or other pre-placed entities.