This week’s development on Shape Swarm was less about writing code and more about locking in some of the systems that will shape the game at launch.
With the April 14 release date now officially announced, I’ve been focusing on expanding build variety and designing the systems that support longer runs and replayability.

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New Power Concepts
I spent some time exploring a few new power ideas that could open up different playstyles.
Two concepts I’m currently experimenting with are mines and a tethered orb.
The tethered orb would trail behind the player as you move—almost like it’s being towed. Instead of orbiting you like the existing orbitors, it swings behind your movement path and damages enemies it collides with.
This creates a different kind of strategy. Instead of standing your ground, players can weave through enemies and let the trailing orb do the work.
Mines are another possibility. These would allow players to drop explosive traps while moving, encouraging kiting strategies and battlefield control.
Designing the Architect
I also started formal design work on a new class called The Architect.
The Architect will focus on shaping the battlefield rather than just firing projectiles. The goal is to introduce mechanics that allow players to place or generate objects that influence enemy movement and positioning.
It’s still early in the design process, but the intention is to create a playstyle that feels distinct from the existing shapes.
Meta Progression Planning
Another system I started outlining this week is meta progression.
These are permanent upgrades that players can unlock between runs to strengthen future attempts.
Some of the upgrades currently being planned include:
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Health regeneration
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Maximum shield increases
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XP pickup range
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Additional permanent stat upgrades
These upgrades will help smooth out the early game while also giving players long-term goals to work toward.
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Indie Sagas Updates
Outside of development, I also published a couple new articles on Indie Sagas highlighting other indie games worth checking out.
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Steam Indie Games to Wishlist – CYPHER DUNGEON, Awaking Beauty & Blades, Bows & Magic
https://indiesagas.com/steam-indie-games-to-wishlist-2026/
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Fear Friday: Horror Idle Games and Creepy Incremental Indies
https://indiesagas.com/fear-friday-horror-idle-games-and-creepy-incremental-indies/
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Supporting other indie developers is something I try to do regularly, and Indie Sagas has become a great place to spotlight interesting projects across different genres.
Looking Toward Launch
With the launch date set for April 14, the next few weeks will focus on:
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Expanding upgrade variety
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Implementing meta progression
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Continued balance tuning
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Final polish before release
Even though this week was mostly planning and design work, these decisions will shape the direction of Shape Swarm as it moves toward launch.
And now that the roadmap is clear, it’s time to start building.
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Support Shape Swarm
If you enjoy following the development of indie games, you can support Shape Swarm by adding it to your Steam wishlist before launch.
Every wishlist helps the game reach more players and gives it a better chance when it releases on April 14.
👉 Wishlist Shape Swarm on Steam
https://store.steampowered.com/app/2821690/Shape_Swarm/

