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A member registered 39 days ago · View creator page →

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Thank you for such a detailed run report, and well done reaching the extra lower bar on your second try! Good to hear the current and next charm preview helps with planning. We have noted that charms can slip away while you are still thinking a move through.

Thanks again for the notes, Zhaernon: they shaped Beltmoor 1.3. Each line can now hire a foreman who keeps it balanced from that line's own sales (he takes a small wage), and an amber SLOW tag shows which part holds a line back, so you are not hopping between upgrades all the time. Orders now wait on the board until you take them, their clock starts only then, and they pay the same share of the factory's income on every line, so a lucky Moonstone order no longer decides a run. Medals for gold, silver and bronze times are in for the speed runs. We would love to hear how the new pace feels!

No worries at all, and thank you for asking instead of assuming. Happy digging if you give the burrow a try!

Thanks for the detailed notes! A Moonstone rush order really is the jackpot. Fair point on the pacing and the constant switching between upgrades; we have noted it for the next Beltmoor update.

That is a quick Grand Engine! Thanks for sharing your run. Beating your own best time is exactly what Beltmoor is about.

Thank you, Pedro! Glad you liked it.

Thank you again, newg. You were right, and it changed the game. Tidewick 2.0 is live: every island after the first is made for your save – five new kinds (pine isle, basalt stacks, coral lagoon, frozen skerry, storm cape), each with its own shape, weather, music, a twist, a landmark and three feats. Lighting a lamp earns Sea Charts: twelve lasting upgrades with real choices, and later islands go faster. Your old save carries over. We would love to hear how the new islands feel!

Thank you for playing it three times and for the honest note! You are right: today a restart only raises the percentage and gives you the same island again. We have noted it and will look at making each new island worth it, with a different layout and a small lasting bonus for the next run. Thanks again for the feedback.

Thanks for stopping by. To be open about it: the code was written with AI assistance, and we reviewed and tested every part of it ourselves. All the art and sound in Burrowvane is drawn and synthesised by code; there are no AI-generated images or audio in it. Totally fine if it is not your kind of game.