This month wrapped up a lot of things! Among some unsavory things happening in my personal life and one hefty to-do list, I managed to get through it all. Originally, prey was planned for the next update, but I moved it over to this one because I felt patrols and prey were a realistic thing to have in one update. Thus, let's begin with patrols. Patrols now exist, there are of two types currently: Hunting and Territory patrols. The two don't differ much for now except that Hunting patrols bring back prey to the prey pile, whereas Territory patrols don't: that's next update! You can add an infinite amount of foxes to a patrol and the more foxes on a patrol the more likely it is to succeed. Foxes will generate in one general location spread out from one another and will stand until they must leave, in which case they will pathfind off the tile, back home. You can also watch them leave for the patrol once you send them out. Now onto prey... It was tricky and there's still some fine tuning to be done, but nothing that breaks anything. There are two types of prey: Land and flying prey. Flying prey can be spooked off easily and will fly off the map tile. Land prey will run off the map tile if spotted. Both have idle animations and wander randomly, as a real animal would. In the future, I hope to add fish prey as well. Finally, the prey pile stash. The prey pile stash is a tree trunk in the middle of the skulk camp that fills with prey as it fills with prey units. Prey units are achieved through hunting patrols, and foxes consume off of this prey pile daily. This truly has been a lot of hard work and effort, and I feel I spent a lot of this time contributing to our website, rebrand, and establishment as a brand rather than working on the game. From here on out, though, I can focus fully on the game. Next update brings some fun stuff. I hope to begin adding an actual changelog next time rather than this dev-bloggy posts!