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January was a big month. The game went from a basic combat loop to something that actually feels like a roguelike. The intermission phase is in, with a pub where you hire recruits to join your warband and spend coins between waves. There's a proper inventory system, run augments for things like permadeath and permahealth, and a first-time experience flow with language selection.
On the combat side, the Ranger commander is playable with throwing knives and a double arrow shot, and the Fire Wizard is in with fireballs and a fire torrent attack. Spell tiles are working across fire, ice, poison, and electric types. The queen bee boss fight went from nothing to a full five-phase encounter in a few days, which was a fun one to build.
I spent a fair bit of time on world building as well. There's a world map, lore documentation, an opening cinematic script, and an unlock ceremony system for revealing new characters. Seven new warband recruit types went in, bringing the roster to a point where team composition actually starts to matter. The bones of the game are feeling solid.