The devlog
Notes from the road
one short, honest note per patch — real numbers, real reasons, side effects included. newest first.
- Your sealed cards have been fighting with a hand of traits drawn after their run was already over. Today they got the one they actually played.
- Polish day. The game looked at a folder of its own screenshots and didn't like all of them. Also two real features snuck in the door.
- The game got a place to come back to, a reason to come back weekly, and a record of everywhere you've been.
- The game spent its whole life named after the one place the main run never goes. Fixed: welcome to The Long Road.
- Yesterday every hero in your party was somehow your own descendant. Today one of them is, and the other two are strangers who came for the road.
- Your heroes now have grey eyes, a broad build, a name history picked at random, and a chronicle you can hold a finger on to read.
- The fight finally looks like a place instead of a form.
- A day under the magnifying glass: the whole battle engine got audited, sixteen real bugs came out, and something was sunk in the pond.
- A day spent reading the fine print. The final fight couldn't be started, and the last shop had been stocking the wrong shelf.
- The run now makes a promise at the fifth fire, packs against the weather at forty-one, and keeps the storm for last.
- The stopwatch is dead, the dice are honest, and your heroes have started dreaming.
- The elves are finally holding their bows the right way round.