The game mechanics for using the new Forsaken Punishers are all finished and coded, so all that remains there is to write the flavor text.  I expect this part to go pretty quickly, so that should leave me plenty of time for the other additions I've been hoping to implement for this update.  The game still doesn't communicate some things very well to the player, and I have some ideas to fix that.

One recurring problem that people run into when playing the game is that they end up wasting Evil Energy on a Commander which isn't strong enough to make progress on breaking the Chosen.  It's simple enough to load your last save when that happens, but ideally, the game should help you figure it out in advance.  I'm working on a system that will compare your current Commander to the enemy's corruption level in order to guess at whether it'll be able to do anything.  Whenever you have a Commander bought, the "tips" line in the shop will change to an "analysis" line that warns you if what you've bought seems weak or otherwise unsuitable.  If you have a "Favorite" Forsaken set, then the tip will come in her own words, which should be pretty entertaining depending on her personality and corruption level.

I also frequently get questions about what level of trauma is required for each tier of sinful downtime action.  Because the Chosen look at each other's preferred downtime actions before choosing one for themselves, there isn't a simple formula that the player can look at when deciding how much trauma they should aim for.  But I'm working on adding an extra bit to the downtime summary which will show just how close the subject was to picking the next-most-sinful downtime action.  This should make it clear whether you're close to hitting the next level of EE income or whether you should plan on remaining at the same level until you get some more upgrades.

My main focus is still on fleshing out the gameplay itself.  But if it's possible to make things a little more player-friendly along the way with little improvements like this, I'm hopeful that the game can become a little less frustrating and more accessible to new players.