Dev Updates - December Recap
First and foremost, I wish you all a happy new year!
For anyone not following the updates on
Discord, hereโs a roundup of all the small updates I shared during November.
04.12.2025
(Small Spoiler) โ Chapter 4 Character Story Complete
The new characterโs Chapter 4 part is now fully complete... and this one was a massive undertaking. He introduces a surprising amount of new content, including: โข Battle content: The first playable representative of his magic school, the first healing champion, the first healing unit, the first hybrid unit, and two units featuring brand-new mechanics. โข Rewards: Two rewards that are more than they appear, each containing optional background lore that required quite a bit of writing. โข A new location with a few hidden treasures to uncover. โข A new job, actually made of three mini-games. โข Additional scenes, parts of another characterโs storyline.
09.12.2025
Chapter 4 โ Main Story and Testing Phase 2
I couldnโt spend as much time on the game as I hoped these past few days, but I did manage to wrap up the final major scene of Chapter 4โs main story. Iโve also fixed everything reported during Test Phase 1. The Phase 2 build will be sent out to my tester this week and now includes roughly 75% of the chapterโs content. You can expect a Development State update later this month and hopefully even a release window. Iโm getting closer, but there are still plenty of details to polish as well as a few animations to make...
14.12.2025
New Store
These past few days, Iโve been working on the new store. Iโve just published a dedicated devlog about it on Patreon and SubscribeStar. One thing I didnโt mention in that devlog, though: the store doesnโt only let you buy cards. Youโll also be able to purchase the Codex, and it now offers a Rank Evaluationโฆ maybe youโll finally get rid of that old wooden ring โ or maybe not.
20.12.2025
Rank Evaluation
Sometimes Iโm just not satisfied with something โ it keeps bothering me until I scrap it and start over. Thatโs exactly what I did with the Rank Evaluation, and itโs now in a much better place. Iโm currently preparing the pre-launch previews, so youโll soon get a few sneak peeks at what Iโve been working onโฆ itโs getting closer!
25.12.2025
More Finished Scenes, More Fixes, and a New Testing Phase
Iโve been a bit quieter these past few days, mostly due to Christmas and end-of-year commitments. So first of all: Merry Christmas to all of you! I want to take this opportunity to thank you again for your patience and support โ it truly means a lot, especially during these longer stretches without new releases.ย
So, whatโs been happening lately?ย
Quite a lot, actually. The main and largest story scenes of Chapter 4 are now finished and fully tested.ย
Phase 2 of testing is complete, and everything reported has been addressed. Phase 3 began yesterday and currently covers around 85โ90% of the chapter. While that may not sound like a huge leap, this stage is all about polishing: small fixes, adjustments, edge cases, and details.ย
Iโve also started focusing on finer touches, such as reworking and expanding Edโs questions, adding the option to take money instead of cards after bets (useful now that you may already own them all), and refining dialogue reactions based on story order โ so characters wonโt react the same way if youโve already discussed certain topics elsewhere.ย
A lot of ground is being covered, and a Development State update is coming very soon.
30.12.2025
Difficulty Level Adjustments
During Testing Phase 2, I tested the full game from Chapter 1 onward. This step is essential, as many of the recent changes are retroactive, and I want to ensure that nothing introduced in Chapter 4 breaks earlier content.ย
While doing so, I realized the difficulty levels needed a rework. With RNG now significantly reduced, it no longer made sense to maintain separate โeasyโ versions of every unit (which previously existed mainly to lower RNG to near zero). If a player starts on Easy and later switches to Standard or Hard, they should already understand how units normally function.ย
I also wasnโt satisfied with the opponentโs logic in Easy mode, being outright poor. Instead, it should feel competent, but still forgiving โ making reasonable decisions, with occasional mistakes.ย
As a result, Easy mode is now slightly less predictable (some RNG remains, and the AI can make solid plays), but opponents use weaker decks overall. According to testers, this makes for a much better Easy mode experience: it feels like the same game, just far more relaxed and forgiving, which is exactly the goal.ย
Easy mode will also reduce difficulty in skill-based jobs and mini-games โ for example, the Diner now gives you more time to fulfill orders.