Devlog
One entry per version, short and for players. The same text goes to the Discord on the day it is published
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The fight turns sideways, and the doors open
The battle now runs across the screen: your squad stands on the left, the enemies on the right, the heroes look at their foes. It reads at a glance and leaves the top and bottom of the screen for the game around the fight
The whole interface has been polished: the step panel over the board, the shop in its spotlight, the stash, the hero and mob sheets, the battle timer with its marks of Exhaustion
Scorn Burning Horn is the first hero brought to life with frames from video: he runs, strikes, falls and rises again
And the doors are open: this site with the sign-up for the free closed beta, and the Discord where the news and this devlog will arrive first
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The whole catalogue and the top of the Spire
All hundred heroes are in the game, one for every pair of ten peoples and ten callings. All hundred mobs of the ten lands with them, including the guardians and the bosses with their phases
The hundred perks and the hundred relics are complete, cursed ones and boss relics included, and forty text events with choices wait along the road
The road now reaches the top: the Keymasters, the Voice of the Mirror and the Empty Mirror itself on the last three floors. After it the Descent begins, floors that keep going with a mutation every five of them
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The Lantern remembers
A lost run is not a lost evening anymore. The Lantern gains levels, fifty of them, and remembers new heroes, items, perks, relics and lands after every run
The Homestead at the Lull station gives small starting bonuses for each Lantern level. Twelve Filters change the rules a run starts with
After the first victory the Thickening opens: twenty steps of difficulty that stack. Sorties with their quirks and a daily run with a shared seed are in as well
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The map, the shop and the road through an act
The run has a map now: twelve columns of branching nodes, a fight in the first, the guardian of the land in the seventh, a rest in the eleventh and the boss in the twelfth. Between them bazaars, workbenches, chapels, caches, signals and events
The hero shop works with its shared pool: five heroes on the counter, a refresh for two salt, freezing for free, interest on what you save
The run saves at any node of the map. Quit, come back tomorrow, carry on
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A hundred items, and nothing goes to waste
All hundred items are in the game. Ten components, any two of them combine into an item, two of a kind into a reinforced one, and a spark of Eru wakes a legendary. Artifacts of the bosses wait for their bosses
The first thirty perks with three ranks each: two copies merge into the rank above. Perks move freely between heroes between fights
The first twenty-five relics for the whole squad, the ones you can find from the very first run
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Heroes that grow, and the first twenty of them
Heroes now grow the way the game promises: Strength, Agility and Intelligence, levels up to 100, ability ranks that open with levels, three copies into two stars and three two-star copies into three
All twenty synergies work: ten peoples and ten callings, with thresholds at two, four and six on the board
The first twenty heroes are in: the Dam Folk in blue overalls and yellow hard hats, and the Climbers with their ropes and leaf armour. Scorn Burning Horn, the first hero drawn in ceramic planes, moves in the game, animated from parts
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The first fights at the Great Dam
The battle is in the game. Up to ten heroes against up to ten mobs, every rule of the fight working as the design says: armour and magic resistance, mana that fills from blows, abilities, statuses from Burning to Freeze, summons and auras
The first land has its inhabitants: the ten mobs of the Great Dam, from the Haze-touched linesman to Tarvin, the Torn Sluice, with his phases
Every fight is fair and repeatable: the same squad against the same enemies plays out the same way every time, so any fight can be watched again exactly as it went







