The changelog may look small, but a lot of work went into this one. I decided to jump into it, put on the pixel artist hat and make the animations for monsters myself… the game looks much more alive now! The last version was also a bit too easy, so I had to address that. Finally, attack spells are much much cheaper now, so I hope the magic-user classes are more powerful now.

Another visible change is the return of the “Portrait” mode for mobile, it seems a lot of people liked it, since it allows seeing the map and the object inspector all the time, and it can be used with a single hand. I still like more the more compact Chibi UI, but I understand it’s a valid choice if your screen is big enough!

Gameplay

Reduce MP costs for spells GREATLY.

Remove intrinsic “noise” penalty for Paladin and Barbarian

Reduce chance of enemies alerting nearby monsters

Reduce strength of alerts by enemies (their cries for help now reach less rooms)

Increase HP for deep enemies and bosses

Add more enemies per floor on deep floors

User Experience

Idle animations for all enemies and monsters!

Added back portrait mode for mobile

Bugfixes

Fix crash when using brewed potions while hallucinating

Fix issue with some actions breaking the flow when on chemistry mode

Steam and iOS versions

I keep shortening the list in order to make this happen more quickly. Right now it’s down to two items:

Idle animation for player. This isn’t simple since it requires building the animation frames dynamically based on what the player is wearing.

A new trailer, I will remove the animation sequence and replace it all with pixel art footage from the game.

Merchandise

Production of Dumeril statues and the new t-shirts is still halted. I haven’t been able to push neither of these forward, I’m investing whatever little time I have directly into the game development.