Singular bug fix
Fixed Dirgist so you can random get it as a trait.
Technical data

Fixed Dirgist so you can random get it as a trait.

Last patch had some serious issues and was reverted. This is reverting that reversion. I changed a few things, so please get in touch if this breaks anything for you! Steam forums or the discord on the steam store page.

Just knocking out a couple minor bug fixes. No little sneaky adds this time or anything. Constructive trait gave somebody one shrine only. I thought that seemed pretty foreseeable that shrines could double up, but when I dug into it I learned that I had foreseen it. It was actual

Fixed a few bugs brought to my attention on Discord (thanks gran). Previously enemies of the same type would have the same first turn (and potentially subsequent turns depending on outside rng). Same attack/defense, same tiles transformed, etc. This should be fixed. Seeding and e

Fixed cooldown bugs. Redid the system, let me know if you encounter any weird cooldown stuff!

Minor bug fixes and minor art tweaks. Chaos Portal is now less consistent. It was creating the same tile and is now more random. It may be less consistent for seeding, but realistically the random tiles were not providing everyone the same stuff in 99% of scenarios anyway, and I'

You should once again earn tokens for defeating the first boss.

Some minor updates here! Added seed control. A few caveats- you need all tiles/traits unlocked and it only controls enemy queue, traits, and lattice. Other random effects will cause variance throughout the run beyond those things. You can see your seed while paused in the combat

The Scrappy trait was not functioning quite right. It would not trigger in the top right corner, and may have had other issues. This seems to have fixed it. Also, the achievement for using Obliterate twice in one turn was being a bit too lax in its determining success and has bee

This update is small- I flipped a switch in Gamemaker. I suspect it will increase FPS for most people by a bit. Please get in touch if this patch causes any issues for you. You can respond here or get in touch via the discord link below, or by email to [email protected].

I changed a few visual items in the menu. Nothing groundbreaking. The icons for each area no longer stretch, I separated the actual sword/key/quill from the background and stretch just the background and word instead. The key/chest areas were changed to a solid brown background,

Fixed a few bugs and tile descriptions. Added a new tile, Encamp. The design behind this tile may be a bit transparent- I'm looking to shore up the End Adjacent to and On Drain synergies. Added two new traits for fun. Added a new enemy in the tier before the first boss. Tweaked s

More of the same here. To catch up on the last bunch of descriptionless updates- bug fixes. Mostly. I also added a few reskins for stuff this time and a new player icon. I was having fun goofing around in my sprite editor and tweaked a few of the more boring images. May be a few

Hey guys. Been a while, but I've got some changes here for you. Enemy changes. This one may be confusing for the first few runs... I added two new enemies. A third final boss, and a new tier 2 enemy (as this tier was long and had the least diversity). The confusing part? I actual

Some noticeable changes here: The game window is now resizable. This DOES cause some minor pixel distortion, if it's noticeable and distracting there are still the pause options which can set you to a resolution that should fix it. This is paired with another change: the basic Sw

Added 25 or so achievements. Toss a response here if you encounter any issues. That's the big one. I didn't upload notes last patch, so between that and this, Campfire now is usable again to hit for 6. Still revealed on creation. Also changed Tumble/Fortify/Deadzone wording to 'O

Added a button to disable right mouse while in combat (to the pause menu). Sick of accidentally shuffling and eating a bunch of damage? Turn it off and rely on space bar. Quicksilver Vial- changed from 1 use CD to 1 battle CD. Campfire- removed the hit on use, made it reveal on c

Added a save system. You need to be in the Lattice (tile selection) to save and exit, from the menu. When you reopen Madcap Mosaic, it will load directly to the Lattice. I wasn't sure how possible it was, turns out it was possible. I expect some bugs to have gone unnoticed. If yo

Small patch, though there a few things you may notice while playing. Added a sprite tweak while the red dragon is limiting your movement, similar to the black dragon's. Changed Research's effect slightly in the lattice. Also, I think I made it more consistent? I noticed it wasn't

Color coded Fast/Tips being on or off (and fixed the button effect on one so it looks like it becomes depressed). Added hover over tooltips for the exit/home options in the pause menu. Fixed a big Cyclops bug. Vulnerability tiles were spawning close to the player. I don't remembe