V0.4.5
- Took some time off - More tutorial dialogs - Various fixes and tweaks

Developer posts and news about this game.

- Took some time off - More tutorial dialogs - Various fixes and tweaks

- More optimizations and fixes on ground shaders - Fixed a bug where text wasn't entirely displayed when skipping a dialog - Fixed a bug when player is too eager to go through some tuto dialogs - Fixed some perf issues

- Fixed a game breaking bug when using Reset All button in the main menu options

- Added a welcome pop-up to mention that the game collects anonymous data on runs - Some more improvements and fixes on ground shaders - Minor changes in UI layout - Updated walls generation system and updated their look in the minimap - Fixed issue where special structures could

- Added a dialog system to play some tutos early game, lots more dialogs to come! - Fixed some more issues with spells' text highlights when fusing gems (still at least one issue remaining, I'm on it). - Fixed a major bug where sometimes the ground visual didn't match the placeme

V0.4.0 - BIG visual rework, since a very talented artist is currently working with me to get the game in a more proper state. Nothing is final yet (and a lot of things are still placeholder), but there are some huge improvements in the environment, some enemies, most projectiles

- Fixed a visual issue with the crimson mist - Updated some effects to trigger them on losing a shield layer instead of getting hit while shielded - Updated Smart Lantern artifact effects - Removed shield on some enemies - Nerfed some epic bosses - Renamed some keywords (preparin

- Fixed a bug where several enemies would spawn on top of each other - Fixed some UI issues (gem slots tooltips & click handling, cards collection borders) - Added a short grace delay after defeating an epic boss - Buffed a bit discard archetype with new spells and tweaks on

- Rearranged some difficulty levels - Added some new effect trigger conditions and effects - Fixed some issues with casting speed modifiers - Improved some stuff related to enemies preloading - Added a bunch of new spells and artifacts - Most of my time recently has been spent on

- Fixed an issue in difficulty 10 that accidentally buffed minibosses.

- Fixed an issue with some enemies behaviors not starting when they should - Fixed some issues with tooltips interactions - Improved several UI details (reward selection, rewards feedback) - Nerfed some enemies and fights - New spell: Pocket dragon - Various small fixes and optim

- Enemies now interrupt their lasers in progress when changing phase - Epic boss fights happen in larger areas - Improved tooltips of auras and item to give remaining time or occurrences before next effect trigger - Fixed an issue with instant damage bonus percents calculations -

- Tons of tweaks as usual - Some fixes - Some new skills and artifacts - Minor improvements - Added a victory animation on the main character when winning

This is a pretty big change gameplay-wise! - Added Shards, a currency that you can get by passing cards or artifact rewards, that are needed in order to activate Altars and Statues. - Tons of tweaks on cards, artifacts, enemies, skills

- Slightly updated red smoke behavior to make it clearer - Fixed a bug in spell Conversion (and renamed it Armageddon) - Various small tweaks - Won difficulty 6 during my tests. This one was pretty hard.