Our next update will add a wave of content to all regions, adding variety from run to run, and making each one more fun and interesting. No time for deep indie development introspection, the list is too big so here we go!
New Enemies
A new family of beasts has migrated into the wilds and will be threatening the Slorfs journey in every region. Snarps all share the quality of cycling between a normal and mutated state at the end of each turn. Thankfully they are not as fast as a Thrix, but they still require thinking a few steps ahead. Some can be a nuisance, others downright terrifying.

Listed below are the Snarp varieties you will face, and what horror their mutations bring. From left to right in the image above:
Thorn Snarp
Least dangerous of the snarps, but does require some careful positioning to deal with.
Mutation: Protective spikes emerge from its hide, giving it thorns
Presto Snarp
Not very dangerous, but on top of the speed boost, it's attack has stepback. So be ready to chase it all over the map.
Mutation: Gains 2 action points
Raging Snarp
Slorfs should prioritize downing this enemy as its mutated attacks are extremely dangerous.
Mutation: Has a meltdown and gains 3 attack damage
Gravity Snarp
Not too threatening on its own, but can be a major nuisance while grouped with other enemies
Mutation: Emits a gravity aura that increases food costs of cards by 1
Ghoulish Snarp
Scary just based on its stats, and if not handled correctly can heal away all of the Slorfs hard work.
Mutation: Becomes possessed and gains lifesteal
Liminal Snarp
The most deadly of all, when you see one sit up in your chair!
Mutation: Phases in between dimensions and becomes invulnerable to damage
New Clearings
Many new clearings, or reworks of existing clearings have been added to progression. The goals were early game variety and adding some more interesting twists and challenges to the later regions.
Day 1
The first day lacked variety, with no meaningful difference in enemies or rewards. Now there are 3 unique layouts, and a wider variety of enemies that can show up. Also, the mix of XP and sticks available can vary slightly, opening up some new early possibilities and considerations

Day 2
We added a third layout type, and also added a twist. Each clearing on day 2 now has a low stakes press your luck challenge for an extra 2 XP, for some extra fun early on.

Shrine Challenges
More shrine (Triobelisk and Conjuring bowl) clearings have been enhanced with an extra puzzly challenge to gain access to those rare cards.

User Interface
Many improvements to UI and quality of life are coming in the April update
Tooltips
Replaced old implementation with one more robust and with better performance
Overhaul of the layouts and font colors/sizes so info is easier to digest
New info that was obscured before is now surfaced, like more details on turn behaviors
Added the ability to hide tooltips while holding the left shift button

Quality of Life
Upper menu now persists and highlights which screen you are in, back button made consistent
Updated the blunt and pierce icons to relate better to the armor and evade that they overcome
Hovering over enemies now previews their possible movement and attacks
Height rules are now explained in the trial by the Elder
Final thoughts
This update is undergoing final testing, and will be releasing within the next few weeks. Of course, there are also bug fixes and tuning included in the patch so stay tuned for the full notes.
Thanks for playing ZOR!
- Clint and Gavin
