Been working on the new update, and the good news is that it will be coming early next week. This will actually be the 0.1 update, since both the Towers and the Temples will be in a mostly-complete state.
As I work on the next update, Art Update 1, I will of course be doing some improvements, balancing, and the like to the towers and temples, as well as the nests and lairs.
The first thing I did this week was add dead-end indicators. Perhaps this isn't the "best" way to do things, but if the game were first-person (or even third-person) it would be abundantly obvious that a hallway terminated without branching off. I thought this would be the most appropriate way to do it. It's subtle, but obvious that it becomes second nature to discern.

The slight texture change indicates the dead end. Hopefully it's obvious enough that players can learn this mechanic.
Then I added keys and doors, which were kind of a pain because I hadn't planned ahead enough to allow items and NPCs to spawn in hallways.

Every key is gold colored, regardless of what they're made out of.
Keys fit into locks of a matching type. They *should* be guaranteed to spawn in a way that is "solvable," i.e., you can navigate to the exit by collecting all the keys and unlocking all the doors, and there *shouldn't* be instances where keys are trapped behind doors of the matching type. However my math could be wrong.

I quite like this tile.
Now all there is to do is add a few monsters roaming around and a little bit of loot to collect, and I will ship the update! Update will drop probably Tuesday or Wednesday, depending on how fresh I'm feeling. Remember to email any questions, comments, and prayer requests you have to [email protected].
