Fablelight Development Update, What's Next?

A little over a week ago, Fablelight was featured at Trials of Olympus 9 for its first public tournament appearance.
The goal wasn't to prove the game was finished.
The goal was to answer a much simpler question:
Can this actually work?
The answer was a clear yes.
The event gave me exactly what I needed: real feedback from real fighting game players.
Since then, I've been working through that feedback and putting together a new pre-alpha build focused on improving the overall experience. Blocking has been redesigned, meter gain has been refined, Granny's infamous turret has received a long list of fixes and nerfs, controller support has begun, and the overall presentation of the game is becoming easier for new players to understand. The game is still very early, but it is already in a much stronger place than the Olympus build.
So when will Fablelight return to tournaments?
Not immediately.
Olympus 9 taught me what needed work. Right now my focus is on three things:
Stability
Presentation
A proper demo
The next time many players see Fablelight, I don't want it to feel like "the same prototype with a few fixes."
I want it to feel like a major step forward.
That means continuing to polish the game, improving onboarding, refining combat systems, and making the overall experience more approachable for people who are seeing Fablelight for the first time.

Looking Beyond Lexington
One of the biggest lessons from Olympus wasn't just about the game, it was about the community.
Over the next few weeks I plan to continue sharing builds with testers, streamers, and members of the fighting game community while also attending more local and regional events.
That means visiting new scenes, meeting new players, and gathering feedback from people who have never touched the game before.
The goal is to make sure Fablelight isn't only improving in a vacuum.
If you're in the area checkout Olympus 10: https://www.start.gg/tournament/trials-of-olympus-10-ft-gbvsr-mbaacc-vf5-xrd-and-more/details
To everyone who played, sent feedback, reported bugs, tested builds, or simply followed development:
Thank You
