Greetings fellow wizardkin,
Daan & Jonas here with a roadmap update! We've planned our milestones all the way up to release(ish), so we thought it would be a good idea to share some of that with y'all! All of it is in rough order and time estimation, because sometimes we have to swap things around for various reasons, but this will give you an idea of where we are at and want to end up.
Each one of these milestones we will describe will have its own update. Update on what? The PLAYTEST we're planning to re-open. That way we'll be able to get playtesters together to try out the new content and give their feedback, so we can improve it as much as possible before releasing it to the public. We'll announce a date for this later, so keep your eyeballs on this space!

New Playable Character
First and foremost, we're currently working on a new playable character. We don't want to give away too much yet, but those of you in the loop will have a good idea of witch of the unlockable silhouettes we're working on ;)
We're looking to release this update together with the re-opening of the playtest, somewhere end of July if possible.

The Stalker
One of the biggest balance issues with the game right now is the fact you can stall combat encounters to keep upgrading your cards, or stacking Shield so you won't take any damage. It'll make you powerful so you're rewarded for doing it, but it's exceedingly boring and kind of ruins the rest of the run.
So instead of limiting those interactions in a way that would make those cards less interesting, we want to opt for a more unique anti-stall mechanic: the Stalker. This creature will follow you around the dungeon, and if you take too long in a combat encounter, it will invite itself in to come and play.
We hope to get this one out in early August.

Potions
Potions were always meant to be carried around and used in time of need. We just never got around to actually implementing it properly! So this milestone will be dedicated to making an easy-to-use potion system and adding various potion effects to the game, for a versatile run with more clutch moments.
This would also be a good moment to add more Sigils and Cards to the game. We'd potentially roll this update together with the Stalker, but otherwise it'll be out mid August.

Event Rework
Currently, players are not really engaging with the Events in the game all that much. Their effects are not super good, some events are outright negative and usually an elite combat encounter or a shop is just more effective. We've also found that players find the story segments bulky and just skip through them.
We have some ideas of how to tackle this problem. This update would simplify events to binary choices with interesting effects and potentially some drawbacks. We'll also rework the Mirror and the Forge into shops, where you can pay gold for multiple Card modifying services.

Final World & Boss
The Demo allows you to fight your way up to world 3, but we're planning to have an ultimate showdown after that still. This update will be focused on the final area of the dungeon and of course, the final boss. This world will be shorter than the others, and work a little bit differently. No spoilers from us yet!
Hopefully we can get this out by the end of August or start of September.

Thematic Wrapping
At this point, we're polishing the game up. Dotting the i's and crossing the t's, as they say. There some stuff we want to add to make you feel more like a wizard. New menus, transitions between screens, VFX, stuff like that!
And what then?
We launch the game! We have quite some post-launch content planned, as well as localization. But, we can only get to those if the game becomes successful enough for us to afford it. So if you would like more playable characters, an ascension-style system, your native language or mod support, make sure to tell all your friends about Bibidi Bibidi!
Happy casting!
Daan & Jonas