The new demo:
Porting the game from Electron over to Godot was more work than I thought - but it was the right call. Everything feels more stable, both playing the game and developing it. And apps like Cursor make switching code language pretty darn fast, even for a n00b dev like myself.
So what's new?
I basically ripped out the inventory and dialog systems. The former felt too clunky and involved for such a passive game - and the latter just didn't deliver enough value and was an active barrier to more translations and just a maintenance nightmare in waiting.

What do we get instead?
Collecting loot now simply levels up the gear on your heroes. Every hero has 3 items that define their individual strengths and weaknesses. Collecting e.g. a sword levels up ALL swords on all heroes and when all items on a hero have levelled up, the hero does as well.
There's also artifacts now - loot drops that range from rare to super rare. Those are unique and give you global bonuses like "10% gold drop".
So overall I leaned away from "involved micro managing" and into "passive idling with the occasional dopamine hit from collecting things, seeing a new monster, unlocking a new hero, etc.
I'll see you on the other side of Next Fest, and we're still looking at a late November release for the full game!

