Hey everyone! Still heads-down finishing the demo—it's coming together nicely and feeling tighter every day. The core loop is getting that addictive roguelite flow: tense torch management, bloody merc shootouts, and satisfying progression. Here's what's new since last update:
🔹 Visual Polish: Added a bevel shader post-processing effect—leaning into that classic Gameboy-era pixel art fantasy, but with fancier depth, glow, and VFX for a moodier, more immersive dungeon vibe! 🖼️
🔹 Gameplay Tuning:
Balanced damage, healing, and drop rates for smoother, more rewarding runs (drop system is now way more customizable!).
Enemy tuning + refactored spawning—waves hit harder but feel fairer.
Stats overhaul for deeper build variety.
🔹 Player-Friendly Improvements:
Journal is now super helpful! Entries unlock as you encounter new things—gentle tutorials on mechanics, what's happening in your run, and subtle lore hints without overwhelming you.
Shop & black market tweaks—more meaningful choices.
🔹 Under the Hood: Heavy refactoring on enemy spawns and systems to keep everything stable and set up for faster future updates.
The demo is my main focus right now—aiming to make it as polished as possible before sharing. Feedback from wishlisters is gold for prioritizing what comes next!
Thanks for following along—more progress soon! ❤️
