Added
the full game is out. It goes on past the demo's edge: the rest of the city, the vault beneath it and the road beyond, all the way to an ending, with 36 tier-3 classes to awaken, enchanting for your blades, and 212 discoveries to fill the legacy tree.
every hit in a fight now looks like the weapon that made it. Cutting, crushing and piercing weapons each strike their own way, shots fly to the target, and the wand, staff and charm each cast differently. Plain tier-1 weapons stay simple ink, so colour is something a weapon earns.
in the full game, an enchanted weapon's element changes what its hits do: flame climbs, decay drips, earth bursts up from below, vines grow, wind circles the target and force stamps it.
cards react to how a hit landed. A big hit knocks a card further than a scratch, armour gives a short metal rattle, a spell shield gives softly, and arrows stick in the card and fall out, or bounce off armour and shields.
heals, drains, blocks, thorns, poison, bleeding, burns, rage and crits show their numbers right on the effect, instead of in floating text over the table.
the effects adjust to your computer. If frames start running late, the game thins the effects out, and on a machine that still can't keep up it drops the particles altogether. Hit flashes, recoil and numbers always stay. With reduced motion on, you get the numbers and the flash only. Busy tables also run a bit smoother than before.
a Discord button in the main menu opens my Discord server, where you can talk to me about Soulstack.
in the full game, if you played the demo on the same computer, the first start asks whether to bring your demo save along or start a new game. Starting a new game is recommended. The demo keeps its own save either way.
in the full game, there are 100 Steam achievements: one for each class, each good tier-2 weapon and each oddling, and more for growing and naming your companion. Anything you've already done in a save unlocks when you load it.
many more lines are rewritten in plainer words, mostly at the awakening, on the first story cards and, in the full game, on the enchanting table, which now says plainly what you got (“A perfect fit!”, “Wrong essence for this blade. It came out worse.”).
Fixed
the type tag on weapon cards (melee, ranged, magic) stayed in English in every language.
a few lines described things that don't happen, like the Enchanter warning that some pairings shatter. They match the game now.
in Russian, headings and names no longer Capitalise Every Word the English way.
