DEVLOG — Update 0.01.04
Dear Handslayers,
Update 0.01.04 expands how enemies interact with the player, introduces a progression resource for hero re-rolls, improves battle readability, and brings a large visual and audio pass to Handslayer.
The main focus of this update is making enemy abilities feel like actions happening on the battlefield. Instead of their effects silently appearing in the calculations, CPU abilities now have a dedicated Trigger Phase with clearer timing, presentation, and feedback.
This update also adds Hero Tokens, new card-manipulation abilities, difficulty-based enemy scaling, additional tutorials, improved UI feedback, and a broad balance pass across the game.

CPU Trigger Phase
Enemy abilities now trigger during a dedicated phase after cards are dealt and before the round begins.
Each ability is presented one at a time. The responsible enemy is highlighted, the ability is announced, and its effect is shown before the next ability starts. This gives players time to understand what changed and which enemy caused it.
The new presentation includes:
A Trigger Phase banner
Enemy spotlight and source indication
Buff and debuff projectiles
Charge, flight, impact, and particle effects
Dedicated trigger sounds
Delays between abilities for better readability
The projectile system was also reworked so effects travel along a curved path, randomly bending left or right. On impact, particles burst upward before falling back down.


Jump into the updated demo and experience enemies that finally fight back.
As always, thank you for playing and for the feedback that continues to shape Handslayer.
– Odd Dragon
