The Illustrated Edition is here, and it is free
This is the biggest update The Spirit of Twelve has had. The whole game has been redrawn, from its first scene to its last, in story mode and the Endless Trial alike. Nothing to buy, no DLC, no remastered edition: if you own the game, you already have it.
One world, one hand
Every location is now a single illustrated cutaway: a slice of the world lifted out and set down in a painted sky, with two walls taken away so you can see inside. The throne room, the wizard's workroom, the farm Lily grew up on, the fishing village, the sea cave, the ruined cathedral, the fallen capital, the island, and the ring of twelve stones the story ends on. Fifty-one scenes, sixty-four backdrops, one style: ink line, flat colour, one light.
Everyone, redrawn
The whole cast has been redrawn to match the world: 47 characters, 61 dialogue portraits, 32 combat poses. Many characters now have more than one face, and the game shows a different one when a line is hard than when it is kind. Belor changes as the fight against him turns. Everyone stands at a true scale against the doors and hearths around them, and people further back stand behind, and a little smaller than, the people in front.
Every card has its own picture
In 1.1 a hand of five cards was five copies of one face. Now all 116 cards carry their own illustration of the action itself: an arrow in flight, a shield driven forward, a flask of fire, and each of Lily's eleven guardian Invocations as its own standing stone.

Fights on real ground
The four battle arenas (mountain pass, sea shore, ruined city, island grove) are each drawn in day, dusk and night, and the finale is fought inside the ring of stones itself. Story battles take the light of their moment: sunset on the plains, night in the storm. Heroes and foes face each other across the slab, lunge along its diagonal, and every Invocation has its own signature effect, so Wrath no longer looks like Storm.
A world that breathes
Dust turns in the light from the windows. Lamps, candles and heart hs breathe. Moths circle the night lamps, fireflies drift over the dusk grove, smoke rises from the chimneys, and the ruined capital still burns on the horizon. Rain rings the puddles and light glints on the water. Nothing lives on the island; its silence is part of the story. All of it sits behind one switch, Settings, Motion and Light, if you would rather the world held still.

The Endless Trial, under living skies
The Trial was redrawn with everything else: new arenas, your champion's own face everywhere, an illustrated route scroll, ink icons for relics and nodes. It also gained something the story does not have. Every Trial fight now rolls its own weather, and you feel it as well as see it:
Bright sun: both fighters +1 to hit
Rain: both -1 to hit, burns tick lower
Thunderstorm: both -1 to hit, and lightning can strike either fighter
Gale: the wind steals 1 damage from every blow
Mist: nobody can see, -2 to hit for both sides
Ash-fall: embers on the air make every burn fiercer
Blood moon: the enemy hits harder
Starlight: a calm night that mends you 1 HP a turn
Fair and Overcast: just the sky
The arena climbs through its light as an act goes on: day on the early rows, dusk past halfway, night for the boss. Weather is fixed by the run's seed, so a resumed fight keeps its sky and every Daily Trial player fights under the same weather. The numbers on every card include it, so nothing is hidden. One honest note: this changes the Trial's rules, so scores from before 1.2 were earned under different skies. The boards stay as they are; climb them again.

Also in 1.2
The four region maps redrawn as illustrated charts, and a new title screen
Illustrated shop, reward, deck, bag and Chronicle screens
Full d-pad controller play in combat and Settings
Story choices with consequences: spare the commander, or do not
A hidden-cache screen that shows you where you found it
Fixed: quitting during the closing narration of the epilogue could reject your save when you came back. A finished journey now stays finished.
Your saves carry straight over. A 1.1 save loads exactly where you left it, in the new world.
Thank you for playing. I wanted this game to look the way it always deserved to, for everyone who took a chance on it.
Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand.
