It's version 134 today, with a few new things shipped in and a lot more work to do still.

On a call today, with a friend who also makes games (with great success!), I said that we're still busy with the user interface, which we work on for weeks. And he said that our game is, essentially, all about the UI, so it's not surprising and we shouldn't try to rush it.
In January 2026, there will be an event on Steam, where Gremlins, Inc. will participate. Our goal is to have the demo of the Card Game out as well. We'll see if we meet the deadline.

To give you an idea of the sort of things we polish these days:
* If a card has conditions that may not exist on the table (e.g. "steal resources from your opponent" –> your opponent must have at least something!), we want to show it dimmed, with a crossed-out icon of rules and a prompt that says "this card cannot be played: lacking conditions".
* When you lock a card on your hand, and it has multiple uses (play for action, or add as a resource, or use it to start a fake project), we want to indicate these uses with a special icon, focusing your attention – without dimming the rest of the screen (which would be too much of a change).
It's a balance between suggesting to players the actions they can take right now, and not changing the whole UI each time you lock a slot or a card. Fingers crossed, we manage to find the balance.
