Mechanics: Added dual fights to the game, allowing players to face two enemies at once (only in elite rooms for now).
Map UI: Added inventory button to access and use consumables from the map screen.
Map UI: Removed yellow highlight from nodes connected to hovered node that shows available pathing due to bug with new map generation (I am too stupid to fix it).
Map UI: Made lines between nodes dotted until a path is traveled.
Shop: Added consumables to shop inventory for purchase using gold.
Shop UI: Added inventory button to see consumables from the shop screen.
Battle UI: Added inventory screen to use consumables in battle.
Battle UI: Updated icon for burn effect and enemy attack.
Event: Added a new exiting and addicting event.
Event: Events are now randomly placed on the map and can only be encountered once per run (unique).
Enemy: Added a new lightning enemy with unique mechanics.
Enemy: Added new variations of base enemies that focus on dot.
Options: Added a setting to toggle battle Log, default off.
v0.3.8
09-10-2025
Shop UI: Added a deck view overlay accessible via the deck icon in stats panel.
Deck overlay: Fixed an issue where deck overlay would overflow when too many cards were present, added scrolling.
Deck overlay: Added relics view to the deck overlay, showing all current relics with descriptions.
v0.3.7
09-10-2025
Map: Reworked map generation using Poisson disc Sampling for more organic layouts and spacing.
Map UI: Reworked map ui, new icons and new layout for player stats.
Map UI: Added a deck view overlay accessible via the deck icon in stats panel.
Mechanics: Added gold currency, starting at 50 gold per run.
Shops: Added shop nodes to the map, allowing players to buy cards, relics, and healing using gold.
Relics: Reworked campfire kettle to use the new gold system for tiny shop.
Shop and tiny shop: If any shop is entered with full HP the heal option is replaced with a card of higher rarity.
Shop and tiny shop: Both shops now have scalable card rarity based on map tier.
Bug Fix: Fixed a bug when refreshing on the map would regenerate the map and lose progress.
Bug Fix: Fixed a bug where the map would not scroll to the current node on load.
Bug Fix: Fixed a bug when refreshing during combat would draw extra cards and softlock combat.
v0.3.6
21-09-2025
New Mechanics: Added unique mechanics for all bosses.
Bug Fixes: Fixed a bug where damage over time was not applied correctly.
v0.3.5
21-09-2025
Temporary Relics: Added a system for time-limited relics that persist in battle state, tick down each of your turns, and display with a distinct badge. All relevant combat checks (energy, draw, damage, DoT, turn-block) now account for temporary + permanent relics together.
Relic: Insight Sigil — hovering combat nodes reveals the enemy element (e.g., Fire, Water, Grass).
Bug Fixes:
Fix: Anticipate now reacts to attacks and Burst (charged attacks).
Fix: Anticipate against block now draws correctly.
Fix: Combust Chain triggers properly.
v0.3.4
21-09-2025
UI: Event page shows a tooltip on hover for the offered relic with name and description. Attack/Buff intent chips now display move names and improved tooltips.
Map: Event encounters are unique and can only be encountered once during a run.
v0.3.3
19-09-2025
Cards: Added three new skills — Combust Chain (Fire, Common), Undercurrent (Water, Uncommon), and Blight Alchemy (Grass, Rare).
Cards: Anticipate now reacts to Burst (charged attacks).
Cards: Redirection now triggers on heavy Burst and immediately shows a "Reflect 50%" status chip until the end of the enemy turn.
Cards: Disrupt and Pacify no longer log their effects twice.
Cards: Implemented meaningful upgrades for Anticipate, Disrupt, Pacify, and Redirection; battle logic scales accordingly.
UI: Upgrade Preview now shows correct upgraded descriptions for special skills and the new cards.
Battle: Spyglass intent preview applies to normal fights as well; intent pipeline unified across fight types.
v0.3.2
18-09-2025
UI: Bottom Feeder moved to the hero panel as a compact chip with a tooltip showing the bottom card (name, element, type).
UI: Enemy intent chips now wrap within the enemy panel so long labels fit without overflowing.
Cards: Added visible effect type labels (Attack/Block/Multi/DoT/Buff/Convert/Curse) shown once in the footer.
Cards: Echo Shard-created copies are visually distinct with an “Echo” ribbon and subtle blue glow.
Curses: Added a hero-side “Curses: N” chip with a tooltip listing curse names (e.g., Cursed Coin) for visibility.
Relics: Treasure Sense now always grants a Cursed Coin on pickup (unified in relic add flow); removed a duplicate add from loot handling.
Battle: Fixed a bug where drawing a single curse could trigger the draw penalty twice it now applies exactly once per drawn curse.
v0.3.1
18-09-2025
Map: Seeded random placement of Rest/Elite/Treasure per run and tier; dynamic map generation scales with tier and remains deterministic within a run.
Map: Special nodes are now visible at a glance via badges (⚔️ Elite, ☕ Rest, 💎 Treasure, 👑 Boss).
Battle: Fixed grass DoT from Warden of the Wilds and ensured enemy-applied DoTs tick on the player each enemy turn with proper durations.
Battle: Clarified damage order so incoming damage reduces Block first, then Shield, then HP.
Battle: Burst (charged attack) now shows its damage number inline with a subtle pulse animation.
Battle: Boss/Elite queued intent tooltips now appear below the chips for better readability, no longer overlapping.
Battle: Eliminated duplicate log lines in dev (e.g., DoT applied, Empower fades) by moving logging outside state setters and consolidating buff ticks to end-of-turn.
UI: Loot modal layout stabilized (no hover shift) and compacted to reduce wasted space while keeping previews consistent.
Content: Added a new basic water enemy (Tide Sprite) to diversify early encounters.
v0.3.0
17-09-2025
Added in-combat right-click card inspect with zoom animation.
Inspector closes via backdrop click or Esc for quick review flow.
Fixed refresh edge-case causing opening hand to overdraw.
Improved persistence: enemy/player state, buffs, DoTs, intents now fully restore after refresh (no random changes on refresh).
Unified CardVisual across contexts; adjusted description containment in combat.
v0.2.3
15-09-2025
Draw system overhaul: deterministic reshuffle, one-draw-per-turn guard, re-entrancy lock, and exact-count draws.
Pile reconciliation after draws/discards ensures a card ID only exists in one pile at a time.
Elite/Boss intent queue with multi-turn preview and charge → charged-attack pipeline.
Enemy behavior supports patterns (looping sequences) and weighted intents.
Combat systems: Shield persists between turns; Convert turns Block into Shield (1.5x when upgraded).
Empower buffs reworked to be per-element, stacking, and duration-based; DoT stacks by element with duration refresh.
Relics: start-of-battle and per-turn block, extra energy, extra draw, and element-specific damage bonuses.
Loot: Elite nodes grant an extra upgraded bonus card; Treasure nodes offer a random not-owned relic.
Card polish: unified trading-card styling and fixed description overflow in combat; consistent "+" naming for upgrades.