Patch notes for the games, the reasoning behind design decisions, and the occasional studio post. Newest first.
Nine greater boons to win in Challenge Mode, the shrine becomes one skill tree, touch controls designed for thumbs, new fireball and force push effects, and a Warden you can read.
Swinging blades in the corridors, spike traps that stand down once a room is cleared, props that stop arrows at their real height, and a mobile HUD rebuilt on the desktop's carved plaques.
Before a single design decision, the second game got a repository, two deploy environments and a landing page. Why we build the road before the house.
Boons now sit in the world as glass orbs you walk up to and claim. Chronomancy and Thorn join the roster, the shrine learns new upgrades, and the menus get a proper typeface.
Two weeks of combat work: aiming, blocking and guard strain, executions inside combos, corpses that stay dead, a leaderboard podium and a back button that finally goes back.
Two banners, both on screens where nothing is being played, and a written promise about what will never appear over a fight.
What you do after the credits. Stackable curses, randomized rosters, a Warden cameo, and a stashed account so your main save is never at risk.
The three rules the studio is built on, and what each of them cost Wardenfall in cut features.