
Boons you can see
Boons used to be a menu. Now they are objects: glass orbs sitting on the floor of the room that offers them, each one showing what it does when you get close. You walk up, hold interact, and a claim effect pulls the orb into you. It sounds cosmetic and it is not: putting the choice in the world means you make it while looking at the room you are about to fight in, and it means the pause screen's boon roster is a record of things you picked up, not a list you scrolled.
Chronomancy and Thorn
Two boons were retired and two new ones, Chronomancy and Thorn, took their slots. Boons are data in the game, so swapping one is a config change, and we expect the roster to keep moving as we watch how runs are built. Related: enemies killed under slow time now hold their fall until the slow ends, which is as satisfying as it sounds when a room full of guards drops at once.
New shrine upgrades
The shrine's upgrade list grew: greater tiers of vitality, swiftness and draw strength for players who are already deep into a run, plus a few economy picks for the gold hoarders. The list is data driven, so tuning it is a config change rather than a code change, and we expect to keep tuning it.
The bow's split quiver
The Split Quiver boon fires a fan of arrows. The fan now tightens as you hold the draw, so a snap shot sprays and a full draw groups. Before, the spread was the same regardless of the draw; now holding the string is a decision.
A typeface for the title
The title, the menus and every plaque in the game now use Morris Roman Black, a blackletter inspired face with enough weight to survive a phone screen. The first paint of the game is the loading card, so the font is preloaded from the page head and blocks rather than swaps: a short invisible title beats a monospace flash that changes shape a beat later. The First Steps tutorial window wears the same carved plaque as the menu, so the tutorial no longer looks like it came from a different game.
Also
- Escape goes back on every menu screen, including nested ones. This was the most requested fix in the feedback we got.
- The quiver refills to capacity when you enter a new room, so the bow is always an option at the start of a fight.
Published on 4 October 2026 with the first batch of devlog entries. Drafted from the project's commit log and decision records with AI writing tools, then edited by Alexis Rivard.