
Swinging blades in the corridors
The corridor pendulums got a real model this week: a heavy crescent blade on a chain, hung from masonry slots cut into the ceiling so the mount reads as part of the castle rather than a thing floating in it. The blades retract into the ceiling while a room is quiet and swing once you are through the door. We also removed the knockback the blade used to apply: getting clipped already costs health and a beat of hitstop, and that is enough.
Spike traps stand down
Spike traps now deactivate the moment the last enemy in a room dies. Before this, a cleared room could still bite you on the way to the chest, which taught players to tiptoe through rooms that were supposed to feel won. Traps are for fights. Once the fight is over, the room belongs to you.
Props stop arrows at their own height
A small one with a long tail. Arrows used to fly over a banquet table but get stopped by a bench, because every prop shared one collision height. Each dressing prop now blocks projectiles at its real silhouette: a table's slab and legs, a rack's frame, a stand's post. If you can see over it, you can shoot over it.
Enemy damage, Warden sound
Enemy damage numbers were retuned across the board. The Warden's attacks got new sound effects, so his telegraphs read even with the music up.
Phone buttons, the desktop way
The touch controls were the last part of the game still wearing placeholder styling. They now use the same carved plaque look as the desktop menus and HUD: pressed states, cooldown fills and the weapon accent colours all match what a PC player sees. The dodge ring, the arrow count on the bow button and the ability icons were all redrawn at phone size. The layout editor renders the exact same faces, so what you arrange is what you get.
Also in this batch
- A repeating white cascade runs down every lever you can pull, so interactables read from across a room. Torches went back to their previous look.
- The in game HUD was restyled into a carved cluster with a liquid health bowl and a glow that denies you when a pool is empty.
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.