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Steam News29 April 20262mo ago

Devlog #30 | Compendium, steam summerfest, ui updates

Hey everyone! In this one, another friend of mine playtested the game, and he finished it even faster. Mostly because instead of spending all his time criticizing every little thing, he actually played the game.

Full notes

Full Alchemist update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everyone!

What changed

1 fix2 additions3 changes0 removals
  • Fixes
  • Events
  • UI and audio
  • Gameplay
fixedHe wasn't really testing it - he was just playing through it. Unfortunately I didn't record it, but yeah, he cleared it faster, and found almost all the same issues the first friend did. So we decided to definitely rework the first puzzle, and fixed a bunch of bugs - things like textures not loading, NPCs acting dumb, you know the usual.
changedI also made it so time doesn't pass while the player is in a tutorial, talking to someone, or in any event where time just shouldn't be moving. For now this applies to dialogues and the tutorial specifically
addedThen I did some more visual work - updated the fonts, and added proper dialogue formatting. Now it shows the NPC's portrait, their name, and the actual line of dialogue, all laid out nicely
changedAlso polished up some of the older UI elements, but that's more of a minor post-playtest fix kind of thing
addedAnd I started working on a new mechanic - or rather, implementing one. It's not really a mechanic, more like a guidebook. In-game it'll be called the Compendium , because it sounds cool
changedIt's basically the player's guide - they can read about what they've researched, learn the basics of different mechanics, and so on. Right now it shows all unlocked research entries, and has two tabs: one for spell settings and reading available spells - eventually only unlocked ones - and the same thing but for potions

In this one, another friend of mine playtested the game, and he finished it even faster. Mostly because instead of spending all his time criticizing every little thing, he actually played the game.

He wasn't really testing it - he was just playing through it. Unfortunately I didn't record it, but yeah, he cleared it faster, and found almost all the same issues the first friend did. So we decided to definitely rework the first puzzle, and fixed a bunch of bugs - things like textures not loading, NPCs acting dumb, you know the usual.

I also made it so time doesn't pass while the player is in a tutorial, talking to someone, or in any event where time just shouldn't be moving. For now this applies to dialogues and the tutorial specifically

Then I did some more visual work - updated the fonts, and added proper dialogue formatting. Now it shows the NPC's portrait, their name, and the actual line of dialogue, all laid out nicely

Also polished up some of the older UI elements, but that's more of a minor post-playtest fix kind of thing

And I started working on a new mechanic - or rather, implementing one. It's not really a mechanic, more like a guidebook. In-game it'll be called the Compendium, because it sounds cool

It's basically the player's guide - they can read about what they've researched, learn the basics of different mechanics, and so on. Right now it shows all unlocked research entries, and has two tabs: one for spell settings and reading available spells - eventually only unlocked ones - and the same thing but for potions

Anyway, thanks for watching! Drop some activity down below - likes, dislikes, comments, all of it. See you next time!

Source

Steam News / 29 April 2026

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