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Full notes
Full Crypts Of Carith update
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What changed
- Balance
- Events
- Gameplay
Crypts Of Carith changes
Over the weekend, I had the chance to showcase Crypts of Carith at Get Into Games – Birmingham, letting people play the game, ask questions, and share their thoughts face-to-face.
Unfortunately, I ran into some hardware issues on the day, but between an older Nintendo Switch build and a slightly temperamental laptop, I was still able to show most of what I wanted.
It was genuinely encouraging to see how players responded to the core dungeon crawling, interaction, and atmosphere, and to hear what stood out to them while playing. Events like this are invaluable for grounding development and seeing how the game feels outside of my own test environment. I really hope I can do more in the future.
It always makes me smile when players are initially surprised by the tile-based movement — but once they adjust, it tends to click. Every movement is intentional, and every action has weight.
Following that experience, I’ve decided to slightly pivot my short-term focus toward polishing and expanding a dedicated demo: The Chapel Cellar.
This demo is intended to be a small but representative slice of the game, showcasing:
A complete side-dungeon from the full game
World interaction and puzzles
Character management
Combat flow and pacing
The goal is to bring this demo up to a releasable state over the coming months, while still keeping the longer-term vision of the full game firmly in mind. Most of the core systems are already implemented, so this focus will allow me to concentrate on polish and cohesion to deliver a solid demo experience.
2026 Roadmap (As it stands)
I wanted to share a very top-down view of my current plan for the rest of the year.
Based on where the Chapel Cellar demo is right now, I’m aiming to have it completed by the end of April, or early May. The hope is to release it shortly after, gather early feedback, and then submit it to Steam Next Fest in June.
From there, the next major milestone would be a first full release around September, assuming development continues smoothly.
I’ll be sharing more updates as the demo takes shape, including gameplay clips and progress breakdowns.
Thank you, as always, for following along and supporting the project.
— EverMoore Studios
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