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Steam News14 November 20257mo ago

Development News - What's New in Version 0.8

Hadarot's development has been stagnant for a while, but it has resumed after taking a breather.

In this update2

Full notes

Full Hadarot update

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

What changed

0 fixes1 addition8 changes0 removals
  • UI and audio
  • Store
  • Gameplay
  • Balance
addedVisual ImprovementsThe third screenshot is of the menu that appears when you enter the game. There is now a life bar, with coins and keys below it, and the card cost limit is also nearby. As a major new feature, the usual map is in the passive box, which, when you press the button above your active box, will switch to the map, allowing you to see it at all times. (4th image). There are more screenshots to see more of the menu.
changedVisual ImprovementsFinally, I've made some tweaks to other aesthetic aspects of the game, such as some cards, other menus like those in shops, and other details. However, this update will not only contain purely aesthetic changes; the gameplay will also be changed, although not by much.
changedCombat Style and GameplayThe other side of the coin is gameplay. Hadarot was not on the right track in this regard either. Although it has a good number of cards and content, something was missing. Many cards were not being used, some passive cards were not being used either, and the essence I was looking for in the game was not quite working.
changedCombat Style and GameplayI want Hadarot to be a complex game, where you try to fit a strategy with the resources you have, with the combat turns themselves and the decisions to be made in each move also being important.
changedCombat Style and GameplayThat's why I spent all this time reviewing and researching the core of the game. Why does this card work? Why doesn't that one? After a long time, I made some discoveries about the fundamentals of the game, and that's why there will be many balance changes in this update.
changedCombat Style and GameplayIn addition to some important changes to the game cards, I have added and modified some of the current mechanics. There will now be two special chests that will appear after the final boss choice (the balance), as with the special shops, if you go for Satan you will have God's and vice versa.

Hadarot changes

addedThe third screenshot is of the menu that appears when you enter the game. There is now a life bar, with coins and keys below it, and the card cost limit is also nearby. As a major new feature, the usual map is in the passive box, which, when you press the button above your active box, will switch to the map, allowing you to see it at all times. (4th image). There are more screenshots to see more of the menu.
changedFinally, I've made some tweaks to other aesthetic aspects of the game, such as some cards, other menus like those in shops, and other details. However, this update will not only contain purely aesthetic changes; the gameplay will also be changed, although not by much.
changedThe other side of the coin is gameplay. Hadarot was not on the right track in this regard either. Although it has a good number of cards and content, something was missing. Many cards were not being used, some passive cards were not being used either, and the essence I was looking for in the game was not quite working.
changedI want Hadarot to be a complex game, where you try to fit a strategy with the resources you have, with the combat turns themselves and the decisions to be made in each move also being important.
changedThat's why I spent all this time reviewing and researching the core of the game. Why does this card work? Why doesn't that one? After a long time, I made some discoveries about the fundamentals of the game, and that's why there will be many balance changes in this update.

Hadarot's development has been stagnant for a while, but it has resumed after taking a breather. These seven months of inactivity have served to figure out how to resume the project, and I will break down the future of development throughout this announcement. It should be noted that the game will not be abandoned again until at least the final version (1.0) is reached. In this announcement, I will discuss the future of development, my thoughts on the game, and current changes and those planned for the next version, which will be released soon.

Visual Improvements

One area where Hadarot has always fallen short is its artistic style. From the overall aesthetic to specific elements such as cards and other parts of the game, it was a mixture of things that looked good and others that... not so much. I've been focusing on having drawings with the same style (something more ‘digital’) and making everything look more or less the same quality all these months, and I've managed to make some great changes to the game.

As you can see in all the images, now the initial menu, the character selection, and the game screen itself are similar; they all fit together and none of them stand out in a good or bad way. Now I'll show you more screenshots of the game menu and mention the changes.

The third screenshot is of the menu that appears when you enter the game. There is now a life bar, with coins and keys below it, and the card cost limit is also nearby. As a major new feature, the usual map is in the passive box, which, when you press the button above your active box, will switch to the map, allowing you to see it at all times. (4th image). There are more screenshots to see more of the menu.

Finally, I've made some tweaks to other aesthetic aspects of the game, such as some cards, other menus like those in shops, and other details. However, this update will not only contain purely aesthetic changes; the gameplay will also be changed, although not by much.

Combat Style and Gameplay

The other side of the coin is gameplay. Hadarot was not on the right track in this regard either. Although it has a good number of cards and content, something was missing. Many cards were not being used, some passive cards were not being used either, and the essence I was looking for in the game was not quite working.

I want Hadarot to be a complex game, where you try to fit a strategy with the resources you have, with the combat turns themselves and the decisions to be made in each move also being important.

That's why I spent all this time reviewing and researching the core of the game. Why does this card work? Why doesn't that one? After a long time, I made some discoveries about the fundamentals of the game, and that's why there will be many balance changes in this update.

In addition to some important changes to the game cards, I have added and modified some of the current mechanics. There will now be two special chests that will appear after the final boss choice (the balance), as with the special shops, if you go for Satan you will have God's and vice versa.

The angelic chest will give you a passive ability with a cost close to that of the turn and benefits such as life for your cards, your character, more damage... while the demonic chest will give you 3 passive abilities but... with a downside such as making more enemies appear. Risk and reward.

You'll have all this and much more in a week or two, along with more updates on the game's development and a few more announcements. Stay tuned!

-El 7 de Oro

Source

Steam News / 14 November 2025

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