Update log
Full Hunter's Hand update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Gameplay
- Fixes
- Maps
- Performance
- Events
Thanks again to everyone playing the demo and sharing feedback, it’s been incredibly helpful in shaping both the direction and feel of the game!
This week’s update focuses on a major overhaul of the Threat system, alongside UI refinements, new gameplay interactions, and general polish.
A lot of this work lays the foundation for future content, with Threat now becoming a much more central and reactive system.
Threat System Overhaul
Threat has been significantly expanded and is now integrated across enemies, rewards, and encounters.
Threat is now colour-based, tracked via a dedicated system
Refactored into a new ThreatManager global for better scalability
Added functions for adding, removing, and querying Threat cleanly
UI now pulses and updates dynamically to draw attention to changes
Added VFX to Threat icons and skull thresholds
Gameplay Integration
All Forest enemies and the Black deck now interact with Threat
Enemies gain additional effects at specific thresholds (e.g. 10+ Threat)
Added new threshold-based rewards:
Increased gold at higher Threat
Improved rarity of battle card rewards
Boss & Run Impact
Boss reveal now factors in Threat colour, i.e black boss more likely to appear with higher black threat. (This will only matter in full version of Hunter's Hand)
Each boss is tied to a colour, with white Threat split evenly
Ties are resolved randomly for more varied outcomes
Ancient reveal now causes a significant increase in Threat
Feedback & Debugging
Added debug display for:
Current Threat
Ancient reveal chance
Per-colour probabilities
Added debug buttons for testing (energy gain, boss rolls)
New popup system triggers when reaching Threat thresholds
Changes & Improvements
UI & Presentation
Updated main theme with new palette:
Charcoal, off-white, pastel orange (primary), vivid orchid (secondary)
Reduced top bar size (~64px) and font sizes (18px) for a cleaner layout (needs readability testing)
Added reusable player portrait component
Enemy portraits now use card art crops instead of sprites
Scenes & Layout
Character select screen updated:
Animated shader background (more performant)
Smaller, repositioned UI elements
Added back button to main menu
Added player starting HP to info panel
Battle & Visual Feedback
Added VFX when Threat thresholds increase or decrease
Status UI now scales in/out on activation in addition to flashing
Added shadows beneath characters for better grounding
Systems & Content
Added reusable popup scene (used for Threat notifications)
Warding Circle updated with options to:
Remove Threat
Convert Threat (with varying costs) (Placeholder Background animation)
Added Exhaustion curse card (1-cost, Tenuous)
Map updates:
Warding Circle will appear after first treasure and ~5% of nodes
Added icon + legend entry
Improved map generation code readability
Events & Environments
Event locations updated with improved positioning and VFX
Battle and event visuals continue to be refined
Bug Fixes
Fixed enemy played card portraits shifting position
Fixed title card visual issue
Fixed relics failing to deactivate due to freed UI references (now using cached nodes)
Various UI alignment and visual inconsistencies resolved
Balancing
Threat gain significantly increased on Ancient reveal
Ongoing Work
This update marks a big step toward making Threat a core part of the game’s identity.
Next steps will focus on:
Expanding Threat interactions further across systems
Continued UI/UX refinement (especially readability)
Building on this foundation with new content and encounters - including the new desert biome...
As always, feedback is hugely appreciated! It directly influences how these systems evolve.
See you soon, Dan
Source
