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Steam News14 July 20261mo ago

Devlog #6 - We're in control

We have some big news to share this week - if you haven’t seen our announcement yet, we’re going to Gamescom! More details over on the announcement post: view And now, for our (somewhat) regular fortnightly devlog!

In this update2

Full notes

Full Spellsided update

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

What changed

0 fixes5 additions8 changes0 removals
  • Compatibility
  • Events
  • Gameplay
addedController supportWe’re hard at work on controller support, and expect to have this in the game within a few weeks. It’s taken a bit longer than we expected because our original UI framework that we set up when we were new to Unreal was pretty bad, and so we’re needing to convert some old stuff to the new framework. But at the end of it, hopefully we’ll have a clean and bug free interface that feels smooth and comfortable to use.
changedController supportWe’re expecting to have controller support in either the next challenge update, or the one after that, depending on how we go.
changedController supportSteam post image Spellsided style controller icons!
changedController supportSteam post image Controller button hinting in the challenge menu
addedSpinning up the pipelineWe’re in our big content pipeline marathon now - we touched up the Casina Bank levels from last year’s PAX Aus demo to be in line with our newest systems, did some Feltfields concepting, and have started work on the main hub of the game, Casina City. We’ve also whiteboxed the entire game, laying out the larger level structure to set a foundation for all the content we’re going to be producing, and have started producing a bunch of the spells that will be in the full game, some of which we’ll be testing in our regular challenge releases. Over the coming weeks we’re hoping to start sharing sneak peeks of all the new content, so stay connected!
changedWhat’s next?The content marathon continues! We’ll be primarily working on Casina City and Feltfields on the content side, and controller support and UI improvements on the systems side. Also that secret spell thing we mentioned last week…

Spellsided changes

addedWe’re hard at work on controller support, and expect to have this in the game within a few weeks. It’s taken a bit longer than we expected because our original UI framework that we set up when we were new to Unreal was pretty bad, and so we’re needing to convert some old stuff to the new framework. But at the end of it, hopefully we’ll have a clean and bug free interface that feels smooth and comfortable to use.
changedWe’re expecting to have controller support in either the next challenge update, or the one after that, depending on how we go.
changedSteam post image Spellsided style controller icons!
changedSteam post image Controller button hinting in the challenge menu
addedWe’re in our big content pipeline marathon now - we touched up the Casina Bank levels from last year’s PAX Aus demo to be in line with our newest systems, did some Feltfields concepting, and have started work on the main hub of the game, Casina City. We’ve also whiteboxed the entire game, laying out the larger level structure to set a foundation for all the content we’re going to be producing, and have started producing a bunch of the spells that will be in the full game, some of which we’ll be testing in our regular challenge releases. Over the coming weeks we’re hoping to start sharing sneak peeks of all the new content, so stay connected!

We have some big news to share this week - if you haven’t seen our announcement yet, we’re going to Gamescom! More details over on the announcement post: view

And now, for our (somewhat) regular fortnightly devlog!

What have we been up to?

Controller support

We’re hard at work on controller support, and expect to have this in the game within a few weeks. It’s taken a bit longer than we expected because our original UI framework that we set up when we were new to Unreal was pretty bad, and so we’re needing to convert some old stuff to the new framework. But at the end of it, hopefully we’ll have a clean and bug free interface that feels smooth and comfortable to use.

We’re expecting to have controller support in either the next challenge update, or the one after that, depending on how we go.

Steam post image Spellsided style controller icons!

Steam post image Controller button hinting in the challenge menu

Spinning up the pipeline

We’re in our big content pipeline marathon now - we touched up the Casina Bank levels from last year’s PAX Aus demo to be in line with our newest systems, did some Feltfields concepting, and have started work on the main hub of the game, Casina City. We’ve also whiteboxed the entire game, laying out the larger level structure to set a foundation for all the content we’re going to be producing, and have started producing a bunch of the spells that will be in the full game, some of which we’ll be testing in our regular challenge releases. Over the coming weeks we’re hoping to start sharing sneak peeks of all the new content, so stay connected!

What’s next?

The content marathon continues! We’ll be primarily working on Casina City and Feltfields on the content side, and controller support and UI improvements on the systems side. Also that secret spell thing we mentioned last week…

A new challenge awaits

In this fortnight’s challenge, you must destroy all of these ceramics with just 1 Cut spell and 1 Splinter! But that would be a really annoying task, so we've given you some cheat spells to make all that positioning and repositioning a bit easier...

The Loaded Roll spell lets you rotate without moving. The Hop spell lets you move without rotating. Loaded Roll is triggered with Q, and lets you shift to a neighbouring spell face without changing your positioning, like a "wild card" face that can rotate to any other. Hop triggers automatically, but can't trigger two turns in a row, so it effectively lets you use the same face twice (or more, if you're clever).

We've wanted to have tricky repositioning spells like this for a while, so we're keen to see what you do with them!

We’ll post the challenge roundup on Friday, discussing the best scores from the community.

Patch notes

  • Added Challenge #20 - Loaded Die

  • Added Loaded Roll spell

  • Added Hop spell

Source

Steam News / 14 July 2026

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