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Steam News20 April 20262mo ago

V48: Woods of Wonder

STANDALONE DEMO We've made the decision to give the Demo a standalone Steam page. This will help us better share the progress on the game, all you to track and share your achievements publicly, and most importantly...

In this update15

Full notes

Full Sternly Worded Adventures update

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

What changed

80 fixes98 additions56 changes24 removals
  • UI and audio
  • Balance
  • Performance
  • Events
  • Fixes
  • Gameplay
addedV48: Woods of WonderThere's now something resembling real mod support , with a functional mod manager , and the ability to add a subset of custom content, the overworld has had several cosmetic upgrades, forests now have more than just cosmetic variety, start situations can vary more, with more character variations, including with tile board shapes sizes and effects, the capital now has an additional use, departing from the capital does more than just reroll the world, there's 3 new enemy types, a pile of new items, new sound effects, new tile materials, controller prompt customisation options, new and finer grain misophonia options, reworked tile scores and a bunch of internal systems, and a bunch of fixes and other things.
fixedV48.1 hotfixFixed burn damage.
fixedV48.2 hotfixFixed hiragana tiles having no textures or tooltips.
fixedV48.3 hotfixFixed 3 mobile shader crashes.
fixedV48.3 hotfixFixed the dying paladin event murder option crashing.
fixedV48.3 hotfixFixed the 'get found' achievement not rewarding.
value of volatile200400value of volatile increased, buffvalue of excommunicated350175value of excommunicated decreased, nerfnumber of notifications that can appear simultaneously32number of notifications that can appear simultaneously decreased, nerf

Sternly Worded Adventures changes

addedThere's now something resembling real mod support , with a functional mod manager , and the ability to add a subset of custom content, the overworld has had several cosmetic upgrades, forests now have more than just cosmetic variety, start situations can vary more, with more character variations, including with tile board shapes sizes and effects, the capital now has an additional use, departing from the capital does more than just reroll the world, there's 3 new enemy types, a pile of new items, new sound effects, new tile materials, controller prompt customisation options, new and finer grain misophonia options, reworked tile scores and a bunch of internal systems, and a bunch of fixes and other things.
fixedFixed burn damage.
fixedFixed hiragana tiles having no textures or tooltips.
fixedFixed 3 mobile shader crashes.
fixedFixed the dying paladin event murder option crashing.

STANDALONE DEMO

We've made the decision to give the Demo a standalone Steam page. This will help us better share the progress on the game, all you to track and share your achievements publicly, and most importantly...

You can leave a review!

Accumulating reviews is critically important to a game's visibility on Steam. Please drop a review on the demo to show your support. It's greatly appreciated!

Sternly Worded Adventures Demo

V48: Woods of Wonder

There's now something resembling real mod support, with a functional mod manager, and the ability to add a subset of custom content, the overworld has had several cosmetic upgrades, forests now have more than just cosmetic variety, start situations can vary more, with more character variations, including with tile board shapes sizes and effects, the capital now has an additional use, departing from the capital does more than just reroll the world, there's 3 new enemy types, a pile of new items, new sound effects, new tile materials, controller prompt customisation options, new and finer grain misophonia options, reworked tile scores and a bunch of internal systems, and a bunch of fixes and other things.

V48.1 hotfix

  • Fixed burn damage.

V48.2 hotfix

  • Fixed hiragana tiles having no textures or tooltips.

V48.3 hotfix

  • Fixed 3 mobile shader crashes.

  • Fixed the dying paladin event murder option crashing.

  • Fixed the 'get found' achievement not rewarding.

Systems

  • Fixed another mobile shader crash.

  • Delayed the creation of the game window until later in the load process.

  • Added verbose logging for item selection screens.

  • The save and music threads are now gracefully terminated on quit. The music thread might make you wait until the end of a bar.

Mod support

  • Added a basic mod manager in the almanac. It's not 'finished', but it's functional.

  • Added basic support for loading modded items, arrival events, overworld nodes, classes, enemies, enemy groups, tile legends, tile materials, spells, and submit, attack, and kill triggers.

    • Mod-added or mod-changed items are currently disabled from permanent crafts, in lieu of more complicated logic to prevent potentially accidentally disabling base game items with mod crafting.

  • To attempt to prevent potential meta-progression issues with modded items and permanent crafts, permanent crafts are disabled if the ingredients or result are from different sources.

  • Internally reworked combat scenarios, especially event combats, so they have a lot more code in common, and take more data from their triggers rather than being hard coded.

  • Reworked tile graphics and categorization handling to be (almost) entirely data driven, so it's easier for mods to change or insert new ones.

  • Reworked letter replacement effects, and death effect triggers to be easier to mod.

  • Added verbose logging for most UI screens in the main game, and more information to some pre-existing ones.

Overworld

  • Fixed entering the 'collect well water' screen causing the game to mess up gold/blood counting until you next enter combat or see the main menu.

  • The anomaly event no longer waits an extra second when beaming to unexplored shrines.

  • Added 19 missing background-shelf images for gear and passives that could appear in the apothecary and inn.

  • Fixed starting a character via hero select and then quitting (to desktop or the main menu) causing the characters curses and boons to not save.

  • Wondering trader events can no longer happen in the first half of the first day unless you have 200 or more gold.

  • Many checks that would specifically reference class now reference character properties instead. Specifically:

    • The shrine functions, numerous events, entering chapels or the church, the enemies at the anomaly, and the murder warning now check if you have the heretic flag rather than if you're a cultist or demonkin.

    • Events and event related things now check if you have the monstrous flag rather than being the demonkin.

  • Submitting words in shrines now takes the same amount of in-game time as in combat.

  • Fixed not being able to 'pray' at shrines if you have the option to 'read' at them.

  • Regular bandit camps now have the 'enemy here' floating skull icon before clearing them.

  • Fixed the world map showing stale fog data if you'd entered a subworld that session.

  • Fixed a potential stack overflow for subworld generation, only notable with new node types that (were more likely to?) cause it.

  • Fixed travel in an orchard not taking time.

  • Completing combat at the anomaly now takes 0 time rather than a day.

  • Fixed village crossroads not having village music.

  • Fixed large village wall generation in cases where there was only one exit or there were only two exits that were adjacent to one another.

  • Fixed looting a structure potentially indicating you found +0 gold instead of nothing.

  • Fixed area completion scripts in subwords largely ignoring callbacks those created. There were none, but still.

  • Random encounters at forest shrines no longer throws bosses at you.

  • A large portion of world generation node type placement is data driven rather than hard coded.

  • Fixed combat events that happen at spider nests potentially causing the node to be marked as complete, but not removing it from the list of nests that need completing thus making the parent forest incompletable.

  • Fixed some larger structures having the small default player arrival hitbox.

  • Implemented regeneration in the overworld.

  • Roads, and other similarly generated things are now wiggly.

  • The indication of the path that the player avatar is currently travelling now stays marking the whole current road rather than marking the players current abstract location and the target.

  • Crossing roads that would previously have generated a crossroads that would be too close to another node now instead delete the longer road.

  • Fixed the overworld verbose log giving hidden location information.

  • The overworld now colour shifts to indicate day/night cycles.

  • Differentiated the names of villages and villages with walls, which are now called 'walled villages'.

  • You can now retire heroes to cards at the capital.

  • Departing now requires you to choose a 'ticket', which increase the level of the next world.

Events

  • You can no longer have an event trigger immediately on leaving a subworld.

  • Added a 'Lost in the mists!' event on arriving at the lost woods.

  • Changed the text for the fall-back wizard tower event slightly.

  • Added a variant of the adventurer intro event if you have insomnia.

Inns

  • Fixed the 1 in 20 chance of a barkeeps child stand-in having a different seeded appearance.

  • The 'Southern Paw' inn now has a bald white keeper.

  • 'Bald white' barkeeps can now also roll the warrior sprite as a base.

  • Added several new inn names, including 'Kai's Boon' which has a blue haired catgirl barkeep.

  • The 'Greenbottle Eaves' inn now has a redheaded barkeep wearing green.

  • The inns with fox in the name now have foxgirl barkeeps.

  • Barkeeps now have a chance to walk up to the counter.

Forests

  • Fixed forest chests not being given the current time, and potentially causing the global time to go backwards.

  • Added several new forest variants, which look like regular forests until you visit them.

  • Added regular forests, which mostly contain trees and treants.

  • Added a unique lost woods variant; it's larger, foggy, has Alot of random combats, and is disorienting.

  • Added a mausoleum forest variant; it's smaller, lacks outside chests and random combats outside of global events, and functionally has a regular crypt in the middle.

  • Added a shrine forest variant; similar to mausoleums but with a major shrine instead of a crypt. It's used when major shrines spawn in forest areas.

  • Added a shrine forest variant with spiders; a rare variant of the above, but with spiders.

  • Spider infested forests, and the new forests, are now visibly so on the world map once explored.

Start situations

  • Unique player starting situations, such as with the demonkin, are now defined by class data rather than hard coded. Hero cards generated prior to this will have the default start.

  • Unique starting locations now changes area levels to grow from said location rather than the default start.

  • The priests now starts at the church.

  • The woodsman now starts at their lodge, in the apple orchard.

  • Added a start quotes for the assassin, cultist, scribe, and demonkin.

Hero creation

  • The paladin and demonkin now have hench on their common boons lists.

  • Random characters that roll a rare board item can no longer roll a cursed board, and if they roll a cursed board item now lose any default board that they might have had.

  • Random characters are now limited to 8 random curses.

  • Random characters that roll the arbitrarily expensive brick now have the value of starting gold lost count towards the total value of curses it's rolling.

  • Random characters that would normally start with a board item that roll a cursed board now have the value of the lost board item count towards the total value of curses it's rolling.

  • The lucky and unlucky items now count towards the curse/boon balance for random characters.

  • Scribes no longer have a separately hard-defined list of starting curses.

  • Fixed heroes that would normally get a special board but that rolled one or more rare boons having their special board item removed even if a rare board wasn't in the boons rolled.

  • Mage-eye diamond is now on the common boon list for cultists.

  • You can no longer take multiple board changing items in sandbox.

  • Halfling names can now include plant-related terms.

  • Fixed a crash on dropping a hero card if the game and card had type mismatch.

  • You can now open hero cards by dropping them into the main menu.

  • Hero cards now display if the character has a unique start situation.

  • Hero cards now have an icon for the tile board that that character has.

  • Hero cards now have defined behaviour for having more than 8 items in a row...

Start items

  • Woodsmen and warriors now start with hench.

  • Cultists now start with the heretic curse.

  • Priests and apothecaries now start with the classic tile bag instead of the heavy tile bag.

  • Paladins now start with the capital passport if it's unlocked.

  • Mages now start with the wizard club token if it's unlocked.

  • Mages now start with the mage-eye diamond instead of the scroll of four-heal.

Item availability

  • Items now define their own unlock words, instead of them being hard coded in the word submit script.

  • Reworked how the game internally tracks and gives word-based unlocks. It now technically unlocks the thing on submitting the word and giving any achievement instead of waiting until the postgame screen. It still waits until the postgame screen to give you the full-screen unlock notification, but if never see that you'll still have it. This also means any given item unlock could technically be in the reward pool for that combat.

  • You can now unlock the Olexa idol with LENKY and OLENKY as well as OLEXA.

  • Forbidden knowledge can now be obtained by mages and the jack of all trades.

  • Stout is now considered a curse rather than a boon, and is now in the general curses rotation for everyone except halfling and scribe.

  • Short is now in the general curses rotation for classes other than the halfling, woodsman, warrior, and priest.

  • Short is now explicitly mutually exclusive stout, hench, and irregular.

  • Custom tile board items are now (functionally) mutually exclusive with each other.

New consumables

  • Golden apple: Queues a gold wildcard and gives you 8 turns of regeneration. You can eat up to 5 fruit a day.

  • Spider venom sac: Functions as a small poison, but you can get two uses out of it if you refine it into a poison bottle first.

New gear

  • Totem column: Submissions that use all tiles in a column score 0.5 more per tile in that column, before multipliers.

  • Added the 10 two-component intermediate crafts of the infinitives gauntlet. Specifically: Lying charm, plural-suffix charm, liars necklace, suffixed charm, charmed liars necklace, pluralised necklace, gerund charm, lying past necklace, pluralising necklace, and gerundized necklace.

  • Bookkeepers bassanello: Submissions with runs of repeated letters score 1 more per set, before multipliers, and if each tile is wooden also queues an ornate wooden wildcard per set

  • Woodcutting for beginnersActivate to get an available lumberjack-related word.
  • Bronze bell: If you have no bronze tiles whenever the tile queue is refilled, you get a bronze tile.

New passives

  • Capital passport: You start at the capital.

  • Super secret cool guy wizard club token: You start at a wizards tower.

  • New board shape passives

  • Hexagonal: The board is a 19 tile hexagon.

  • Irregular: The tile board has 12 slots and is a little odd shaped. (Curse)

  • Hench: The tile board is a 16 slot shield shape.

  • Mage-eye diamond: The tile board is a 16 slot horizontal diamond shape. Spells that use the entire middle column spawn a healing diamond tile.

  • Ruby medallion: The tile board is a narrow but tall 16 slot hexagon shape. Spells also cause an amount of ! tiles to fall off the top of the board, equal to the length.

New curses

  • Heretic: You can't consecrate or enter sanctified structures, and you get one fewer ! tile from reading from cursed books. Additionally, the 'You feel the ground rumble' event doesn't trigger. (Not in drop tables in the demo)

  • Classic tile bag: A purely passive version of the heavy tile bag.

  • Volatile: Exploding bomb tiles hit all adjacent tiles rather than only edge-touching adjacent.

  • Mundane

    You can't spell.

    That is; you can't cast them

    spells

  • Degenerative porphyria: Regeneration hurts you instead and decays at twice the normal rate.

  • Forest's Curse: You start lost.

  • White ticket: Combat is 2 levels higher than listed.

  • Cyan ticket: Combat is 3 levels higher than listed.

  • Orange ticket: Combat is 4 levels higher than listed.

  • Black ticket: Combat is 5 levels higher than listed.

Items

  • You can now use regen effect items in the overworld.

  • The bookkeeper items now track "submissions with runs of repeated letters" rather than repeated pairs. This mostly only affects their interactions with the book of 4 heal; where they now trigger once not thrice.

  • Fixed gaining gear or passives during combat not marking them as seen.

  • Fixed using the board shaker with the direct thinker curse not rechecking if there are any valid moves or not.

  • Fixed using the mysterious potion not updating score estimates.

  • Fixed the silver chain coif doing the little expand effect every word as if it did something even if it didn't.

  • Fixed the bookkeepers bonnet doing the little expand effect on any word with repeated letters, even if they weren't sequential.

  • Fixed using turn-ending items doing the word submit animation and consuming selected tiles.

  • Fixed the philosophers stone not updating score estimates.

  • Changed 'preview' items to refer to 'combat preparations' instead of 'adventure preparations'.

  • Renamed the gilded quillon to the gilding quillon, and renamed the upgraded bastard sword to the gilding bastard sword.

  • Removed the 'you get one fewer ! tile from reading from cursed books' effect from forbidden knowledge.

  • Antivenom now wiggles twice as violently.

  • Fixed items like antivenom wiggling right at the start of your turn before start-of-turn triggers, like toxin decaying.

  • Fixed ironskin potions wasting if you were near the reduced armour cap with the fragile curse, and fixed estimates indicating it could exceed it.

  • Fixed the raven idol glowing for a brief moment on submitting a word.

  • Reworded the description of the raven idol to maybe make it clearer.

  • Fixed hints sometimes counting towards the raven idol count.

  • Slightly reworded the description of the wild trinket and blank locket to remove the slightly unnecessary reference to the tile board.

  • The score bonuses provided by the blank locket and wild trinket are no longer negated by burn.

  • The board shaker is now more random in cases with a not-full board.

  • Fixed the max stack of charcoal being 3 instead of 7.

  • Fixed the combat UI not representing fragile, curse of exhaustion, broken treasure idol, and limited resources.

  • Fixed the charmed gambeson vest, its components, and the metal spell, specifically with the sonder bookmark, ignoring fragile.

  • Fixed the empty foresight potion being flagged as toxin resistance for potion consolidation.

  • Redrew the icons for charcoal.

  • Apples now check if you can even eat any more apples this day before checking if you'd need to, for the sake of slightly more useful failure messages.

  • Renamed ceramic shards to ceramic sherds.

  • Removed the 'Can't fill a full potion' from generic stackable consumables, and changed it to 'Fragile bottle needs something to empty into' for fragile potions.

  • Tiles forgotten by amnesia now have question marks on them.

  • Tiles created by suffix items (Gems, gauntlet, scales, ect.) can now be afflicted by letter curses, notably both the I-patch and thorny lisp.

  • Tiles created the pyrite cookie, weißwurst, werewolf medallion, and werewolf dagger can now be any special tiles of the appropriate material that other effects can make.

  • Tiles created by werewolf medallion are now a random basic silver material rather than rounding up or down to the nearest scoring silver material, meaning they will no longer be gold bordered for Q, Z, X, and J, but can now rarely be electrum.

  • Tiles created by the werewolf medallion or dagger and wild trinket or blank locket can/will now combine with other guaranteed start of turn guaranteed tiles, notably each other.

  • Status-death effect checks are now performed before said status effects decay. This fixes the snake rattle nephrite not counting if it was the last point of toxin that killed them, and functionally buffs the slime brooch slightly.

  • Changed the wording of the snake rattle nephrite and its derivatives to make it clear that it only cares if an enemy that dies to status damage was poisoned, not that poison finished it off, which the game doesn't track and would require internal order of operations knowledge to plan for as a player if it did.

  • The woodsman's axe now triggers on lumberjack or wood related instead of words that, as spelt, contain 'WOOD'. Those are three separate checks that can stack, although only 'jack', 'jacks', and 'woodship' are in both dictionaries.

  • Increased the value of volatile from 200 to 400.

  • Decreased the value of excommunicated from 350 to 175.

  • The letter blocks now specify that the bonus is actually '100% more' rather than 'double'.

  • Changed the wording of the monoceros necklace description to mention the term 'heterogram'.

  • The bronze bonsai no longer affects the jelly-filled doughnut.

  • Fixed the braced buckler not having the intended shorter description that doesn't explain the tile in the overworld.

  • Fixed a crash if you tried to use the bloodletter quill when the board wasn't full.

  • The clouded glass eye charm now completely disregards user suggestions on wildcards, rather than accepting it from keyboard input. This simplifies and optimises a *lot* of internal handling of submitted words.

  • The monstrous jade idol now queues an electrum tile if it was a miniboss, instead of gold bordered-whatever-default.

  • The green worm idol no longer directly affects the score of tiles with X, Y, or Z in or wildcards set to Y, and the bonus is instead just a property of the Cooper Black X, Y, and Z tiles it causes to spawn.

  • The voiceless rough stone charm no longer messes around with borders, which was just to reduce the score gap between silver and gold which was plugged by electrum.

Item sounds

  • Fixed the 'small stone item' sound effects being hard panned right, and reduced their volume.

  • Fixed the mysterious potion and small poison not having item sounds.

  • Sound effects of the Olexa idol are no longer pitch shifted, and are slightly quieter for item move sounds.

  • Assigned sound effects to the pog idol, and raven idol, and curse of exhaustion.

  • Added a coin flip sound for coin particles appearing.

  • Assigned the coin flip sound to picking up coin-type items.

  • Added empty glass sound effects for empty bottles and the empty alembic.

  • Added fabric sound effects for rainbow shirt, rainbow robe, cursed I-patch, bookkeepers bonnet, beggars blessing, bandage, medicated bandage, comfy pillow, schwarz schwa shawl, and empty endless potion bag.

  • Added fabric-on-bottles sound effects for higher stages of the endless potion bag, and potion bandolier.

  • Added mushy sounds for erudite, amnesia, lactose dependency, insomnia, the green worm idol, and the bezoar.

Parallaxes

  • Slowed down mid-combat time transitions by 100x, visually.

  • Fixed the pine road parallax not defining ambient light for characters.

  • Added 2 parallaxes for outside the woodsman's lodge; near an ocean and not. They are just the village parallaxes without the road.

  • Backgrounds in a spider forest now have the spider web layers enabled even if they aren't specifically the spider nest nodes.

  • Event combats in graveyards now have graves in the background.

  • Campfire backgrounds, notable player made temporary ones, now respect graves and/or spider webs.

  • Added firefly particle effects to roadless canopied forest parallaxes.

  • Added grave graphics for uncorrupt plains, ocean plains, and ocean pine parallaxes.

  • Added optional fog layers to forest parallaxes, used by the lost woods.

  • Redid the parallax effect and animation ocean layers.

  • Smoothed the border on parallax displacement textures.

  • Removed a long standing redundant but deeply embedded 'multiply by 8 divide by 8' that existed within parallax code and anything that touched position within them since they started using a 300x135 size canvas in V17. You should notice no changes from this except the smaller number on the parallax page movement speed.

Sprites

  • Added a lemon man sprite for later use.

  • Added uwu ears for the apothecary, paladin, and assassin.

  • Fixed the woodsman and warrior shield handles overlapping on top of everything.

  • Fixed the priest idle sitting state having the wrong name, causing them to snap back to regular idle after sitting down.

  • Fixed the paladin being able to taunt from idle sitting. They have no taunt so this didn't matter.

  • Fixed overlay layers not having ambient light applied.

  • Fixed a few instances of incorrect overlapping with the paladin, assassin, and apothecary cuirass, tunic, and gambeson graphics.

Enemies

  • Added the Alot to the lost woods.

  • Added a skinny treant sapling to non-spider wooded areas.

  • Added a 4 legged tall treant stump to non-spider wooded areas.

  • Treant-type enemies are now 2x weak to lumberjack/woodcutting related words.

  • Enemy woodsmen now are now 2x weak to wood related words, and have a 0.5x resistance to lumberjack/woodcutting related words

  • Possible health ranges for specific enemy types can now vary based on area.

  • Some enemies that would appear in a given area normally can now also appear when the place is burning, but on fire.

  • Fixed reloading the game against a burning treant not having their scorched texture applied.

  • Non-lava slimes now take extra damage from slime related words.

  • Skeletons now have 'degeneration'; regen hurts them. The game is still lacking a way to inflict that on them.

  • Using a spider related word on a spider now has them drop a venom sac on death.

  • Enemies hit with damage that only affects their armour will now react if it was more than 2.

  • Updated the tooltip for the priests' armour regen ability to better match other regen abilities.

Enemy sounds

  • Added treant sound effects.

  • Added spider sound effects.

  • Added a few extra skeleton sounds.

Arcade

  • Fixed the consumables selection in the random arcade being biased towards items without craft data or with very few variants.

  • Rhapsody of Fire now uses the mage-eye diamond instead of a book of four-heal variant.

  • The full random challenge can now pull from any enemy set instead of just from a specific few.

Keybinds

  • Added binds for activating the panels in the combat 'submit as' overlay, and added them to the default keybinds as 1-0.

  • Added binds for scrolling up or down 1 or 5, and added the 5s to the default binds as page up and page down.

  • Added the ability to customise the UI icons for controller prompts. Options include icons from things like the Applejack controller for the Apple Pippin, to more niche things like the Dualshock.

UI

  • Fixed the controller mouse click emulation only sending a mouse-release, and thus not working if 'function on press' is active.

  • Fixed a crash if you tried to use modifier keys on a controller.

  • Fixed colour palette selections applying to the next thing you select when done on controller.

  • Fixed tooltips, notifications, and hotspot highlights not drawing on dedicated text input screens.

  • Added notifications for controllers connecting and disconnecting.

  • Fixed shrines not dimming selected letter keys.

  • Renamed the last few 'Adventure' buttons, specifically at crypts, occupied shrines, and the anomaly, to 'Combat'.

  • The combat preparations screen now represents if all enemies of a type are already defeated.

  • The combat preparations screen now uses plural nouns if there's more than one of a given enemy type.

  • Fixed the enemy sprite on the combat preparations screen sometimes being out of align.

  • Added indents to item tooltips to improve readability.

  • Activating a UI button now always clears any tooltip from hovering over said button.

  • Lowered the number of notifications that can appear simultaneously to 2 from 3.

  • Updated the minesweeper info graphic.

  • Wildcard scribble graphics are now on a global cycle rather than using the slot index, meaning sequential uses of the same letter will be different regardless of if they were in the same slot to begin with.

  • The game will no longer crash if it tries to load a missing enemy icon.

  • Fixed the key reference for panning the map faster in direction keys in the default config having a typo. Effectively making it unbound.

  • Optimised most transformation and inverse transformation calculations related to drawing and mouse/touch input calculations.

  • Fixed hiragana being consistently misspelt as hirigana.

Options

  • The arachnophobia option now visually updates the representation without having to release the slider.

  • Added the option to customise how strong the new ambient day/night light tinting on the overworld is.

  • Added a dedicated misophonia settings screen, allowing finer grain control over sounds and volume than just 'mouth noise on or off'.

Combat

  • The attack button now displays 'Attack?' if it's not a valid word and 'Spell attack!' if it counts as a spell, but isn't. You can still try to submit if it says 'Attack?', and there might even be effects.

  • Added a vignette effect for being low on health and for getting hurt and being inflicted with toxin.

  • Fixed the boss/miniboss flag icons being potentially indistinguishable for some colour-blind variants by adding a skull.

  • Removed the descriptions from the boss and miniboss tooltips. They mislead some people.

  • Attack indicators now have printed numbers for any value greater than 3, rather than 10, but still only condense down to 1 icon at 11.

  • Fixed the spell-cast UI not fading in and out.

  • Fixed not listing that you're affected by fragile or the curse of exhaustion. Gameplay was functioning as intended.

  • Fixed a crash if you try to copy the current word, but with nothing having been input that session.

  • Pasting a word into the combat no longer performs item/score checks between each letter.

  • Fixed a pair of crashes if you had the cast UI open then edited the word. One if it was to something that wasn't a valid spell, and a distinct one if it was.

  • Reloading into combat now has already defeated enemies default to hit-death poses instead of status-death poses.

  • Fixed the splat particle layer being lower than it should have been.

  • Fixed some niche cases of 'counts as spell' gem effects not counting as a spell.

  • Reduced the number of dictionary lookups performed during damage estimations.

  • If a word that can't be submitted because it's not-adjacent is also not a valid word it will also do the other wiggle.

  • Fixed the 'Word statistics starts open' option causing the game to crash on loading into a combat that has one or more word entries.

  • Updated the in-game help screen.

Damage previews

I was planning a big rework of damage previews this version that never ended up panning out pending other reworks required first, which only mostly got finished, and most of what I had done for the estimation/preview reworks ended up getting reverted for this release, that said:

  • The green health highlight is now only used for currently applied toxin, not estimations.

  • Damage estimations no longer update in between submitting an attack and the enemy taking damage, and are disabled when it's not your turn.

  • Fixed player armour estimations not being capped to the armour max, potentially leading to a misleading representation.

Refresh

  • The drink water & refresh user function now drinks at least one if you have unselectable tiles that it wouldn't clear.

  • Refresh when you have no moves now always ends the turn.

  • Pressing the 'no moves' button now forces you to drink water before refreshing if you have unselectable tiles it wouldn't clear.

  • Fixed a softlock if you have a board full of unselectable tiles that wont clear naturally or with a refresh; if after activating the 'no moves' button you still have no moves, you die of an aneurysm.

Tiles

  • Added electrum; a material tier between silver and gold. It counts as both silver and gold for most purposes.

  • Fixed there being no graphic for the unused shiny silver multi-ocular-o ligature.

  • Added a sound and visual effect when taking damage from burning tiles.

  • Fixed being able to have an undefined wildcard by dragging a different tile out of the word.

  • The 'You died' death screen tiles can now be affected by bonuses, notably the green worm idol.

  • Fixed blessing tiles from a given blessing sharing the same data table for the rest of that session, meaning buffs and debuffs apply to each.

  • Split the graphics of the ornate bronzed wood tiles and their bronze border.

  • Split the graphics of the braced wood and their iron borders.

  • Fixed the glow effect on special effect hiragana tiles, notably poisoned serrated bronze, causing a crash.

Tile scores

Calculations for tile score are now different with how they handle border score bonus; instead of a flat bonus, +3 from gold, border materials now have the same base value as their equivalent tile materials, but when a scoring border is present it takes 75% of the tile- and 25% of the border- scores. The upshot of which means a gold border has more impact on a wooden tile, and less on a silver, and none on an already gold tile. For example a basic wood has a score of 1, and basic gold a score of 10; a gold bordered wooden tile would score 75% of 1, 0.75, from the wood core, and 25% of 10, 2.5, from the gold for a total of 3.25, and a gold bordered gold tile, which was previously not allowed because they'd score 13 with no obvious difference, and is still not allowed because it's redundant, would score 7.5 from the tile and 2.5 from the border, for a total of 10. There's a few reasons for this, partially; gold borders were a bit too good, especially at the top end, but also because it was limiting design space for border-related effects.

Tile board

  • Added support for board sizes up to 7 columns wide.

  • Fixed a crash on boards with less than 4 columns when it checks if the board is empty or not.

  • Tiles that fall into the tile board out of turn now land in random columns, weighted towards those with more free slots, instead of always the leftmost first.

  • Tiles falling off the board no longer affect the physics of tiles still in play.

  • Fixed a crash if you try to use a screen with a tile board without having had a combat that session whilst affected by the direct thinker curse.

  • The extended tile queue now draws over the board frame rather than under. Fixes some new issues with non-rectangular boards.

  • Made the tiles-not-adjacent failure display more visually obvious.

  • Fixed tiles bouncing up into the space occupied by the tile above it.

  • Fixed the 'created by' and 'modified by' tile board tooltips not respecting the width of the tooltip areas on different sized boards.

  • Reworked the on-tile-selection function so that it only calculates and caches what it needs for what you have equipped.

  • Drag-select now delays effect calculations until after you release, for performance reasons on lower end hardware.

  • Fixed linked-tile word searches not correctly parsing restricted wildcards, resulting in them getting ignored.

  • The best word score check now actually checks tile material. It still only uses tiles highest-scoring first for a given letter and wont try and optimise for position within a word.

Letter distribution

  • Added per-letter soft tile limits instead of all having the soft limit of 2.

  • The tile letter choice algorithm is now more likely to balance for the ratio of vowels:consonants.

Almanac

  • Stats entries depicting the jack of all trades now have the card background image.

  • Stats text that overlaps the character or character backing now has a black border.

  • The bestiary now lists areas enemies can appear at.

  • You can now drag-move the item bars on the class viewer screen.

  • Lucky and unlucky variants and neutral luck now have separate entries rather than sharing one.

  • Changed the text formatting on the sound names and unified their naming convention.

  • Alphabetised some of the credits sections.

  • Moved the sprites, parallax, and sound buttons into their own page within the almanac.

  • Added a tile button.

  • Added a mod manager.

  • Moved the spoiler warning message from a one-off screen on first load, to a persistent scribble.

Sprite test

  • Fixed the sprite test screen crashing if you tried to import a jack of all trades character.

  • Added check boxes to the sprite test screen to have animations reset to idle, and to mute sounds rather than always playing them on the first iteration.

  • Death animations on the sprite test screen no longer loop.

  • Dragging the sprite test scrobbler all the way to the right no longer displays the first frame.

Item almanac

  • Added filter tabs and a search function. It accepts regex with external keyboard input, although several regex characters aren't rendered.

  • Fixed temporary crafts not listing their craft costs in the item almanac.

  • Curses and curse like-items are now sorted together on the almanac.

  • Curses are now listed for each class on the class viewer.

  • Added a display for curse values.

  • Added buttons to show shelf graphics and glow graphics for items.

  • Added the ability to ungroup items.

  • Changed the display types for spells and scrolls so spells that require a word are listed as 'Word spellbook' or 'Word spell scroll'.

Achievements

  • Added 'Get lost' and 'Get found', for getting in and out of the lost woods.

  • You can now get ''MURICA' by trying to submit either AMERICA or MURICA.

Words

  • The full list of changes to the game's main word pool and sub-dictionaries can be found here

  • Added >270 new words

  • To 30 words to the curse words dictionary

  • Updated bone word dictionary

  • Updated fire word dictionary

  • Updated spider word dictionary

  • Updated wood words dictionary

    • Moved ~150 words from wood words to a new lumberjack words dictionary.

  • Updated metal words dictionary

  • Added a slime words dictionary.

  • Added a snake words dictionary.

Definitions

  • Added a definition for rofl.

  • Improved pounced, pounces, and pouncing definitions to clarify 'bone word' usage.

  • Improved woodship to clarify wood and lumberjack usages.

  • Changed the definition of dogging to the UK one.

  • Removed an errant space from the definition of cong.

Source

Steam News / 20 April 2026

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