HomeGamesUpdatesPricingMethodology
Steam News23 February 20264mo ago

The Crystal Ball (Devlog 3)

Hey folks, Nini here! Today, I’m here to give you some literal "foresight" into how Tomebound indicates the board state.

Full notes

Full Tomebound update

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

Repeated intro

Hey folks, Nini here!

What changed

0 fixes3 additions4 changes0 removals
  • Gameplay
changedToday, I’m here to give you some literal "foresight" into how Tomebound indicates the board state. We’re attempting to take the guesswork out of the chaotic, magical cluster that tends to occur when you start combining spells.
addedSpells in Tomebound get complicated fast once you start stacking things like Bounce, AoE, and Shatter. Our new forecasting system gives you immediate, real-time feedback on the chaos you're about to create.
changedIt’s not just about your spells, though. As we hinted in the last devlog, we’re also giving you a visual heads-up on exactly what the enemies are planning for their turn and more importantly exactly how much it’s going to hurt.
addedWe’ve added clear input on which units will "no longer be with us" by the end of the turn. Whether it’s a monster about to meet its maker or one of your tomes about to have a very bad time, you’ll get plenty of heads up.
changedLocations where units can spawn
changedIndication of collision location

Today, I’m here to give you some literal "foresight" into how Tomebound indicates the board state. We’re attempting to take the guesswork out of the chaotic, magical cluster that tends to occur when you start combining spells.

If you played our earlier demos, you may have experienced crossing your fingers and hoping a stray bounce didn't end with you nuking your tomes into oblivion. You can absolutely still do all that, but at least now you’ll know it's happening in advance!

Doing the Math (So You Don't Have To)

Spells in Tomebound get complicated fast once you start stacking things like Bounce, AoE, and Shatter. Our new forecasting system gives you immediate, real-time feedback on the chaos you're about to create.

It’s not just about your spells, though. As we hinted in the last devlog, we’re also giving you a visual heads-up on exactly what the enemies are planning for their turn and more importantly exactly how much it’s going to hurt.

A hot tip is that enemies generally need to be "alive" to enact their plans. If the forecast looks grim, try deleting or relocating the source of the problem before their turn starts.

Other indication

We’ve added clear input on which units will "no longer be with us" by the end of the turn. Whether it’s a monster about to meet its maker or one of your tomes about to have a very bad time, you’ll get plenty of heads up.

Beyond just the big hitters above, we now also highlight:

  • Locations where units can spawn

  • Bounce direction

  • Projected path of shatter projectiles

  • Indication of collision location

Knowing which tiles are under threat, which enemies are dying and who is just rocking up allows you to plan your movement well in advance. This is especially important because we’ve recently overhauled how movement works. We’ll be having a much closer look at those new movement mechanics next time.

Cheers!

Source

Steam News / 23 February 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.