Gameplay Added new property for enemies: CanBeDisrupted Adjusted enemy disruption mechanics Developer's Note: Enemies with interruptible attacks can now only be disrupted during the startup phase of their attack. Once the weapon reaches its peak position (ready to swing), the enemy becomes immune to hit reactions and

Gameplay Reduced number of abilites to two: one active with cooldown and one ultimate with rage cost Implemented Passive Triggers System Developer's Note: With the earlier change to abilities (one active and one ultimate), another addition comes in the form of passive triggers. Each unequipped talent now

Gameplay Some abilities can now be tagged as Ultimates Removed rage cost from active abilites Developer's Note: As part of a broader rework, we've removed the rage cost from active abilities. This change is accompanied by the introduction of Ultimate Abilities and a reduction in the

Gameplay Changed keybinds for gamepads Increased max enemies on screen based on talent count, using a structured scaling method Scenes Designed new layout for Auglen Hub Scene Designed layout for initial invasion scene (and future iterations) Designed layout for "Siegbreaker" Scene Designed layout for "Trade Route Ambush"

Gameplay Added several conditional interactions for Blacksmith Wuhdo, along with three fallback dialogues Audio Recorded voicelines for Wuhdo interactions UI Added UI components for dialogue display Developer's Note: Simple Dialogue: Plays audio (if available) and uses a notification-style popup for text. Does not block movement. Full Dialogue: Displays a large modal with an

Gameplay Reworked the dash mechanic to make it smoother. Instead of relying on the root motion of its animation, the dash is now fully controlled by code. Introduced DashStyle enum to ensure all systems read a unified dash Developer's Note: Regular: Dash forward given distance. Ambush: Ends

Thousand Rouges by Codeage Gameplay Added visual cue when combo window is active (weapon glow and slight time slowdown) Implemented combo system Developer's Note: Transformed current attacks into light attacks and added 4 heavy attacks. Each attack now has assigned next light and heavy attacks (falls back

Announcement: Hey everyone, I’ve got some exciting (and slightly overwhelming) news to share: my family is about to grow by one tiny human! 👶 As you can imagine, this means I’ll need to take a little hiatus from my usual week-to-week development