In this update I wanted to address the issues from the large release candidate that went out `v0.3.0` as well as pick up on some ideas that didn't make it in the last go around.
In this update the goal was to make noticable changes and increase the overal playability.
Focusing on the things that lurk in the shadows of the dungeon, which includes shadows themselves!
In this update, I was focused on trying to get some reliable targeting system.
Finally some room to breathe, you can explore the dungeons, collect loot and when you leave, it will be there when you get back. Dungeon files are something of a mess, you know...
Go explore some dungeons, they're procedural and your loot should stick around!
Okay, so I was originally planning to consolidate at some point; but instead of waiting I figured might as well do it sooner than later. I plan to
compile a Windows and macOS version in unison; and once I figure out an easy workflow for compiling Linux you can bet that will be added to the list!
It's finally here, under the code name "project tiles" this client is compiled using a fresh new code base, following our most sacred core concepts; after gameplay mechanics are worked out we plan to merge the two codebases.