I'm still deep in the process of refining the Opponent Selection screen , which is turning out to be one of the most UI-heavy parts of the game so far. I’ve b...
Hi everyone! Excited to share some progress: I've made a major leap forward on the paperdoll visual system ! Three distinct body types are now fully supported...
Hello everyone! Time for another development update on Chains on Sand ! This week, I focused on a big visual milestone: bringing the paperdoll system to life...
Over the last two days, I took a major step forward in visual clarity and character representation in Chains on Sand . Here's what's new: Modular Paperdoll Syst...
It’s been a busy week for Chains on Sand ! I’ve been knocking out systems fast — and this devlog is here to highlight all the cool stuff I’ve added or o...
Over the last sprint, I've been hard at work implementing a brand-new InterBattle Screen — a core piece of the game loop in Chains on Sand . This screen appea...
Chains on Sand now supports multiple arenas , and it’s a massive visual upgrade. Arenas are no longer just a place to fight — they now have character, style...
Chains on Sand is a tactical, turn-based roguelike inspired by gritty fantasy, cruel arenas, and the systemic combat of Dwarf Fortress. You create a fighter, ch...