Devlog #18: Crunching Down the Demo Checklist! 🛠️


Another big round of bug-busting and polish this week! I’m getting close to a demo release for Chains on Sand—here’s a quick look at what’s been fixed and improved:

Polishing the Experience

  • Attack Buttons & Tooltips: Action buttons now stay enabled so you can always see your chances to hit—no more disappearing tooltips.

  • Combat Grid: A visible grid overlay now shows the arena’s movement tiles. Characters, traps, and movement all snap properly to the grid for clarity.

  • Prone Animation: Characters now fall and get up with proper, grounded animations—no more weird torso spins.

  • Enemy AI: Enemy surrender is much smarter. Cowards, braves, and bloodthirsty types all follow different logic. No more mass surrenders!

  • Crowd Judgment: The crowd now reacts fairly when an enemy surrenders, with mercy or bloodthirst depending on your actions and popularity. Softlocks are gone.

  • Post-battle & Stats: The summary screen now displays popularity and reputation correctly, with all stats tracked in a single place. No more mismatches between scenes!

  • Bugfixes: Fixed bugs with popularity/reputation not updating, victory/defeat logic, and more. Every battle is now recorded and reflected in your stats.

Next Steps to Demo

  • Final UI tweaks, a few more bug hunts, and a test pass.

  • Still on the list: more visual feedback (bleeding, hits), better floating numbers, and post-battle panel polish.

Chains on Sand is finally shaping up into a real, playable roguelike arena! Thanks for following along!

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