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
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Attack Buttons & Tooltips: Action buttons now stay enabled so you can always see your chances to hit—no more disappearing tooltips.
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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.
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Prone Animation: Characters now fall and get up with proper, grounded animations—no more weird torso spins.
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Enemy AI: Enemy surrender is much smarter. Cowards, braves, and bloodthirsty types all follow different logic. No more mass surrenders!
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Crowd Judgment: The crowd now reacts fairly when an enemy surrenders, with mercy or bloodthirst depending on your actions and popularity. Softlocks are gone.
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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!
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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
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Final UI tweaks, a few more bug hunts, and a test pass.
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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!
Get Chains on Sand Demo
Chains on Sand Demo
Tactical arena combat meets permadeath and blood-soaked legacy.
Status | In development |
Author | tabulaforge |
Genre | Simulation |
Tags | 2D, Procedural Generation, Singleplayer, Unity |
Languages | English |
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