After a month of hard work, the new character is finally ready!
This one focuses on defense and counterattacks, and I’ll keep adding more skills later to make sure every character can form fun and unique combos together.
It’s already the fifth character now, and I’ve actually got ideas brewing for the next one.
Right now, I’m figuring out some design challenges — for example, how to make a flamethrower-type weapon feel good in combat. Since it’s a continuous channeled attack, it tends to get interrupted by other skills, so I’m testing ways to make it blend smoothly with the rest of the moveset.
Originally, I wanted to use higher-resolution models with facial and eye animations, but since the camera angle doesn’t really show those details clearly, I decided to skip them for now to keep performance stable.
My next game project is already in my daily dev schedule, and I’ll be using this character’s workflow as a base.
So, stay tuned — there’s a lot more coming!
The office just got a little spookier. This Halloween update adds some festive decor and a special Trick or Treat mission.
Eat the candy... and find out if you get a trick or a treat.
(Spoiler: zombies are involved either way.)
Good luck — and hope you enjoy this Halloween update!
✨ NEW CONTENT
Secrets & Discovery
* 🔍 New Secret Added - Keep your eyes open for hidden interactions in unexpected places...
Events
* Event Overhaul - Revamped multiple event encounters with improved balance and more interesting choices
* Crimson Archer Event - Enhanced with special interactions and rewards for observant players
⚖️ BALANCE & IMPROVEMENTS
Rewards
* Battle Rewards - All battles now consistently offer 3 card choices
* Elite Battle Upgrades - Elite victories now always provide 3 upgrade options to choose from
* Unlock Progression - Cards and relics that haven't been unlocked will no longer appear in standard rewards (can still be obtained through shops, events, and other special means)
Card Rewards
* Fixed empty card reward screens after battles
* Fixed card pools not loading properly in shops and events
* Improved infinite card pool system to prevent running out of rewards in long runs
🔧 FIXES
UI & Systems
* Fixed Heart UI gradually drifting off-screen to the left
* Fixed display scaling issues on large screens/TVs
* Fixed Memorial Shrine missing sound effects and re-roll functionality
* Fixed Life Gamble Event handling when player has insufficient health
Combat & Cards
* Fixed Vengeful Strike and other dynamic cards causing initialization errors
* Fixed card drawing system (players now correctly draw 4 cards per turn)
* Fixed Explosive Barrel relic not triggering on Turn 1
* Fixed Clarity + Focus Crystal mana display confusion when going above max mana
Dungeons & Events
* Fixed Dark Manor curses not applying correctly when entering dungeon
* Fixed Shop in Ruins displaying only relics instead of both cards and relics
Audio
* Improved combat sound variance for more dynamic battles
* Fixed several sounds bypassing volume controls
* Fixed default volume levels being too loud
* Added proper audio feedback throughout the game
📝 KNOWN LIMITATIONS
Resolution
* Game currently runs at 1920x1080 resolution
* Additional resolution options will be added in a future update
💬 JOIN OUR COMMUNITY
Found a bug? Have suggestions? Join our Discord!
Enjoying the alpha? Please WISHLIST us on Steam - it helps tremendously!
Thank you for helping us test and improve Low Magic, They Said!
MIRAI #167 is one of the nominees for Best Portuguese Game by APVP at IndieX 2025!
As nominees and part of the IndieX 2025 showcase, our game will be played live tomorrow, October 20th at 16:00 CET on the RTP Arena Twitch Channel. We'll also be joining the stream for a short interview. Tune in for an exclusive first look at our demo, releasing very, very soon on Steam!
A huge thanks to IndieX and APVP for including us in this amazing event and for the nomination. Make sure to also check out the other 4 incredible nominees and the remaining 50 awesome games featured at the event - https://indiex.online/.