Here comes a small update that brings one new peg board to conquer, along with several usability improvements and minor fixes.
V.0.050 Update New Peg Board! One more strategic layout to master.
Improvements & Fixes
Card Listing UI: Smaller cards in rows of five in card listing, for better overview.
Inventory Usability: The “Use” button now only appears when an item can actually be used.
World Map UX: Mouse wheel scrolling is now disabled when popups are open, to avoid accidental map movement.
Editor: Game keyboard shortcuts disabeled in editor mode.
Localizations: Human translations for Chinese traditional, Chinese Simplified, Japanese and Korean.
We've just recently split the demo into its own app, so you can now leave a review. Thanks for playing and keep sending us feedback, it really helps shape the game.
Combat improvements have been stacking up over the last 6 months, so we decided it was time for an update.
This one turned out rather massive; with a new map, a major physics overhaul, revamped attack controls, smarter AI, and a bunch of long-requested features that are finally starting to feel like what we’ve always envisioned.
⚔️ Combat & Controls
• 🛡️ Shield Blocking (WIP): Initial implementation of blocking with a rough shield animation set. Functional, but still needs refinement. • 🖱️ Mouse-Driven Attacks: Attacks now scale with mouse drag speed, making them feel faster and more responsive. The old “trigger” feel is gone. • 🎯 Improved Aiming: Upper body aiming has been reworked — thrusts and swings now land more reliably and track better.
🕴️ Physics & Movement
• 🤖 Physical Simulation Upgrade: Characters are more physically simulated than ever, with improved balance and reduced reliance on artificial forces. They behave more human-like, with muscles only stiffening up when needed. • 🦶 Procedural Footsteps: Foot placement is now handled procedurally, with proper hip movement and smoother animation. • ⚖️ Dynamic Balancing: Characters lean their upper bodies and use their arms naturally to recover balance when stumbling or shifting weight. • 🏃♂️ Locomotion Overhaul: Full rewrite of character locomotion. We've moved away from motion matching for better responsiveness and performance.
🧠 AI
• 💢 Smarter, More Aggressive: Enemies now land hits more consistently and press the advantage. Facing spearmen is especially dangerous. • 📏 Tactical Movement: AI keeps better striking distance, cuts you off, and surrounds you more effectively when outnumbered. • ⚔️ Battle Line Behaviour: AI now holds formation, keeping allies to their sides and enemies in front. • 🗺️ Command System (Early Prototype): You can now issue basic movement and formation orders. It’s early, but the foundation is in place.
🌾 Other Updates
• 🗺️ New Field Battle Map: Open terrain map added — great for staging skirmishes in a completely open space. • ⚜️ Heraldry (First Pass): Basic heraldry generation added. It’s random for now but will evolve with more structure and meaning. • 🧾 New Main Menu (WIP): The main menu’s gotten a little love. • 🐞 Bugfixes & More: And many, many smaller changes and bugfixes.
🛠️ Installation
The build is now live on the [[b]beta[/b]] branch.
Hey everyone, I've been working on Blasted Dice for a long time now. Which makes me happy to announce that the release version of the game is fully done and comes out tomorrow, June 2nd (should be at around 2pm WEST/ 9am ET/ 6am PDT).
I also updated the store with brand new screenshots and a new release trailer!
Lots of new things are in the game, most of them were talked about in previous devlogs, while others are brand new, never seen. From the introduction of keepsakes, to the addition of starting decks, to the 48 different in-game challenges, to a bunch of character dialogue, and to over 100 different items. Adding a bunch of QoL changes to that, everything was possible due to the feedback received from you guys playing the demo. Thanks!
And talking about the demo, even though I would prefer to have it up forever, it unfortunately will be deactivated before the game comes out. The reason being that the demo lacks some major gameplay mechanics, like for example, keepsakes, and also because it lacks several QoL and pacing changes that are present in the full game.
If you have any questions or want to engage with the community, make sure to either send me an email, post on the Steam community or join the community Discord!