This past week saw a flurry of activity in the visual department. Our artists and designers did a lot of work getting blockout assets into the level, and we added placeholder VFX for spells and status effects. We also added new sprites for our spell effects. On the programming side, we tidied up lots of aspects of combat, implementing status effect ticks, delays between various combat events, and a game win/loss state. This means we’re now pretty close to alpha.