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Hunter's Hand DemoEventsThe Gathering Dark v0.15.1 - Enemy re-works & big visual update!
In-game event

The Gathering Dark v0.15.1 - Enemy re-works & big visual update!

Hunter's Hand Demo · published 14 Aug 2026, 09:33 UTC · build 23266906

All eventsPlayers around this dateRead on Steam

Two weeks of mostly forest-biome and combat-feel work. The headline is the battle visuals rework finally landing on main; new impact camera work, scene lighting, and an enemy death crescendo, alongside a real pass on making the forest enemies feel distinct from each other instead of reading as the same fight in different skins.

Also fixed a genuinely embarrassing bug: enemy AI was drawing from a filtered copy of its own deck instead of the real one, so it never actually emptied and reshuffled... around 44% of enemy rounds were just generic attack/defend/charge on repeat instead of their unique cards showing up. That's fixed now, and cleared the way for a proper identity pass: every forest enemy owns one signature status instead of half of them all rolling Stun or mind-debuffs.Escape got reworked too, it's no longer a coin flip you could lose after already committing your whole turn to it. If you've unlocked it, it works deterministically, and it clearly costs you the fight's rewards.What's new

  • Enemy AI actually cycles its full deck now instead of re-drawing the same 9 cards forever

  • Every forest enemy reworked to own one signature status (Bramble Torrent, Nighthowl, Nightshade Nymph, Fungaloid, Blight Hawk, Forest Shade, Thornbeast, and more all touched)

  • Escape is now deterministic - no roll, but it costs the fight's spoils; fixed a soft-lock where fleeing the Forest Guardian stranded the run

  • Escape panel split into its own scene with per-encounter flavour text

  • Incoming-damage preview is now watertight against multi-hit attacks and Thorns/Soulbond recoil

  • Battle visuals rework merged: impact camera scaling, scene relighting per turn, stamped decals, ability banners, and an enemy death crescendo

  • Acid reworked into a proper "ignore X DEF this turn" pierce instead of destroying block outright

  • Drain is now blockable by default; a new Piercing Drain variant keeps the old ignore-DEF behaviour for guardians and Soul Drain

  • Poison's status UI now shows stacks only (duration and stacks were the same number, just confusing to show twice)

  • Fixed a crash when an enemy died mid-activation from Thorns/Soulbond/Counter reflect damage

  • New controls-hint overlay: on-screen input prompts that fade out over time

  • Event rooms now gate on affordability - Gambler, Blood Sacrifice, Fountain of Life, and Howling Altar won't get offered if you can't pay; Warding Circle's "Back Away" is always free now

  • Secret ambush battles: Event nodes have a 12% chance to be a hidden tier-1 fight instead (tutorial runs excluded)

  • Groundwork for a new City biome as the run's opening trunk, plus generalized biome-transition code and dynamic map option buttons

  • Shop got a "?" info button explaining colourless vs. class cards

  • Targeting glow shader visual upgrade

Full patch notesSystems

  • Enemy draw pile fix: play_top_card was popping from a filtered copy instead of the real draw pile, so it never depleted and never reshuffled — fixed, along with a matching bug in conditional-card selection

  • Forest enemy identity pass: each of the 12 base forest enemies now owns one signature status (Stun was on 6/12, mind-debuffs on 7/12 before this); Madness retired from the biome entirely

  • Escape rework: removed the roll entirely — escape now always succeeds once unlocked, but you leave the fight's rewards behind; added a NO ESCAPE state (with tooltip) for top-floor and guardian fights where fleeing isn't allowed

  • Fixed battles_fled_succeeded double-counting from a duplicated signal emit, which meant the Pacifist/Untethered medals needed only 2 escapes instead of the intended 3

  • Fixed three battle-scoped state leaks (enemy_attacks_first, enemy_evade_chance, Burden's hand-size refund) that survived a flee and carried run-wide

  • Damage preview now predicts multi-hit attacks and incoming Thorns/Soulbond recoil, instead of reading "safe" on turns that were actually lethal

  • Fixed a crash when an enemy died mid-activation (from its own Thorns/Soulbond/Counter recoil) before its queued cards finished resolving

  • Acid reworked: now a true "ignores X DEF this turn" pierce rather than stripping block outright, and fixed to always expire at end of turn regardless of stack count

  • Drain reworked: base Drain is now blockable (heals only for damage that actually gets through), with a new Piercing Drain keyword preserving the old ignore-DEF version for the three guardians that use it and the player's Soul Drain

  • Event room affordability gating — Gambler, Blood Sacrifice, Fountain of Life, and Howling Altar won't be offered (or will get swapped) if you can't afford them when you arrive

  • Warding Circle's "Back Away" is now always free, even at Threat > 0

  • New secret ambush battles: Event nodes have a 12% chance of secretly resolving to a tier-1 fight instead (map icon stays generic, no spoiler; tutorial runs untouched)

  • City biome groundwork: runs now open in a City trunk before branching into the existing biomes; generalized the biome-transition code so it isn't hardcoded per-biome-pair anymore

Balancing

  • Forest enemy tuning pass: Bramble Torrent, Withering Coils, Needle Storm, Toxic Bloom, Waning Vines, Ethereal Rend, Forest Shade, Blight Hawk, and Nightshade Nymph all retuned

  • Eldritch Elk's Horrifying Antlers toned down (was 5 Might/5 Armour first fight, now 3/3; later fights 6 instead of 10) — the old numbers stacked too hard with Goring Charge for an opening-turn blowout

  • Ghastly Greenman's Overgrowth banking increased from 3 to 5 stacks

  • Removed the old per-tier escape-chance multipliers (obsolete without a roll)

UI and visuals

  • Battle visuals rework merged: impact camera now scales continuously with the played card's power instead of 3 fixed tiers; per-turn scene relighting; stamped impact decals; ability banners; hit-reaction polish

  • Enemy death crescendo: background desaturates and holds on a kill, with a "DEATH BLOW!" popup riding the existing death animation

  • Per-card element colour accents (Bloodcurse Revenant → bleed, Stormguard → lightning, Anointed/Martyr → holy)

  • Damage/crit/block/word popups no longer freeze mid-animation during hit-stop

  • Camera shake reworked to read as weight instead of random jitter; wind-up shrunk so the impact snap reads as the payoff

  • New controls-hint overlay showing input prompts that fade out over time

  • Targeting glow shader visual upgrade

  • Poison status UI now shows stacks only, not a redundant duplicate duration number

  • Card tooltips reformatted for readability; unique status colours added; fixed "Razor Thorns" mis-highlighting as the Thorns status

  • End screen visuals updated; floor-path icons now render correctly (were rendering black due to a runtime-shader bug)

  • Shop "?" info button explaining colourless vs. class cards

Bugfixes

  • Fixed DEF not applying until a card activated instead of when played, on 5 named cards and 6 pet cards

  • Fixed shop items falling off-screen after a reroll

  • Fixed broken Discord link across the game's menus

  • Fixed a pink bar glitch at the top of the HP UI

  • Fixed card art showing through during tenuous/discard-played animations

  • Fixed the escape panel's Continue button being effectively unclickable, and a case where a fight could keep resolving behind it and pay out a full victory on top of an escape

  • Fixed Crusader's Gearplate sometimes falling back to a basic stance instead of granting Exalted when a real alternating pair had been earned

More from Hunter's Hand Demo

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