MISFORTUNATE Playtest · published · build 25204369

The board has changed.
0.5.0 Alpha is one of the biggest updates to MISFORTUNATE so far, bringing a major overhaul of the gameplay interface, completing the Crafting system, introducing new dynamic regional presentation, improving multiplayer and display performance, refining bots, and clearing out a large collection of gameplay and UI issues.
This update is heavily focused on making the game feel more cohesive, readable and responsive while bringing several unfinished systems to their intended Alpha state.
The in-game interface has received an extensive visual and structural redesign.
The remaining Crafting mechanics have now been implemented, bringing the Crafting system to its intended 0.5.0 Alpha state.
Cost: 2 Totems
The Magic Lamp allows you to claim an eligible unowned Unit from elsewhere on the board.
Eligibility is checked when the Lamp is used, with regional and opposing Gold Element restrictions applied where relevant.
Magic Lamps are single-use and now have their completed crafted card artwork throughout the Crafting Window and inventory.
Cost: 3 Totems
Lantern is a persistent defensive Item designed to protect your possessions and information.
While carrying a Lantern:
• Opposing Ghost interactions cannot normally steal from you or destroy your Items.
• Opposing Unveil effects cannot expose your Tokens, Honey, Totems or Items.
• A Ghost may instead spend increased Labour to destroy one of your Lanterns before continuing its interaction.
Multiple Lanterns can be held at once.
Lantern now has its completed crafted card artwork throughout the Crafting Window and inventory.
Fort introduces defensive control directly onto the board.
A Fort:
• Is placed on your current space.
• Has 2 HP.
• Prevents opponents from normally using Items while on the protected space.
• Can be attacked using Sword, Punch or Bomb.
• Sword, Punch and Bomb deal damage to the Fort instead of performing their normal effect while the Fort remains standing.
Fort state is synchronised across multiplayer games and retained through reconnects.
Fort now has its completed crafted card artwork.
Master Lock provides another layer of board-space protection.
A Master Lock:
• Can be placed onto an eligible board space.
• Has 2 HP.
• Restricts opposing interactions with the protected space.
• Can protect Units and other regional interactions from opponents.
• Can be damaged using Sword, Punch or Bomb.
• Uses the established Lock presentation on the board.
Master Locks are also displayed alongside affected Units when inspecting protected spaces.
Master Lock now has its completed crafted card artwork.
The final crafted Items are now fully integrated with:
• Dedicated card artwork.
• Crafting Window presentation.
• Player inventory presentation.
• Saved-game restoration.
• Multiplayer synchronisation where required.
• Reconnect handling where required.
A major part of 0.5.0 has been reducing unnecessary popup windows and making normal gameplay interactions feel more connected to the board.
Item activation options now remain in the Context Panel wherever possible.
When an Item requires a target or additional choice, those options can now be presented inside the existing Context Panel flow, including an appropriate CANCEL USE option instead of requiring a separate cancellation popup.
This includes improvements to items such as Master Lock and Bomb.
The beginning-of-turn action order has also been cleaned up so ROLL DICE is presented before USE ITEM.
Bots have received improved bidding behaviour for:
• TURN ORDER WAR
• ITEM CRATE
Bots no longer simply dump their intended maximum bid immediately.
They now respond incrementally to competing bids and attempt to beat the current leader only when necessary.
For the current balancing pass, bots will bid up to approximately 10% of their available Token balance.
This should make auctions feel significantly more natural when playing with AI opponents.
BOMB
• Improved Bomb activation and targeting flow.
• Bomb confirmation now stays within the Context Panel.
• Units destroyed or returned to an unowned state by Bomb correctly restore their normal BUY/claim interaction afterwards.
PITFALL
• Fixed residual third-die state remaining after successfully escaping a Pitfall.
• The extra escape die is now removed before the player's normal travel roll.
• Explicitly activated EXTRA DIE effects remain preserved correctly.
FAMINE
FAMINE resource resolution has been streamlined.
Teams now automatically furnish up to the required 2 Honey instead of being interrupted by an unnecessary selection popup.
The system attempts to distribute the payment sensibly between teammates and takes only the available amount if the team cannot provide the full requirement.
BOT TURN RECOVERY
Fixed a bot turn issue where a completed previous landing could incorrectly be treated as the result of a new repeat roll.
This was particularly noticeable around doubles and other repeat-roll situations.
Fixed legacy 15 FPS gameplay throttling.
Older saved display settings could leave the game running with an invalid low frame cap such as 15 FPS, causing:
• Choppy pawn movement.
• Laggy dice animations.
• Sluggish UI animation.
• Poor overall responsiveness, particularly noticeable during Steam multiplayer.
Legacy low frame-rate settings are now sanitised before being applied.
Supported frame limits, VSync and Unlimited modes continue to behave normally.
Display mode switching has also received a substantial stability pass.
• Improved Fullscreen switching.
• Improved Windowed switching.
• Reduced UI re-layout work while changing display modes.
• Prevented RIGHT HUD layout feedback during display changes.
• Isolated unrelated chat settings from expensive gameplay UI rebuilding.
• Fixed several cases where applying display settings could cause the game to hang.
• Improved gameplay UI stability during initial scene loading and resize events.
Additional performance diagnostics have also been added internally to help identify multiplayer frame-scaling issues as development continues.
• Improved spacing between resource rows.
• Improved UNIT inventory horizontal spacing.
• Better alignment between horizontal and vertical inventory card gaps.
• UNIT and ITEM content now respects the intended RIGHT HUD boundaries.
• Improved pagination alignment.
• Adjusted inventory cell sizing for better card readability.
• Fixed UI elements escaping the authored RIGHT HUD frame.
• Improved multi-digit currency delta positioning.
• Prevented large currency changes from triggering unwanted HUD layout resizing.
• Fixed several startup and UI metadata warnings.
• Improved Player Bar and Context Panel vertical alignment.
• Removed obsolete visual placeholders from empty inventory spaces.
Updated the audio used for MISFORTUNATE dice combination announcements:
• DOUBLES
• TRIPLES
• SUPER
• ULTRA
• MASTER
The combo presentation now uses the revised rolling/combination audio while retaining the existing visual splash system.
0.5.0 also includes a significant amount of work that players may not immediately see:
• Improved gameplay scene organisation.
• More robust multiplayer state restoration for newly completed crafted mechanics.
• Improved host-authoritative Item targeting.
• Improved reconnect persistence.
• Additional gameplay regression coverage.
• Better performance tracing for Steam multiplayer sessions.
• Reduced unnecessary UI layout processing.
• Cleanup of GDScript warnings and several edge-case state issues.
This update represents a major step forward for MISFORTUNATE's gameplay presentation.
The board, Player Bar, Context Panel and RIGHT HUD now form a much more unified interface, the Crafting system is complete for this stage of development, several previously popup-heavy interactions have been brought directly into gameplay, and another substantial collection of Alpha bugs and stability problems has been addressed.
There is still plenty more to come as MISFORTUNATE continues through Alpha.
Thank you for playing, testing, breaking things, and helping shape MISFORTUNATE.
Steam Build: 25204369
Good fortune is never guaranteed.