
A big crafting-focused update has arrived!
v0.3.7 Alpha introduces an expanded collection of **Crafted Dice**, a redesigned Crafting interface, major improvements to dice presentation and interaction, fixes to crafted-item behaviour, payment and TOLL improvements, gameplay fixes, new music, and another round of multiplayer and UI polish.
A complete collection of new Crafted Dice has now been brought into gameplay.
EXTRA DIE
Adds an additional die to your next travel roll.
• Multiple EXTRA DIE cards can be activated before rolling.
• Players can build their travel roll up to a maximum of six dice.
• Additional dice appear on the board as they are activated.
• Prepared dice are synchronised for multiplayer players and restored correctly following reconnection.
• EXTRA DIE cards are only consumed once the associated roll is accepted.
REVERSE DICE
Turn the board around on your opponents - or yourself.
• Activating REVERSE DICE causes your complete travel roll to move your piece backwards instead of forwards.
• Normal landing effects continue to resolve after the backwards movement.
• Includes protection against invalid backwards routes and incompatible dice effects.
2 TURN DIE
Trade your normal movement for two opportunities to travel.
• Your first travel roll uses a single die.
• After completing the first movement and resolving the landing space, you may receive a second one-die travel roll.
• Players may instead end their turn rather than taking the additional roll.
1-2 DIE
Sometimes a tiny movement is exactly what you need.
• Forces a single travel die.
• The result will be either 1 or 2.
• Movement and dice presentation remain host-authoritative and synchronised in multiplayer.
DOUBLES DIE
One die. Double the distance.
• Forces a single natural die roll.
• The result is doubled for movement.
• Roll a 4 and you move 8 spaces, for example.
RIGGED DICE
Because sometimes seven really is the magic number.
• Forces a normal two-die travel roll to total exactly 7.
• A valid two-die combination is generated and displayed to all players.
• This Crafted version remains separate from the behaviour of the existing standard RIGGED DICE Item.
BLANK DICE
The roll where absolutely nothing happens.
• Turns every die participating in the active travel roll into a blank, zero-value result.
• The roll completes with zero movement.
• The current board space is not incorrectly triggered again.
• Pending Town route selections are preserved.
TRIPLES DIE
For when doubling your movement simply isn't enough.
• Forces a single natural die roll.
• Movement is three times the rolled result.
• Roll a 5 and you'll travel 15 spaces.
GOLD DIE
The most flexible Crafted Die yet.
• Roll one die.
• Every reachable space up to the rolled value can become a valid destination.
• Choose to travel either forwards or backwards.
• You don't have to use the entire rolled value - select the destination that gives you the best tactical position.
• Destination selection uses the board's existing highlighted target system.
• Selection state is maintained correctly for multiplayer and reconnecting players.
The Crafting interface has received a substantial visual redesign.
• Crafting now uses the same card-based Marketplace presentation shared by the Field Shop, Black Market and White Mart.
• Recipes are presented in a cleaner multi-column card grid.
• Crafted Dice now use their dedicated Crafted01–Crafted09 card artwork.
• Dice, Utility and Unique crafting groups remain available.
• Recipe costs, availability and existing crafting mechanics have been preserved.
• Recipes without completed artwork can still be presented using placeholders.
• The shared Shop/Crafting card presentation has been consolidated for more consistent UI behaviour.
Crafting can also now be **opened and inspected outside your turn**.
Players can browse the available recipes whenever required, while actually crafting an Item remains restricted to the appropriate player, turn and gameplay phase.
The board dice system received a significant under-the-hood and visual overhaul.
• The game now supports a managed pool of up to six visible board dice.
• Six-die rolls use a compact 2-column × 3-row arrangement instead of a long vertical stack.
• Dice have been slightly reduced in size for improved board visibility.
• EXTRA DIE dice appear immediately as cards are activated.
• Every active die now receives the familiar green roll-ready glow.
• Newly added EXTRA DIE dice glow immediately rather than waiting for another UI refresh.
• Every active visible die can now be clicked to initiate the roll - not only Dice 1 and Dice 2.
• Hidden or inactive dice remain unavailable.
• Dice input is locked once rolling begins.
• Special single-die rolls continue to show only the dice relevant to that mechanic.
We've also fixed an issue where consumed EXTRA DIE dice could remain visibly present after their roll had finished. The board now returns to the correct normal dice count after the result window closes.
Stacked Items are now much easier to identify.
• Inventory cards display a quantity badge when more than one copy of an Item is held.
• The badge updates automatically as Items are added or consumed.
• Larger stack counts are accommodated without interfering with Item selection or hover behaviour.
This is especially useful now that multiple Crafted Dice can be stored in inventory.
Several edge cases discovered while expanding the Crafted Dice system have been corrected.
• Turn-scoped Crafted Dice state is properly cleared when turns end.
• Pending EXTRA DIE state no longer leaks into later turns.
• Forced RIGGED DICE and BLANK DICE state is properly cleaned up.
• Crafted Dice can no longer accidentally remain active beyond their intended roll.
• Activation locks now follow the actual movement/roll cycle instead of becoming permanently stuck for the remainder of the turn.
• Players who earn a legitimate follow-up roll, such as from doubles, can correctly receive a new activation opportunity where the previous roll did not already consume an incompatible Crafted Dice opportunity.
• Zero-distance Crafted Dice rolls correctly finish their movement cycle.
• Conflicting travel modifiers are prevented from being activated together.
• PITFALL and special-roll interactions received additional safeguards.
• Reconnecting multiplayer players receive the appropriate Crafted Dice and dice presentation state.
Players who owe Tokens now have more ways to raise the money required to settle a TOLL.
During eligible payment states, including Event-driven and out-of-turn payments, players can now:
• Sell eligible inventory Items.
• Sell owned Units.
• Downgrade owned Units.
• Continue liquidating assets until the required payment can be made.
Existing sale values, Shop stock returns, Item restrictions and payment rules remain in effect.
This should greatly reduce situations where a player technically owns enough assets to pay a debt but cannot access them from the payment flow.
Inspecting an ANIMAL Unit now shows more useful information.
• ANIMAL special powers are displayed directly within the UNIT inspection modal.
• Special powers can be viewed for both owned and unowned Animals.
• The information uses the game's existing localisation system and stable Unit mechanics rather than duplicated display text.
Fixed a movement issue involving deferred doubles rolls following certain Event sequences.
A completed Event could leave its temporary reverse-travel direction active while a player's deferred doubles roll was being restored.
In affected situations - including movement involving Mountain spaces - the restored roll could attempt to travel using the stale reverse direction and fail to move the player.
Completed Event travel direction and dice mode are now cleared before the deferred doubles roll resumes.
The gameplay music selection has been refreshed.
• Added new Ancient Horizons music for Babylon and Kush.
• Updated several Ancient Horizons audio assets.
• Reordered portions of the gameplay playlist.
• Additional existing tracks have been restored or repositioned within the rotation.
• The unused Persia track has been removed from the active playlist.
A number of build and release-side improvements were also completed for v0.3.7 Alpha.
• Steam export packaging has been refined across supported desktop platforms.
• Required Steam/build metadata handling has been improved.
• Default window configuration has been adjusted.
• Several internal Godot warnings and declaration issues associated with the new work have been cleaned up.
• Crafted-card artwork and associated Godot import metadata have been updated.
• Regression coverage was added for the deferred-doubles movement issue.
• Build compatibility information has continued to be incremented alongside gameplay changes to protect multiplayer clients from running mismatched builds.
All new player-facing Crafted Dice mechanics, descriptions, validation messages and relevant UI additions have been integrated with MISFORTUNATE's localisation system.
Supported languages remain:
• English
• German
• Spanish
• French
• Italian
This update represents a major expansion of the crafting system and adds considerably more control over one of MISFORTUNATE's most important resources: movement.
Whether you're stacking EXTRA DIE for a huge roll, deliberately going nowhere with BLANK DICE, travelling backwards with REVERSE DICE, tripling a lucky roll or using GOLD DIE to pick the perfect landing space, there are now many more ways to manipulate the board.
As always, MISFORTUNATE remains in Alpha development. Balancing, UI refinement, multiplayer testing and bug fixing will continue as these new mechanics are put through increasingly larger playtests.
Thank you to everyone testing, breaking things, reporting issues and helping shape the game.
Welcome to MISFORTUNATE v0.3.7 Alpha.