MISFORTUNATE Playtest · published · build 24987268

A major gameplay interface overhaul, 18 new language options, Steam achievements, richer match results, and a huge stability pass across Events, Portals, PITFALL, bots, payments and multiplayer.
v0.3.9 Alpha is one of the largest refinement updates to MISFORTUNATE so far.
Over the past several builds, a major focus has been placed on making the game easier to read, easier to interact with, and significantly more resilient during long multiplayer matches.
Many gameplay decisions that were previously spread between board overlays, popups, buttons and HUD elements have now been brought together into a much more consistent gameplay flow. Alongside that redesign comes expanded localisation, the beginning of Steam achievement support, improved post-match statistics, numerous gameplay corrections, and a large number of fixes targeting situations that could previously leave a match unable to continue.
The core gameplay interface has undergone a substantial redesign.
The result is a much more consistent rule:
When MISFORTUNATE needs you to make a gameplay decision, look to the Context Panel.
The multiplayer HUD has received a major visual and structural overhaul.
The top PLAYER BAR now presents players using floating, pawn-coloured player tiles with improved player identity information, turn ordering and status presentation.
Steam profile pictures are supported for Steam players, with pawn artwork used as the fallback identity.
The PLAYER BAR now better communicates:
The RIGHT HUD has also been extensively rebuilt.
Unit and Item inventories now use a cleaner six-card 3×2 paginated layout, currencies have been restored to dedicated readable rows, inventory controls have been simplified, and teammate inventory viewing has been improved.
Player tiles, portraits, inventory presentation, resource feedback and HUD spacing have all been reworked to remain readable across different resolutions and window configurations.
The board presentation now makes much better use of available screen space.
When players are idle, the camera returns to a full-board view.
During movement, the board can smoothly focus toward the active pawn before returning to the wider board presentation once movement finishes.
Pawn positioning has also been corrected during camera movement so animated pieces remain aligned with their intended board spaces.
Additional work has improved gameplay presentation when changing between fullscreen, maximised and restored window states.
Board spaces can now display additional visual effect overlays for persistent gameplay states.
This includes visual representation for effects such as:
This lays the groundwork for making the board itself communicate far more information without requiring players to open additional menus.
The first Match Results tab has been redesigned into a much more visual post-game summary.
Matches can now finish with:
The existing detailed raw MATCH STATISTICS tab remains available for players who want the full numbers.
v0.3.9 introduces the underlying Steam achievement and statistics framework.
The first achievements have now been integrated, including:
WELCOME TO MISFORTUNATE
and
AND SO IT BEGINS
The latter recognises beginning your first legitimate player turn.
Legitimate match completion statistics can now be tracked through Steam while excluding bots, spectators and invalid completion states.
This system has been designed to support a much larger achievement catalogue as development continues.
MISFORTUNATE's localisation support has expanded dramatically in v0.3.9.
The following localisation options were added during this update cycle:
Arabic also introduces full right-to-left text support while keeping the underlying game interface orientation consistent.
Chinese, Japanese, Korean and other new language requirements have received additional font and presentation support.
A number of translation import and localisation-resource issues were also corrected to improve reliability when switching languages.
Portal interactions have received extensive attention.
Portal destinations are now consistently presented as:
PORTAL 20 | PORTAL 30 | PORTAL 40 | PORTAL 50 | REST
The Portal currently occupied by the player is excluded from the destination list.
PORTAL 40 is presented as a Portal destination rather than being labelled CHECKPOINT during Portal travel.
Portal destination buttons now use consistent presentation rather than giving one destination unique styling.
Additional fixes include:
The Event deck now better maintains its intended structure.
EVENT REFRESH - Event31 remains the final card of an Event cycle. Once reached, the deck is reshuffled and Event31 is returned to the bottom for the next cycle.
The two PRODUCE Events are also assigned their intended positions:
Event26 - position 26
Event27 - position 52
These positions are restored when a new Event cycle is prepared.
Several individual Events have also received fixes.
Event10 now treats returning to the player's previous space as a genuine new landing, restoring eligible interactions such as COLLECT and UPGRADE when returning to a managed Unit.
EXHIBITION - Event24 has returned to the standard Shop interface while preserving its team-based purchase/pass mechanics.
Event PITFALL movement has also been corrected so players retaining a valid doubles continuation still receive their normal PITFALL escape opportunity.
Event-driven movement, queued destination interactions and several bot Event resolution paths have received additional safeguards against stalled turns.
PITFALL has received both interface and gameplay reliability work.
PITFALL decisions now use the main gameplay Context Panel instead of competing legacy overlays.
Available payment and escape choices update against the player's current resources.
Doubles that remain valid after an Event sends a player into PITFALL now correctly preserve the player's opportunity to escape.
Event59's LADDER escape interaction is now exposed through the PITFALL interface where applicable.
SWAP PORT can no longer target players currently trapped in PITFALL.
Bot PITFALL decisions have also been improved so AI players correctly choose available escape options rather than leaving the game waiting indefinitely.
A large number of edge cases surrounding Unit interactions and mandatory payments have been corrected.
Opponent Unit TOLL payments are now much more resistant to being accidentally cleared by stale UI or turn state.
This was particularly important after complicated sequences involving:
Mandatory payments now remain authoritative until actually resolved.
Players can also sell or downgrade Units and sell eligible inventory throughout normal active-turn interactions, allowing Tokens raised from liquidation to immediately update the payment or purchase currently on screen.
CLOAK interactions during underfunded payments have been corrected.
Unit Bonus Money collection routing has been fixed.
Managed Unit cooldown interactions have been corrected to prevent landing states from becoming stuck.
Crafted dice have received another substantial reliability pass.
Non-host multiplayer players can now correctly activate their own crafted dice without the lobby host receiving an unintended gameplay advantage.
BLANK DICE once again behaves as a genuine new landing on the player's current space, restarting eligible interactions without physically moving the pawn.
Repeated BLANK DICE landings correctly refresh applicable Unit Bonus Money interactions.
Stacked BLANK DICE and RIGGED DICE are no longer accidentally consumed twice.
Reverse Dice movement near the Mountain boundary has been corrected so movement ends at the valid board boundary instead of leaving the turn unresolved.
DOUBLES and TRIPLES crafted dice reroll handling has also been refined.
SWORD attacks against bots with SHIELDs now correctly resolve the defensive reaction: the bot uses its SHIELD and the attacking SWORD is consumed as expected.
FREE PORTAL activation and several item targeting flows have also been corrected.
BOW & ARROW targeting received additional fixes and has been moved into the unified interaction flow.
Bots have received a considerable stability pass.
Bots are now prevented from interacting with board spaces they are merely passing over during animated movement.
This prevents AI players from accidentally buying, upgrading or interacting with intermediate spaces during Event movement.
Bot handling has also been improved for:
Bots now attempt available debt-recovery options - including selling eligible Honey - before forfeiting due to an unpaid mandatory debt.
Several previously observed bot-turn stalls and livelocks have also been addressed.
Steam multiplayer recovery has received major work.
Host migration support has been expanded so a match has a better chance of continuing when the original host disconnects.
Reconnect authentication now better handles stale Steam lobby network identity information, reducing situations where a reconnected player appeared to have their turn but could not submit authoritative actions.
Additional fixes cover:
These changes are aimed at making longer multiplayer matches significantly more resilient to temporary network and host disruptions.
The loading screen can now display the actual resource currently being processed under CURRENT RESOURCE.
Resource filenames and paths are now updated dynamically rather than leaving the field empty while the game is loading.
A major part of v0.3.9 has been dedicated to eliminating situations where a valid match could become unable to continue.
Fixes have been applied across a wide range of systems including:
Additional defensive recovery behaviour has also been added to several movement and interaction paths so an interrupted animation or stale presentation state is less likely to strand the authoritative game state.
There have also been many smaller visual refinements throughout the gameplay screen.
This update represents a substantial step toward the intended final MISFORTUNATE gameplay experience.
The focus has increasingly shifted from simply having every mechanic available toward making those mechanics clear, consistent and dependable, especially during the complicated combinations of Events, Items, multiplayer interactions and movement that can occur during a full match.
There is still plenty more to come.
MISFORTUNATE remains in Alpha, so if you encounter a stalled turn, unusual multiplayer behaviour or something that simply doesn't look right, please continue sending through screenshots and logs. Those reports have been extremely valuable in tracking down the more complicated edge cases.
Good luck.
You're going to need it.