Hello friends! Happy WitchHand release week! Thank you to everyone who played the game and left a review and thank you for everyone's feedback and all around good vibes. It's been an exciting time over here!
Let's get right into WitchHand's first post-launch update:

We got three (3) new cards!
Over the past week, I've also put out a few patches that -- amongst the bug fixes -- included new features like:
- support for widescreen displays
- villages now have production toggles that toggle all slotted buildings
- can now click during most end of day events to skip through them (Turn on "Fast Witching Hour" in the options to get through them even faster)
- "Allow Camera Pan with Interact" setting added to controls screen
- card symbols added to temple of rites outline sprite

Steam approved WitchHand for community items! :wh_cat:
I'm excited to see my art in those official Steam card frames. I don't know. It just feels really good.

Good question! A lot of things are still up in the air as I balance continued WitchHand support with other ongoing projects. I don't want to make any grand promises on what I wish or hope to do for this game. That said, the game will be getting, at the very least, one (1) new witch. Stay tuned.

- swords, shields, flame cake, armored smoothie now have better tooltips when being used
- fixed source cards able to craft on top of enemies
- fixed explore tooltips not showing the correct explore contents
- fixed collapsed village outline collision not factoring for the radiant beacon max seven slots
Thank you. I've made three games now and this one is far and away my most successful* game (in terms of sales and reception). Thank you for making that happen. I appreciate all of you.
<3
Jon