MISFORTUNATE Playtest · published · build 25227288

A new Misfortunate update is now live!
This update focuses heavily on improving Dice Combos, turn resolution, the Context Panel, Item interactions, multiplayer reliability and board presentation, alongside a collection of gameplay fixes and quality-of-life improvements.
Dice Combos have received a major gameplay pass.
Doubles, Triples, Super Combos, Ultra Combos and Master Combos now correctly identify the largest matching group within your roll and award their appropriate benefits.
Combo rewards can now include additional Dice packages which may be used across subsequent rolls instead of forcing everything to resolve immediately.
Players can also choose to END TURN and give up any remaining optional Combo rewards.
Successful Combos now also award Tokens:
Crafted Doubles and Triples dice effects now count as genuine Combos, including their associated movement, presentation, additional-roll benefits and Token rewards.
Rolling an exact three-of-a-kind while escaping a Pitfall will also correctly award a Triples reward.
When multiple Dice rewards are available, the Context Panel now provides DICE OPTIONS so you can decide how to use them.
Dice rewards are preserved correctly while resolving other interactions, including applicable Crafted Items.
When there is only one valid roll available, unnecessary Dice Options menus are skipped and ROLL DICE is shown directly.
Misfortunate now supports nested resolution sub-turns for Events and other situations where another player must act during somebody else's main turn.
This makes complicated multiplayer interactions far more reliable and gives the game a proper way to temporarily hand control to another player before returning to the original turn.
This specifically fixes situations such as EVENT13, where an affected player could previously become responsible for a Dice roll without being given the Context Panel option required to perform it.
The Context Panel status display now also communicates:
This system also persists through multiplayer reconnects.
Bow & Arrow remote interactions have been corrected.
Remote interactions with spaces such as Units and Field Shops will no longer be incorrectly rejected because the attacking player still has a completed interaction associated with their current space.
Bow & Arrow should now correctly hand control over to the targeted space interaction the first time it is used.
More gameplay interactions have been moved into the Context Panel to reduce unnecessary popups and keep player decisions in one consistent interface.
Changes include:
Rigged Dice received several functional fixes in addition to its new Context Panel flow.
Two-die Rigged Dice rolls now use their intended authored combinations:
Single-die situations continue to produce the required exact value.
Field Shop Rigged Dice and retained Event60 Rigged Dice now follow the same reliable activation flow.
The Companion Item has been revised into an end-of-turn restart mechanic.
When a normal END TURN would otherwise be available, Companion can instead restart the same player's turn from a fresh normal Dice roll.
Item use is temporarily restricted during the restarted interaction until that new landing has been fully resolved.
A follow-up issue where the original landing could prematurely consume the restarted Companion interaction has also been fixed.
Resting & Waiting Portal choices carried into the following turn now live inside their own PORTALS submenu.
Players can still choose to roll normally first, and BACK returns cleanly to the normal turn choices.
Portal destination buttons now retain their familiar PORTAL 20 / 30 / 40 / 50 identity while displaying Waiting surcharges and Free Portal effects more clearly underneath.
Combined FREE + Waiting Fee situations are now displayed accurately.
Board-space effects have received a substantial visual overhaul.
Applied effects such as:
are now represented with compact effect icons positioned across the top of affected board spaces.
Multiple effects can be displayed simultaneously, with icons automatically wrapping into additional rows when necessary.
The icons have also been enlarged and spacing tightened to improve visibility during normal play.
Hovering affected board spaces now makes much better use of the existing multi-card preview.
In addition to Units and existing protection cards, previews can now include:
Multiple applicable cards can be inspected together where several effects occupy the same space.
The new board-effect system has been optimised to reduce unnecessary frame-by-frame work.
Board tiles, gameplay state and presentation data are now cached more aggressively, and effect visuals are rebuilt only when their underlying state or layout actually changes.
This should reduce the performance cost of tracking effects across the full board, particularly during multiplayer sessions.
Several of the systems introduced or revised in this update now synchronise their state more completely across multiplayer clients.
Improvements include:
Region backgrounds now update on each player's own client after their movement completes instead of depending on presentation state from another machine.
Token gains now use a centralised receipt-audio system.
Whenever the local player's synchronised Token balance increases - including the new Dice Combo Token rewards - the appropriate receipt sound should now play consistently.
This build also includes several presentation updates:
Misfortunate 0.5.1 Alpha
Steam Build: 25227288
Thank you to everyone continuing to test Misfortunate during Alpha.
The additional multiplayer sessions, logs and edge cases being reported are helping us strengthen the underlying turn and interaction systems as the game continues to grow.
May fortune continue to be completely unreliable.