Patch 0.10.14 - UI Polish, System Fixes & Gameplay Improvements

Hunter's Hand Demo · published

Thanks again to everyone who’s been playing the demo and sharing feedback, it’s been incredibly helpful in tracking down issues and improving the overall experience.

This week focused heavily on bug fixing, UI clarity, and tightening up some of the core systems.

A lot of underlying issues came from recent refactors, so a good portion of time was spent stabilising those changes and making sure everything behaves consistently.

Here’s what’s new this week:

Changes & Improvements

  • Added utility functions to Card for getting the player, first enemy, and all enemies, this should make future card logic much cleaner and more consistent.

  • Shock now correctly expires at the end of the round instead of the start of the turn, fixing cases where it wasn’t persisting between player and enemy phases.

  • Enemy played cards now dynamically update their modified values whenever statuses are applied, ensuring displayed values always stay accurate.

  • Added a reusable Lore Label component across all scenes, pulling from a shared reference.

  • Added pop-up tutorial menus for both the map and battle scenes with short instructions.

  • Set up a scalable tutorial overlay system with expandable panels, making it easier to extend tutorials to future scenes.

  • Reintroduced card hover rotation for both player and enemy cards based on mouse position, now working correctly after previous issues were resolved.

  • Re-enabled and refined battle movement, characters now move to center on activation with improved timing and feel.

  • Enemy positions have been keyframed to prevent overlap with the player when moving into engagement positions (still needs further testing).

  • Added a counter label to Relic UI to better track condition-based relics (e.g. triggers every X turns).

  • Added a toggleable Map Legend to display location names.

  • Updated player animations (base + lightning) to higher resolution - now ~4x larger with minimal file size increase, improving visual clarity.

  • Camera now zooms in at the start of battle, giving better focus on character detail and improving overall presentation.

Bug Fixes

  • Fixed Poison counting down twice.

  • Resolved multiple issues with cards that check enemy ATK/DEF values- now handled through a dedicated function and working correctly after the card refactor.

  • All affected cards now behave correctly, including:
    Electrical Shield, Crackling Ward, Radiant Seal, Ward of the Eternal Flame, Reckoning Advance, and Stalwart Protector.

  • Fixed broken card tooltips and improved consistency across the board.

  • Added safety checks to new Card helper functions to prevent errors when the scene tree isn’t available.

  • Fixed an issue preventing the editor from opening by disabling all @tool scripts.

  • Shop sale item UI now displays correctly, including button and text.

  • Fixed Abyssal Call showing duplicate status tooltips.

  • Improved card UI clarity by applying supersampling, fixing blurry text when cards are scaled.

  • Fixed card visuals scaling incorrectly in the played cards container.

  • Shop leave button now displays correctly at the bottom of the screen.

Balance Changes

  • Shop now includes 1 card per visit at 50% off.

Technical Changes

Switched rendering from Mobile to Forward+ to resolve GPU-related loading issues and improve overall visual performance.

What’s Next?

With a lot of the underlying systems now stabilised, the focus will shift back toward:

  • Further gameplay balance and refinement

  • Expanding tutorial coverage

  • Adding more content and player-facing polish

As always, if you run into any issues or have feedback, I’d love to hear it — it really helps shape the direction of the game.

See you soon!

Dan