MISFORTUNATE Playtest v0.3.5 Alpha

MISFORTUNATE Playtest · published

MISFORTUNATE Playtest v0.3.5 Alpha


15 August 2026v0.3.5 Alpha brings one of the biggest gameplay expansions to MISFORTUNATE so far, introducing AI opponents, proper Single Player support, multiplayer lobby bots, a new Crystal resource, expanded crafting, and significant new automated gameplay testing behind the scenes.

🤖 Single Player Is Here


Single Player functionality has now been enabled, allowing MISFORTUNATE to be played against AI-controlled opponents.Players can choose between four bot difficulty levels:

  • Easy

  • Medium

  • Hard

  • Extreme


Bot difficulty affects how aggressively and strategically AI players approach the game, including:

  • Purchasing Units

  • Upgrading owned Units

  • Managing Token reserves

  • Participating in bidding

  • Making Town route decisions

  • Choosing Portal destinations

  • Evaluating spending opportunities


Higher difficulties are considerably more willing to invest, upgrade, bid aggressively and push their position around the board.

👥 Bots in Multiplayer Lobbies


Bots aren't limited to Single Player.Multiplayer hosts can now add AI players to their lobby to fill available player positions, allowing games to combine human and AI participants.Each bot can have its own difficulty setting, meaning a single match can contain a mixture of Easy, Medium, Hard and Extreme opponents.This also provides much greater flexibility when there aren't enough human players available to completely fill a match.

💎 New Currency - Crystals


Crystals have been added as a new player resource.Crystal balances are now maintained as part of each player's gameplay state and can be earned and spent independently from Tokens, Honey and Totems.The Player HUD has been expanded accordingly.Resource displays now include:

  • Tokens

  • Honey

  • Totems

  • Crystals


Crystals are displayed directly underneath Totems for both the local player and teammate information panels.

🔨 Craft Crystals


The Crafting system has been expanded with a new recipe:Craft Crystal - 3 TotemsPlayers can exchange 3 Totems for 1 Crystal through the existing crafting interface.The Crystal recipe has been integrated into the normal crafting and resource validation systems rather than operating as a separate special-case mechanic.

🧠 Expanded AI Decision Making


The new gameplay bot system uses separate behavioural profiles for each difficulty level.Bots can independently evaluate:

  • Whether a Unit is worth purchasing

  • Whether an owned Unit should be upgraded

  • How many Tokens should be kept in reserve

  • How aggressively to participate in bidding

  • Whether to take the Town route

  • Which Portal destination provides the best opportunity

  • Whether sufficient resources remain after an action


Hard and Extreme bots make progressively more aggressive decisions, while Easy and Medium opponents maintain larger reserves and introduce more unpredictability into their choices.

🧪 Full-Game Automated Simulation


A major new automated gameplay simulation system has also been introduced behind the scenes.MISFORTUNATE can now run complete headless simulated matches using deterministic AI players, allowing large numbers of games to be tested without requiring manual play sessions.The simulation framework can validate:

  • Board movement

  • Player resources

  • Tokens, Honey, Totems and Crystals

  • Unit ownership

  • Copper, Silver and Gold upgrades

  • Turn progression

  • Event deck behaviour

  • Town routing

  • Purchases

  • Bidding

  • Turn Order War payments

  • Player elimination

  • Invalid resource states

  • Invalid board positions

  • Overspending

  • Deadlocked games


Every simulation can use a reproducible seed, allowing a problematic game to be recreated exactly when an unusual gameplay state is discovered.

🌐 Multiplayer Simulation & Synchronisation Testing


Automated multiplayer testing has also been expanded.Multiple isolated Godot processes can now run the same deterministic game state and compare their results to ensure each client remains synchronised.The testing framework can detect situations where:

  • Clients produce different gameplay states

  • Resource totals diverge

  • Player positions disagree

  • Game state becomes non-deterministic

  • A match reaches a state where progression is no longer possible


These systems are primarily development tools, but they provide significantly stronger protection against multiplayer and long-match gameplay problems as development continues.

🔍 Improved Gameplay Validation


Additional validation now checks important gameplay invariants throughout simulated matches, including:

  • Permanent player IDs remain valid

  • Board positions remain within the valid board structure

  • Resources cannot unexpectedly become negative

  • Unit ownership remains consistent

  • Upgrade levels remain valid

  • A valid active player exists while a match is running

  • Turn Order War winners correctly pay their individual committed bids

  • Event deck progression remains valid


Deliberately invalid actions are also injected during testing to ensure the game correctly rejects impossible or illegal state changes.

⚙️ Build & Compatibility Improvements


Build compatibility tracking continues to be expanded alongside multiplayer development.Client/server compatibility checks remain in place to prevent mismatched multiplayer builds from connecting.Save and snapshot compatibility also remains separately controlled so gameplay builds can evolve without silently loading incompatible match state.

What’s Next?


With Single Player and AI opponents now forming part of the main gameplay architecture, the next stages of development can focus increasingly on improving AI strategy, expanding Crystal mechanics, balancing the economy and continuing multiplayer playtesting.As always, feedback from playtests is extremely valuable - particularly around the differences between Easy, Medium, Hard and Extreme AI behaviour.Thanks for continuing to test MISFORTUNATE!