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playtest-0.10.2 Pre-release
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2026-10-05 19:02:34 -04:00 | 0 commits to main since this releaseAutomatic playtest build.
Changes since playtest-0.10.1:
- Run playtest releases on optibcc's existing act-runner
- CI runner docs: treat the registration token and .runner as secrets
- Auto-release playtest builds when game files change on main
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playtest-0.10.1 Pre-release
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2026-10-05 13:07:32 -04:00 | 6 commits to main since this releaseDev menu for testing - press F1 anywhere (F1 or Esc to close):
- Jump to any level. Keeps that level's saved progress and doesn't change where Continue picks up. New levels made with the area editor show up here automatically.
- Reset this level: clears its saved placements and reloads it fresh.
- Complete this level: instantly places every item, so you can test the Armory to Treasury transition without placing all 47.
- Reset all progress: same as New Game, then back to the main menu.
It also shows where the save file lives on disk.
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playtest-0.10.0 Pre-release
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2026-10-04 11:27:42 -04:00 | 24 commits to main since this releasePhase D: Treasury, the second and final area.
Finish placing everything in the Armory and Continue now takes you into Treasury instead of back to the menu - 5 items (Crown, Gem, Coin Pile, Trophy, Scroll) on a dark-purple vault theme, carrying over the same room-shell quality Armory has (colored floor/ceiling/pedestals, stand signage, reticle/highlight, autosave). Finishing Treasury returns to the menu and resets for a fresh run.
Also fixes a real bug: resuming an area where every item was already placed was silently hiding the win overlay that should have shown.
Room layout, colors, and item scatter still need a real playtest look.
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playtest-0.9.3 Pre-release
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2026-10-04 01:34:17 -04:00 | 26 commits to main since this releasePedestal color + real autosave:
- Stand pedestals now have a dark bronze/wood color instead of default white.
- Progress now autosaves on every single item placement, not just when an area is fully complete - quit any time and your placed items will be exactly where you left them.
- Main menu's Play button is split into New Game (starts fresh) and Continue (resumes exactly where you left off; disabled if there's no save yet).
Colors and menu layout still need a real look - not fully judgeable from the dev sandbox.
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playtest-0.9.2 Pre-release
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2026-10-04 01:06:29 -04:00 | 30 commits to main since this releaseRoom atmosphere pass on the Armory: a colored floor material, a ceiling, and a mocked-up window (glowing pane + an aimed, shadow-casting spotlight) on the right-hand wall to simulate daylight streaming in.
Purely visual - no gameplay changes. Colors, window placement, and whether the light angle actually reads as streaming in still need a real playtest look.
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playtest-0.9.1 Pre-release
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2026-10-03 19:26:34 -04:00 | 32 commits to main since this releaseFollow-up to 0.9.0's playtest feedback: it was still unclear exactly where to drop a carried item, especially within a set's row. While holding an item, a translucent marker now appears at the exact slot it will snap into on its matching stand, and disappears again once you drop it or pick something else up.
Marker appearance/visibility still needs a real playtest look - not fully judgeable from the dev sandbox.
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playtest-0.9.0 Pre-release
released this
2026-10-03 18:56:56 -04:00 | 34 commits to main since this releasePlaytest feedback round on the 3D Armory (0.8.0):
- Reticle + aim/held-item highlight so it is clear what you are looking at and holding.
- Billboard name labels above each of the 9 stands.
- Each item type is now a full set displayed in a row on its stand instead of a single copy: Sword x10, Axe x4, Dagger x6, Bow x6, Shield x4, Helmet x5, Chestplate x3, Boots x4, Gauntlets x5 (47 items total, up from 9). Room widened to fit.
Room scale/density and billboard-facing behavior still need a real playtest pass - not fully judgeable from the dev sandbox.
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Playtest build 0.8.0 (real 3D Armory) Pre-release
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2026-10-03 10:50:35 -04:00 | 40 commits to main since this releaseThe first actual playable 3D area. Walk around a real room, pick up all 9 pieces (Sword, Axe, Dagger, Bow, Shield, Helmet, Chestplate, Boots, Gauntlets - scattered on the floor), carry them to their matching pedestal along the back wall, and press E to place. Get a win overlay once all 9 are placed, with sound effects throughout.
The throwaway test room is gone - Play now goes straight into the real Armory.
Still placeholder art (flat-colored boxes) and this is a fresh room layout I haven't been able to actually walk through myself - please let me know how the room feels: movement, item sizes/visibility, pedestal spacing, anything that feels off.
Windows x86_64 build attached below. Built with Godot 4.7.2.
SmartScreen warning: still unsigned — click More info → Run anyway.
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Playtest build 0.7.0 (3D transition Phase B) Pre-release
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2026-10-03 10:35:55 -04:00 | 42 commits to main since this releaseSame test room as before, but the pickup box now uses the real item/stand matching architecture instead of generic placeholder logic: it has an item_id, and there's now a small pedestal (Stand) a couple meters away with a matching stand_id. Pick up the box, carry it to the pedestal, drop it (E) - it should snap exactly into place.
This proves out the architecture that the real converted areas (Phase C/D, not started yet) will build on. Still just the one test room - no real game area yet.
Windows x86_64 build attached below. Built with Godot 4.7.2.
SmartScreen warning: still unsigned — click More info → Run anyway.
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Playtest build 0.6.2 (fix: Play doing nothing) Pre-release
released this
2026-10-03 10:22:54 -04:00 | 44 commits to main since this releaseFixes Play silently doing nothing in 0.6.1. If you ever fully completed an area before the 2D removal, your save file pointed at a now-deleted scene, and the game had no way to recover from that - it would try to load a dead path and fail with no visible error.
This build self-heals that: an invalid saved path now automatically falls back to the test room and fixes itself on disk. If 0.6.1 didn't work for you, this should.
Windows x86_64 build attached below. Built with Godot 4.7.2.
SmartScreen warning: still unsigned — click More info → Run anyway.
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