Changelogs:
- Integrated a death status preview system that stops previewing subsequent statuses if an entity is predicted to die from an action.
- Implemented a new context action allowing entities to swap positions.
- Implemented and expanded turn element effects (including lockdown, stun, and expose), and configured turn elements to decrement each turn.
- Added curve line indication in the rewards scene to explicitly show which card or upgrade affects which Duoshifter deck.
- Streamlined the level start sequence by making the dialog seamless and uninterrupting.
- Added a safety toggle setting requiring players to select twice for zero-option cards to prevent misclicks.
- Polished UI behavior with improved UI scaling, optimized UI anchors and positioning via UI Scale Factor settings.
- Enhanced game balance by tuning several enemy units and refining enemy threat actions.
- Fixed bugs related to card contexts, enemy behavior and elements.
- Code refactoring across Card Context Selection, Elements, and the Preview Manager systems while removing unused project plugins and assets.
Developer Notes:
I took a 4-day vacation with my family, filled with mountains and pine trees. It was super refreshing and a well-done disconnect from my game. Therefore, little work is done this week and it wasn't scheduled. So, yes... another bugs-and-refactoring week. Next week, new stuff! Best of luck to me.
Wishlist Duoshift on Steam: https://boldaestheticcreative.com/duoshift-steam
Support on Patreon: https://www.patreon.com/c/boldaestheticcreative
Join Duoshift Playtest Community: https://discord.gg/kzB6hFhTXE



























