Changelog for 1.3.0
- 🌟 [Community] Full leaderboards pages
- 🌟 [Graphics] Remove AI contents, redraw backgrounds
- [UX] Rework UI and navigation, mostly optimizing gamepad support
- [UX] Add confirmation modals for “destructive” actions (discarding, archiving)
- [UX] Split ingame menu into preferences (will get more stuff later) and leave modal
- [Gameplay] Calven wheat fields rework
- [Gameplay] Greythorne Keep rework: give more importance to contracts
- [Gameplay] Executioner’s Blade now cannot appear when you have less than 3 non empty rows
- [Graphics] New transmutation animation
- [Graphics] New cauldron liquid animations with better support for various liquid colors
- [Graphics] New sprite for Hot-Headed Dynamite to better differentiate with vertical dynamite
- [Graphics] Better uppercase characters for rich font, small symbols adjustments
- Fix unlocking of objects coming from crates
- Fix replay and paused games when first pair is a Four Leaf Clover
- Fix some graphical glitches
- Fix some replay issues
- Game no longer crashes when you play 512 games in a single session
Note: if the game feels slow, try enabling hyperspeed (from ingame preferences menu or Profile -> Preferences).
AI contents removal
While it has been a great help to get started with nice placeholder graphics, using generative AI for backgrounds came with issues:
- the game was flagged as having AI contents, which it did
- generative AI is generally a bad thing, although my intention was always to replace it with proper content once I had a solution
- the game lacked visual cohesion between places
- some backgrounds had glitches / weird stuff
Winlu’s tilesets is what allowed me to create proper contents for backgrounds, with the added advantage of being pretty much the same graphics as what I used for the world map, but upscaled. Not all backgrounds have been replaced yet, but all AI contents have been removed so some places use their region’s background in the meantime. I will work on that in next releases.

Added leaderboards
Full leaderboards, both global and region/place scoped, all-time and weekly, have been added. Try to get the best score of all time, or make your way to the Champions or Legends meta rankings.

New cauldron liquid animations
While the previously used water surface animation by GandalfHardcore worked very well, I went with a new shader based approach which gives me more flexibility, especially when it comes to liquid color.

Reworked Greythorne Keep
Greythorne Keep is a place with a strong connection to contracts (and will be central to quests in a later update), but so far the gameplay around countracts was underwhelming: rewards were not reliable, so simply ignoring contracts was a good option.
There are now several new contract rewards which should greatly improve the impact of contracts. And to make it more reliable, contracts with no rewards are now rare and guaranteed to happen at most once per contract chain (pity system reset on contract failure).

Reworked wheat fields
Calven outskirts had 3 wheat fields levels, all with pretty much the same gameplay. A new Harvest Sickle “helper” object has been added there, and Field Rake object can now move horizontally to let you select the columns pattern.
The westmost level roughly keeps that gameplay, and the two other levels have been reworked both visually on map and gameplay wise:
- [8,7] Yolkmere - new henhouse-based gameplay, new objects, new achievements
- [9,7] Skirlmill - new windmill-based gameplay




