Soul Games — August 2026 Development Update
July & August have been pretty ridiculous months for Soul Games.
A large part of the work these past two months focused on stabilizing the current build, improving combat feedback, cleaning up card mechanics, expanding quality-of-life systems and preparing the game for its first wider round of testing.
This is not every tiny change made during the month, but these are the major ones.
Battle & Combat
- Reworked and polished the Victory Screen.
- Fixed enemies not dying immediately when receiving lethal damage.
- Dead units are now clearly displayed in grayscale.
- Fixed lethal damage caused by start-of-turn effects such as Bleed.
- Improved HP, Shield, Armor and Life Force combat feedback.- Finally did it, can I sleep now?
- Added clearer feedback when attempting to play a card without enough Life Force.
- Added damage, healing, Shield, Armor and status target previews before effects resolve.
- Added drag-to-target card gameplay while keeping the original click-to-target controls. -Nat's request that made me remake so much...
- Fixed click-targeting accidentally opening the target unit's inspection card.
- Added a short delay before world-unit hover previews appear to reduce accidental popups.
- Added a subtle breathing transparency effect for CLOAKED units and cards.
- Improved targeting and preview behavior for effects that affect an entire selected side.
- Multi-target effects now display previews on every unit that will actually be affected.
CLOAKED Rework
CLOAKED received a major rules and implementation pass.
- CLOAKED now has a maximum of 10 stacks.
- Each CLOAKED stack grants +5% outgoing Damage.
- Units lose 1 CLOAKED at the end of their personal Turn.
- Units lose 2 CLOAKED when taking Global Damage.
- Attacking consumes all remaining CLOAKED after the card finishes resolving.
- Individual cards no longer bypass the universal CLOAKED Damage bonus.
- Card resolution now preserves the pre-attack CLOAKED amount long enough for effects such as Assassin's Strike and Silent Kill to resolve correctly.
Cards & Hand
- Added persistent hand sorting:
- Draw
- Cost
- Archetype
- Name
- Added a visual label showing the currently selected sorting mode.
- Improved Battlefield Card readability for:
- HP
- Speed
- Armor
- Shield
- Life Force
- Improved card hover behavior and target previews.
- Improved pointer priority when hand cards overlap battlefield units.
- Fixed several card-name and description typos.
- Cleaned up card wording across Physical, Magical and Utility cards.
- Standardized terminology and casing for terms such as Damage, Target, Turn, Armor, Shield, SACRIFICE and Global.
- Card damage descriptions can now display dynamic values instead of relying entirely on hardcoded numbers.
Damage & Status Rules
The general interaction between damage types and statuses has been clarified.
By default:
Dealing a Damage type also applies its corresponding Status.
Explicit exceptions can exist for mechanics designed around consuming or resetting those statuses, such as certain Execution effects.
Additional card-system support was also added for:
- Generic Remove Status effects.
- Outgoing Status bonuses.
- Temporary card-cost modifiers.
- Cost modifiers that expire at the end of the owner's personal Turn.
- Automatic hand-cost refresh when temporary modifiers expire.
- Conditional effects based on other units on the same side having a Status.
- Damage scaling based on the difference between caster and target Status stacks.
Attack Bypass System
Cards can now explicitly bypass individual defensive or reactive mechanics during the current attack.
Current support includes:
- Ignore Armor
- Ignore Shield
- Ignore Riposte
This was a much needed addition.
Card Mechanic Fixes
A large card cleanup and repair pass was completed.
Fixes included:
- Lucky Dagger
- Bear Hug
- Deep Slice
- Press the Wound
- Assassin's Strike
- Red Gamble
- Red Finish
- Cloak Discharge
- Unseen Redirection
- Red Momentum
- Pain Focus
Additional card-definition and Damage Type metadata cleanup was also completed.
Balance Pass v1
The first general card-value baseline has been established.
Multiple cards have been re-balanced.
It was needed to give each card a value.
Balance Adjustments
- Rebalanced Blade Shatter.
- Adjusted Graveyard Call.
- Adjusted Life Siphon.
- Reduced redundancy between several similar Slash cards.
- Gave Deep Wounds a clearer identity as a WOUNDS setup card.
Campaign
- Fixed Campaign nodes sometimes failing to unlock after winning battles.
- Improved progression handling after non-battle and event nodes.
- Quit Run now correctly returns to Main Menu and requires a new squad for a fresh run.
- Removed technical/internal node numbering from encounter presentation.
- Added direct Codex access from the Campaign Map.
- Improved Codex scene transitions.
- Improved Campaign state handling and progression reliability.
Codex / Pause / Options
- Fixed opening the Codex during Battle restarting the entire fight.
- Codex now opens additively and preserves the exact current Battle state.
- Improved Battle Pause Menu behavior.
- Improved support for authored Pause UI.
- Expanded Options with:
- Video
- Audio
- Gameplay
- Controls
- Tutorials
- Added persistent keyboard and controller rebinding.
- Improved contextual control prompts for:
- Keyboard
- Xbox controllers
- PlayStation controllers
Only the currently active control method is displayed.
Tutorials
- Added a reusable multi-page tutorial popup system.
- Tutorials can now be disabled individually.
- Tutorials can now also be disabled globally.
- Added tutorial reset support.
- Added runtime tutorial testing tools.
Important: Tutorials are not fully implemented yet, however, it is in a bare bones state that can offer the minimum amount of information.
Armory & Input
- Fixed Search losing keyboard focus when switching from Mouse to Keyboard input.
- WASD and arrow keys can now be typed normally while editing the Search field.
- Improved keyboard/controller navigation behavior throughout the Armory.
- Improved deck-building interaction and card selection behavior.
Main Menu
- Fixed an issue where the Battle Mode Select panel sometimes required pressing PLAY twice before appearing.
- Improved Main Menu interaction stability.
- Added and polished the Credits interface.
- Added clearer Pre-Alpha development messaging.
Saves & Stability
- Migrated Campaign save data to encrypted
.savfiles with integrity protection. - Improved scene transition handling.
- Fixed UI shader compatibility warnings appearing in Development Builds involving
_MainTex. - Various fixes to:
- UI
- input
- hover behavior
- targeting
- runtime stability
Training & Simulation
- Training D.U.M.M.Y. added so you can test combos on it.
- Due to a bug found by Nat, Simulations mode was added allowing you to chose to duel against enemies you chose against the deck you choose or even your deck. The bug was too fun to just fix.
Platform Builds
The current Pre-Alpha is now being prepared and distributed for:
- Windows
- Linux
- Android
This is also the first version being prepared for testing through the official Soul Games itch.io page.
Still Being Worked On
Some systems are intentionally not considered final yet.
Armor
Armor will receive another major pass when development moves further into the Blunt archetype.
The current direction is to make Armor substantially stronger and potentially introduce some fun interactions with it.
Unit HP
Current unit HP values may increase later as Passives, Status combinations and archetype synergies increase overall combat output.
PvP & Additional Archetypes
PvP and the larger first batch of archetypes are still in development and were originally intended to exist before Soul Games was shown publicly.
The Pre-Alpha has been released earlier than originally planned so development can begin benefiting from a larger testing group.
And Finally...
This month involved a lot of fixing things, breaking other things while fixing those things, and occasionally discovering that a bug was actually a pretty good idea for a mechanic.
Soul Games is still extremely early.
There is a lot left to build.
But compared to where the project was at the beginning of the month, it is becoming a considerably more complete game.
Now comes the dangerous part:
letting more people play it.
Thank you to everyone who has helped test, break and improve Soul Games so far.
— Sir Lag
