A milestone in semantics only, we have now worked on Labyrinth for 100 weeks since the Kickstarter campaign. Today being November 1, that's a lot of ones!
We are still focused on the next big update and adding in Adventure and Story modes. Scattered throughout this short update is quite a bit of new art which is going into the game.
The Art team created more card art; put final touches on Star spire ruins level; created dialog art; sculpted elements for the Forest Level, like a statue; sculpted Faydin; and worked on shell art.
The Design team designed PvE scenario scripts; developed encounter content; implemented tips, conversations, cards, rules, star stones; designed rewards and achievements; completed first pass on integrating hero tutorials; conducted marketing research and reached out to potential marketing partners.
The Engineering Team worked on adding system for wandering monsters appearing in cleared rooms; reset some rooms when retreating to Lair; worked on modes to map; implemented rewards; coded store UI; worked on tutorial system and handling multiple dungeons; coded for multilevel adventure data; updated rewards receipts; created a map node editor; and fixed screen ratio issues.
And a couple more images...