First Blood
The Shifting Warrens were quiet for too long. Today, the silence breaks.
Blades Meet Flesh
The first phase of the combat system is in. Players can now swing weapons at the creatures lurking in the Warrens, and the creatures don’t appreciate it. Attacks are stamina-driven — every swing costs energy based on the weapon’s weight, and cooldowns prevent mindless button mashing. You have to think about when to strike and when to hold back.

This is the foundation everything else will build on. No magic yet, no ranged attacks — just you, a blade, and whatever crawled up from the Nightfall Depths.
Splitting the Spoils
The inventory system got a quality-of-life pass. Stackable items — potions, scrolls, reagents — can now be split into smaller stacks through a splitting dialog. Drag a stack, choose how many, and drop them where you need them. It sounds small, but when you’re juggling supplies mid-dungeon, it matters.

They Feel It Now
Monsters now react when hit. A shaking effect plays on impact, giving every strike a satisfying punch of visual feedback. It’s a small detail, but it transforms combat from “numbers going down” to something that feels physical. When you land a hit on a skeleton in a dark corridor, you want to see it stagger.
Three PRs, one theme: the Warrens are becoming dangerous, and the tools to survive them are becoming real.
