The Warrens Come Alive
A big day. Four features landed, and together they transformed the game from a tech demo into something that feels like an experience.
Fog of War
The minimap no longer reveals the entire floor. A fog-of-war system now tracks three states for every tile: unseen, discovered, and visible. Walls are revealed through line-of-sight with a configurable reveal radius, and discovered areas stay on the map in a dimmed state after you leave.
A new MapBrainComponent handles the discovery logic, while the MiniMapRenderer draws three distinct visual states. The result: exploring a new floor actually feels like exploration. You’re charting unknown territory, one corridor at a time.

Background Music
The Warrens have a voice now. An ambient soundtrack plays during exploration — low, atmospheric, the kind of thing you feel more than hear. When combat triggers, the music crossfades into something more urgent. Walk away from danger, and the tension slowly unwinds back to the exploration theme.
Title Scene
The game has a proper front door. A title screen greets you before the descent begins, setting the tone before a single step is taken into the dark. It’s simple — the game’s name, the chains, and a prompt to begin — but it frames everything that follows.
Smart Equipment
Picking up a new sword used to mean opening your inventory, finding the right slot, and dragging it over. Now the game offers to equip items intelligently when you pick them up, comparing stats and suggesting replacements. You can always decline, but for the common case — “this sword is better than my current one” — it just works.
