The Warrens don’t care what monitor you’re running. But the game should.

Display Options

Players can now configure resolution and display mode from both the main menu and the pause menu. A resolution picker lists every mode your graphics adapter supports, and a fullscreen checkbox toggles between windowed and exclusive fullscreen.

The real trick is the confirmation flow. Changing resolution on the fly is risky — pick a mode your monitor doesn’t like and you’re staring at a black screen with no way back. So after applying new settings, a 15-second countdown dialog appears: “Keep these display settings?” If you don’t click Keep before the timer runs out, the game silently reverts to your previous resolution. No panic, no blind alt-tabbing, no restarting.

Settings persist to disk, so the game remembers your choice on next launch.

The Main Menu Gets a Makeover

The main menu used to be a static list bolted onto a renderer component. It’s been rebuilt from the ground up as a proper scene with animated entry — the logo scales and slides into position with an eased curve, then menu items fade in beneath it. Options now live as a modal overlay on the main menu, not just buried in the pause screen. Navigate with keyboard or mouse, drill into Display or Keybindings, and a breadcrumb trail at the top tells you exactly where you are.

It’s a small thing, but it’s the first thing a player sees. It should feel intentional.

A UI That Sizes Itself

Under the hood, the entire widget system was rebuilt around automatic sizing. Every widget now knows how to measure itself — buttons calculate their size from text and padding, panels sum up their children, lists count their items. A two-pass layout runs top-down: first measure to figure out how big everything wants to be, then arrange to place it all.

When content changes — an item added to a list, a label updated — the widget marks itself dirty and the change propagates up the tree. The root catches it on the next frame and re-layouts automatically. No more manual height calculations, no more pixel-counting when a panel gains a row.

The practical effect: UI panels that used to break when content changed now just work. Add a potion to your belt, open a longer tooltip, resize the window — everything adjusts.

Scaling to Any Resolution

The UI now scales relative to a 1080p reference height. Play at 1440p and everything renders at native size. Drop to 720p and the entire interface scales down proportionally — fonts, panels, borders, hit targets. Mouse coordinates are inversely transformed so clicks still land where they should.

It’s the kind of system that’s invisible when it works. And it works.

On the Web

The devlog website now features the gameplay trailer embedded right on the homepage. If a screenshot is worth a thousand words, moving footage might be worth a few more.