- v0.20.1 - 7 September 2025
AddsRarityDog 4/4: Random enemy attacks prioritize this unitBeaver 3/2: Ally on the right actBat 0/2: Attack ally on the right. Gains +2 ATKOnion 1/1: Summon an OnionCrimson Echo Spell: Deals 10 DMG to an ally. Deals 10 DMG to enemyPhantom Touch Spell: Vanish an ally. Gives +1/+1 to random ally, repeat 3 timesI've been stepping back from the development to avoid burnout.There is still a lot to do with the game tone.I played many card games, so I thought I could make something that is fun to play.I realized that while I can make the game "works", when it comes to designing cards, I don't feel the joy from making new ones. Maybe just ADHD, I don't know.This is the second time, but thanks to this, I learned a valuable lesson about myself.I have a different game idea that I want to try at the time of writting this.At the same time, I don't want to abandon this project.I guess I will just ma…
- v0.0.17.1: New allies - 31 August 2025
This update brings 2 new allies and an adjustment to the background.AddsFalcon: On summoned, attack instantly. Stats: 5/1Mice: On destroyed, gives random ally +1/+1. Stats: 1/1When party slots are full. New allies spawn into the void. They exist for nothing.Cards, when hovered, will shake their bootyChangesShockwave:Old: Remove enemy next actionNew: 50% chance to remove enemy's next actionBackground color is now brighter and more vibrantBackground is randomly selected at the start of the battleButtons now randomly change to a random color on click or revert back to normal. This applies to most buttons.Cards are now taller. Now they can play basketballHP and ATK icons are now easier to distinguishFixesA bug where on destroyed is called on rerollOn level up, the bar will fill, then delay before the next fillingThe dev who had the nerves to post the previous cringe updates (that was me)Tha…
- Is this it? - 24 August 2025
I was supposed to fix bugs, but instead I spent 30 minutes staring at a potato chip, thinking it could be one of the enemies. Don't worry, I still fixed the bug (eventually).Here is what you have seen so many times already :0"Why does every enemy in this game have the same face?" you may ask. Bold of you to assume I can draw more than one face.When a card needs something, you give it the thing by expanding its noodle. And yes, you can now whip the noodle on the girl's face. Don't ask why, enjoy it.Rearranged the parts that make the battle tick: same battle, slightly less existential dread.There are sound effects when you buy a card. Supposed to be chaching, you know, the usual, but somehow sounds like a cat just died. Too bad you can only hear it in Early Access.Fun fact you don't need to know todayEach enemy pattern is stored as a tiny Lua table, meaning you could technically swap them…
- Oh no! - 17 August 2025
I have realized Maw the Moon doesn't make any sense.So I tried some different combinationsBite the stickLick the mushroomBroom the carpetPet the wifeBut none made sense storywise either. This is where the game is now: we are going to Bite the Moon.(nah I picked it because it's a cool name)You may be wondering. "Why boobs?"Because I just want to see boobs in my game. (and if Steam polices gonna come after my ass)Don't worry, it's still going to be family-friendly game where you can play with neighbor catsTake a look at this visual fidelity. It's like someone is stroking your brain, wow!(The image is supposed to be here, technically I can drag it down, you know, for awesome story that nobody read)You know what they say. Gotta improve, adapt, and pet the pig. Maybe not the last one if you know what I mean.For the last week. I'm proud to say, other than this. There is nothing else to show :…
- Playtest ended - 12 August 2025
The current playtest has officially ended.Thank you to everyone who participated and shared feedback; it means a lot.Make sure to wishlist to get notified about the next playtest and upcoming updates.
- v0.0.11: Visuals and Lock - 11 August 2025
Final update for the current playtest ends 00:00 UTC, 12 August 2025.Don’t forget to wishlist to get notified about the next playtest.Thanks to everyone who joined and gave feedback!AddsLock. Right-click a card in the shop to lock it. A locked card will always show up after a reroll.ScreenshakeSlash VFX when the unit takes damageStart menuIcons for atk/hpWhite borders to improve contrastChangesLarger font sizeFun fact of the dayThe concept of “locking” or “holding” items to prevent changes dates back to early card games, such as Magic: The Gathering (1993), where players could “tap” or “lock” cards to control their use. This mechanic inspired modern digital shop-lock systems, giving players more control over randomness.
- Playtest ending soon! - 10 August 2025
Playtest Ending Soon. Don’t Miss Out!Hey everyone,Our playtest is wrapping up at 00:00 UTC on 12 August. It’s been amazing to see so many players jump in and explore the game!Even if you haven’t tried it yet, there’s still time to wishlist and play before the doors close.Don't miss out on next playtest, wishlist now to be the first to know when it goes live.Thanks for being part of this journey.
- v0.0.10: New card type - Spell - 9 August 2025
A cat is saved when you wishlist the gameAddsNew card type - SpellPointer to indicate which ally is selected3 spellsWhat is a Spell?Spell is a card type that instant-casts an effect right when you purchase itSpell has no statsSpell costs the same shop price as an ally unitSpell appears alongside ally units in the shopSpell does not require a target to castSpell may have a different effect when a target is selectedHow to select an ally?By hovering over an ally. As indicated by a pointerNew spellsShockwave: Remove next enemy actionSoul Fire: Deals 3 DMG. Gives an ally the same amount of HPBloody Ticket: Destroy an ally, gains 6 coins. Otherwise, gains 4 coinsFixesIcon pops out from the tooltipChangesAdjust the color palette to make things more cohesiveNotesDue to schoolwork, the next update is in about 2 daysFun fact of the dayThe original “Pac-Man” maze was designed to resemble a pizza w…
- Daily Update - v0.0.9: Interface Overhaul - 8 August 2025
This update improves the layout of certain in-game elements to make the interface easier to read and interact with.Adds:Turn counterTooltips for coin and turnWiggleChanges:The tooltip system has been redesigned and now dynamically adjusts to better display informationSwapped the positions of the player party and the choices; this sets up smoother future animationsDarkened background for better contrast and to fit the story toneTo be added:Following yesterday’s update, Spells will become a new type of card. Stay tunedDevnote:There is a tiny bug in this update. You will notice it right away :)Fun fact of the day:The concept of tooltips originated in early desktop software, such as Microsoft Word 95, where hovering over toolbar icons revealed short descriptions.
- v0.0.8: New enemy actions - 7 August 2025
This update adds enemy patterns and new enemy actionsAddsEnemy wide attackEnemy self-healingIntroduced patterns in enemy actionsComing soonTools for players to control the battlefieldDev notesEnemy interference might feel too strong and take away from player fun.I’m working on ways to keep this design while making sure your choices have a real impact.
- v0.0.7.4 - Enemy Telegraph Foundation - 6 August 2025
Setting up logic and data needed to preview upcoming enemy actionsAddsEnemy actions are set at the start of the turnThe telegraph will show what kind of move it is and the value of the actionTo be addedInteresting enemy moves
- v0.0.7.3 - 5 August 2025
Adds:When enemy HP is 0, show result screenMenuQuit buttonRestart buttonPressing Esc can still quit the gameFixes:Game freeze where the game is unable to call destroyed unitsBug where unit can still be moved when the game does not allow. E.g. in result screenTo be added:Ability to see enemy intents
- Small update: v0.0.7.2 - Result Screen - 4 August 2025
Adds:Result ScreenWhen unit HP is 0, destroy itNext Battle button (reset current battle for now)Level progress. Saved locallyEnemy loopEnemy attacks randomly for 3 dmgChanges:The feedback form now asks for any errors or freezesFixes:BugsRemoves:Mac support, temporarily, to allow faster iterationTo-do:Fixes more bugsEnemy telegraphs
- Playtest released - 3 August 2025
The first version is about testing the core player loop.Units and atk/hp statsUnits auto-play effectsDrag and drop to change unit positionChoicesRight-click to sellDrag upward to sellBuying costs 3 coinsReroll costs 1 coinTo be addedEnemy loopResultsProgressionTelegraphSpellVFX/SFX