Hello Everyone!
I'm quickly getting the bad news out of the way, we sadly won't be able to hit our Q2 release date goal, so I've delayed it to Q3. But fear not, we are on track with the game itself to be feature complete by the end of the month.
One of the reasons for the delay is to give ourselves a bit of time to test/fine-tune the full game with all of its features together, (plus to implement Steam achievements and support cloud saves). The other is that I want to give enough time for reviewers to try out the game, to try and build a bit of momentum ahead of our release.
Now with this out of the way, I can show you our progress since our Steam Next Fest demo:
[h2]Magic system is fully implemented[/h2]
All of the spells in the game have been implemented. Check out some of the flashier ones:

To combat the strength of these spells, we introduced a magic resistance statistic that gives damage reduction against damaging spells and a percentage chance to miss against debuffs. Higher-tier lighter armors will be better in this regard than their heavier counterparts.

Of course, the resistance will be able to learn these spells as well, for a considerable amount of etherglow and research time investment! The order in which the resistance can research the 3 magic schools is randomized per campaign, increasing variety.
[h2]New rogue school[/h2]
Speaking of variety, we have implemented a new regular school called rogue that focuses on a new condition called concealed.

Concealed units are only targetable by enemy units that started their turn next to them, making this a very strong defensive condition, especially against ranged foes. But it doesn't help against area of effect skills, plus the unit automatically loses it at the start of the round if inside an enemy line of sight.
This of course, means the Dark Elves have been reworked to incorporate this school, making them able to properly sneak around the battlefield! Plus, we now have enough school types to give every region on the campaign map two schools instead of one.
[h2]Invader base assault[/h2]
Invader bases are no longer immune to the resistance. It is now possible to learn how to assault these bases and take the fight to the enemy's turf. The resistance's goal in these missions is to quickly find and turn off the defense systems, then assassinate the "pilot" of these structures. Not to mention, exploring these strange structures from the inside could give a glimpse of what is happening behind the scenes.

[h2]Closing thoughts[/h2]
So that's it for today's devlog! We are getting very close to finishing this project, we just need a little bit of extra time to be able to deliver in a way we intended. Hopefully, the next time you hear from us will be the announcement of our exact release date, with a new final trailer! If you have any questions, feel free to join our Discord
here.