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Dev Diary #6

Greetings, brave knights!


Hope you all had great holidays! We got some much-needed rest, and now that we’re back in our routine.

January was a productive month for us. As some of you already know, in December, we ran a playtest, and spent significant time analyzing player feedback. The results showed strong potential for depth and complexity, but also highlighted an important issue, that early on, the game felt overwhelming due to the number of mechanics, abilities, and terms introduced at once.
Based on this, our focus shifted toward helping players feel comfortable first, while saving deeper complexity for later stages of the game.
At the same time, we integrated several long-awaited visual updates that had been in the works for quite a while.

New Blood Visuals



We updated the blood visuals and added a spreading system. This makes combat feel more impactful and helps sell the brutality of what’s happening on the battlefield.

Unit Spawn & Disappearance Effects



We added new visual effects for unit appearance and disappearance. These effects improve combat readability and strengthen the overall atmosphere.

We also addressed a number of subtle but annoying problems that could be fixed quickly:
  • Increased cursor size
  • Improved the lighting algorithm
  • Fixed awkward seams between water tiles and regular tiles


Individually, these changes are small, but together they significantly improve the overall feel of the game.

We’re continuing to iterate based on feedback and are excited to share more as development progresses.
If you’d like to follow the development more closely, give feedback, or join future playtests, feel free to join our Discord, we’d love to have you there!