Loading Cards

Every manual card shown on the /play load screen, rendered from src/lib/manualCards.ts — the exact source the loader draws, so this can't drift from what players see.

Cards 1.2.0 Episode One — designed behaviour · reviewed 2026-09-08
Booklet 1.7.0 Episode One — designed behaviour · reviewed 2026-09-22
Game live 0.8.2722

Documenting 6 behaviours the live build has not caught up with yet. Expected — these describe the designed behaviour, so they are correct, not stale. The list clears as the game ships them.

  • Game bug · Booklet Health relic: the booklet says it increases total HP (design: +25% maxHP). It does nothing on equip today. bead 2611

    Arc, 2026-09-08. Do NOT reword the booklet to match; the fix rides the balance retune.

  • Booklet Run/flee is gone from combat entirely - no HUD button, no binding, no Running rules built, awaiting promote · develop (Combat HUD: remove Run button + widen End)
  • Booklet Interrupt applies Stunned — the creature loses its next turn, not just its reactions built, awaiting promote · develop 2616
  • Booklet Statuses tick and decrement at the END of the affected unit's turn (was the start) built, awaiting promote · develop 2616
  • Booklet Status stacks make the same status easier to land again (QB-116) built, awaiting promote · develop
  • Booklet A landed charged attack hits far harder than an ordinary one not built — owed by the game
  • Cards Breaking a charge costs the enemy its next turn not yet live
12 text cards · 16 lines · 1 living-sprite card (6 possible characters)
Version history — what the game was at each content version
ContentVersionGame at the timeDateWhat changed
Booklet 1.7.0 0.8.2693 2026-09-22 Running removed from combat (owner: the mechanic was too buggy and was cut). Dropped the Running section, the Run row from the combat HUD table, and Run from the ';' / Circle bindings, which now read Cancel - Back only. Minor, not major: a mechanic's description changed; no chapter was added, removed or reordered.
Booklet 1.6.1 0.8.2592 2026-09-08 No prose change. Records which ahead-of-live items are built-and-waiting versus not-built, and opens a game-defects list for places the booklet is right and the build is wrong.
Booklet 1.6.0 0.8.2592 2026-09-08 Charging stated as a two-sided gamble: what the charging unit spends, what breaking it costs them, what landing it costs you, and that committing to break a charge puts you in reach of the rest of the room. Stagger bar documented as a readout of damage still required; Scan now says it names the exact figure.
Booklet 1.5.0 0.8.2592 2026-09-08 Retargeted at the Episode One design rather than the deployed build. Interrupt now costs the whole turn; statuses tick at end of turn (which removes the last-stack-acts-free behaviour entirely); the winding-up hint now states the payoff.
Booklet 1.4.0 0.8.2592 2026-09-08 Initiative trigger corrected, turn economy added, status-stacking model rewritten, combat log expanded with its figure, controller + battle speed added, Mother Slime reach 1→2, auto-save indicator, Cure vs Mugwort.
Booklet 1.3.0 0.8.2592 2026-09-06 Pre-review baseline: the booklet as it stood when the 0.8.2592 delta review began. Recorded retrospectively; earlier history predates versioning.
Cards 1.2.0 0.8.2592 2026-09-08 Winding-up card names both sides of the trade and points at Scan.
Cards 1.1.0 0.8.2592 2026-09-08 Winding-up-enemy card now states the payoff (a free turn) rather than arguing from what retreating costs.
Cards 1.0.0 0.8.2592 2026-09-08 Rewritten as short snippets from the booklet's Hints chapter. AP removed — it had been retired from the game while three cards still taught it. Cut to Episode One content. Cure corrected against Mugwort.
01

Spend it as you earn it

  • JP buys raw stats, SP buys the skill tree. An unspent pile is wasted power.
02

Equip what you find

  • Gear in your bag does nothing until you put it on.
03

Heal between fights

  • Mugwort is your only healing item. The Cure skill restores more, and grows with your stats.
04

A winding-up enemy is an opportunity

  • Break its charge and it loses the next turn too — but you must stand in reach of everything else. Scan shows the damage needed.
05

Crits are on your side

  • Your crit chance beats most enemies'. Even fights swing your way.
06

Use your favourite skills

  • Skills grow with use. Lean on one and it becomes far stronger over a run.
07

Take Counterattack early

  • It answers the crowding most early fights are built on.
08

Damage types

Physical
Physical
Poison
Magical
Radiant
Magical
09

Status effects

Poisoned
Small damage every turn. Less likely to land hits, more likely to be hit.
Blinded
Much less likely to land hits, much more likely to be hit.
10

The ground fights too

Poison
a chance to poison you each step
Web
cannot move, but can still attack
11

Your turn

  • One move and one action, in either order. You cannot split the move around the action.
12

Where you fight

  • No random encounters. The ground you were standing on becomes the grid.
★

Living-sprite card

A random handcrafted sprite turns and swings, captioned with its role and blurb. Any of these can appear:

Elias Paladin · Elf of Laria
The windmill mechanic of Laria who never stopped believing the world is larger than the hills around him.
Falmri Warrior · Dwarf
A gruff old dwarf who remembers when dwarves lived openly among humans and elves, and the great roads were still open.
Slime Enemy · The Waterway
The bread-and-butter Waterway foe — no resistances, no tricks. The danger is numbers, not any single Slime.
Eastwood Enemy · Episode Two
— no blurb (name + role only)
Spiter Enemy · Episode Two
— no blurb (name + role only)
Vepir Enemy · Episode Two
— no blurb (name + role only)