Change 1
Improved fog of war
The fog of war was rebuilt around three states instead of two. Unexplored rooms stay dark. Explored rooms keep a soft dimmed memory of the layout so you can plan a retreat. The room you currently stand in is lit normally. The clearer separation made the dungeon read like a place you were inside, not a flat overlay.
- Soft falloff replaces the harsh tile edges from v1.0.
- Memorized rooms render at reduced brightness instead of hiding entirely.
- Corridors stay genuinely dark until entered — surprise pressure is preserved.
Change 2
Refreshed models
Hero, enemy and prop sprites were redrawn to match the dungeon palette and lighting. Silhouettes were prioritized so that an enemy type could be identified the moment it entered the lit area, not after it attacked.
- Cleaner outlines so enemies remain readable at small zoom levels.
- Consistent palette across heroes, enemies and props.
- Idle animations subtly tied to the room's lighting state.
Why both at once
Atmosphere is a system, not a sprite.
Fog and models are usually treated as separate problems, but the v1.1 playtests showed they are the same problem. A character only looks good if you can see it clearly when it matters, and a fog system only works if the things it reveals are worth reading. Shipping them in the same patch made each change feel stronger than either would in isolation.