Third Anniversary! | Patreon Weekly #154
Added 2022-05-16 15:00:06 +0000 UTCHey Patrons!
Firstly, Patreon Poll #29 has concluded! Here are the results:
Fragile: 73%
Wayward: 58%
Anti-Entropy: 42%
Sacrifical: 31%
Exhausting: 23%
Bulk: 19%
Corrosion: 0%
The results here are pretty clear-cut, with most interest being toward changing fragile and wayward, and then some interest for other curses that tapers off to 0 with corrosion. Based on this I’m mainly going to be looking at fragile/wayward, but I’ll see if there are some adjustments I could make to anti-entropy and sacrificial too.
There’s also a new Shattered Secrets post! This is the first in a series of posts I’m planning that will give more detailed backstories for the game’s heroes.
The Patreon has been around for three years! In this weekly I’m reminiscing a tiny bit, and sharing a summary for v1.3 progress.
Three Years!
As of May 12th, this Patreon is officially more than 3 years old! It’s crazy to think that it’s already been so long. When this Patreon started Shattered was only on 0.7.3! Back then the huntress had only recently been given her bow, bosses and enemies had yet to be overhauled, and I hadn’t even started getting Shattered ready to release outside of Android.
As a little throwback, here’s an image I included in the very first weekly, showcasing WIP improvements to the title screen. The then-current title screen is on the left, WIP in the center, and I’ve added a new image showing the current title screen on the right.

Thank you so to all of you for your support, whether you’re a newcomer of have been here since the start!
v1.3 Dev Summary
As for dev work, I don’t have anything in particular to share this week, so instead I’m going to give an overview of where we are in terms of the major goals I want to implement before releasing v1.3.
Firstly, the following is ether totally or almost totally finished:
- I’ve fully implemented custom seeds and made a few tweaks to item generation to ensure items spawned as part of levelgen are consistent regardless what item drops you get from enemies.
- The scoring system has been overhauled as described in previous weeklies. This includes a new ‘score’ entry in the rankings window, with an info button to open up a score breakdown window.
- Several existing badges have been tweaked, and a few new badges have been added.
- While it’s not noticeable in the game yet, I’ve fully implemented support for multiple dungeon maps at a particular depth, which will enable sub-levels in future updates.
- A full pass has been done on buff icons to eliminate duplicates, and a few new overhead spell effects have been added as well.
- While not part of the game itself, I made a new trailer and store page description for Shattered for Steam.
And the following still need some work:
- I’ve yet to make any adjustments to curses, though the recent poll gives me an obvious direction to go in.
- Daily runs have not yet been implemented, though this should be doable mostly with some interface work.
- I’ve yet to make any ascension route adjustments. I’m still concepting these out a bit, I want to encourage the player to interact with the dungeon a bit on the way up, but don’t want to make ascension too tedious.
- Finally, and most notably, there are several UI/UX enhancements I want to make for v1.3 as well, primarily focused about desktop displays. In the interest of time I might do some of these improvements during the beta.