One of the largest refactors over the past several months has been the battle system.
The original battle system worked, but after years of adding mechanics, it had become difficult to safely extend. Counters, action timing, targeting, animations, victory rewards, auto-battle behavior, state effects, and post-action logic were all heavily intertwined.
We’ve been rebuilding that foundation so each part has a clearer responsibility.
For example, turn flow is now handled by a dedicated battle turn controller, action execution is more isolated, targeting is cleaner, and counterattacks are resolved in a more predictable way. This makes it much easier to add new skills, states, enemy behaviors, and battle mechanics without worrying that one change will accidentally break five other systems.
This is not the flashiest work to show in screenshots, but it is the kind of work that makes the rest of development much safer and faster.
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