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College and pro leagues arrive with 160 teams of their own
Deck Builder Football now has its own fictional leagues above high school. College has 128 schools in 12 conferences. The pro game is the National Gridiron League, with 32 teams split into Atlantic and Pacific conferences and four divisions in each. Every team has its own name, mascot and logo, meant to feel familiar without copying a real team. They appear in the school picker, schedules, standings and on the scoreboard. The images show the college school picker, the pro standings for the Atlantic Conference and all 32 pro team logos.
Deck Builder Football
The Rimewold's creatures, redrawn
The six creatures native to the frozen Rimewold now have new art to match Wickmoor's: the Drift Yeti, the Drift Lynx, the Shard Hare, the Rimewing, the Rime Revenant and the Rimeseal. Each keeps its own attacks, and the Rimeseal hides under the lake ice, where only a patch of frost gives it away. The image shows close-ups of all six, taken in the game on the Hoarfell Steppe, the Rimewater lake and the Frozen Gorge. Next up: fights you can read.
The End of Magic
Dungeons with character
Every dungeon is now furnished with its own region's pieces, so a crypt, a mill and a flooded cave each look like the place they are. Walls read as cut stone, every room has a key light on its focal piece, and doorways have new stone arches, banded oak doors and small padlocks that spring off and drop when a door is unlocked. The screenshot shows the Crossing in Wickmoor's Lamplighter Vaults: lamp posts and banners along the stone walls, two chests, and a padlocked oak door. Next up: the Rimewold's creatures, redrawn.
The End of Magic
Inside the hollow oak
The great hollow oak in Wickmoor's Old Wood can be entered, and inside it now looks like the inside of a living tree rather than a stone cave. Ringed walls of bark and grain lean in overhead, moss creeps up from the floor, roots run across the packed earth, and a slant of cool light falls in through the way you came. The screenshot shows Wick standing in the hollow, with ferns, toadstools and a fallen bough around the edge and a note waiting on the floor ahead. Next up: Dungeons with character.
The End of Magic
Shattered Rift title screen gets a fractured rift aperture
Shattered Rift's title screen now has its own visual identity: a fractured rift aperture. The menus use sharper navy surfaces, quiet field separators, teal selection rails and distinct amber keyboard/controller focus. Values and control labels have a clearer hierarchy, with authored slider handles and scrollbars. The screenshots are genuine current 720p game captures, including enlarged text. This is a work-in-progress visual pass. Pause and higher-resolution review, HUD clutter and broader work continue.
Shattered Rift
Shattered Rift adds separate Interface Size and Text Size controls
Shattered Rift now has separate saved Interface Size (75–125%) and Text Size (100–150%) controls that resize the menus and cockpit. Settings cards wrap against their actual available width, category headings stay visible, and focused controls keep their explanations in view when they fit. Title and pause-menu tests cover 720p, 1080p and 1440p, including the smallest interface with the largest text. The screenshots are current game captures. This is a readability and usability pass. Further visual identity, scroll polish, physical-controller review and dynamic cockpit/trade layout work remain open, and it is not release acceptance.
Shattered Rift
Shattered Rift Options menu gets five category pages
Shattered Rift's Options menu now has five category pages: Graphics, Audio, Controls, Accessibility and Gameplay. Each setting has useful help, the selected category and keyboard focus are distinct, and long content follows focus while scrolling. Escape or controller B cancels a binding capture in place before backing out. Accessibility includes the working screen-shake setting and a saved blue/orange HUD palette that keeps existing shapes and labels. The screenshots are from the running game. Testing used synthetic input, which is not physical-controller or complete accessibility certification. Full text and UI scaling remain open.
Shattered RiftShattered Rift UI adds clearer trading and station rebuilding panels
Shattered Rift's UI now presents trading, station rebuilding and combat information more clearly. Trade panels show clean versus tainted cargo, unit prices, proceeds, credits and the exact next key consequence. Station panels show rebuild costs, vault/loadout and actual tier changes. Warning cards now fit their content, and off-screen groups identify hostiles, resources, signals and allies with honest counts. Layout checks passed at 720p, 1080p and 1440p. The trade and station screenshots come from disposable campaigns with disclosed starting resources, and the video is review footage. Marker occlusion, accessibility and controller review remain open.
Shattered RiftShattered Rift UI redesign reaches its first playable pass
Shattered Rift's UI redesign has reached its first playable pass. Compact corner instruments, small role markers, grouped ambient contacts with visible counts, separate objective information and ranked warnings leave much more of the world visible. Acquiring a target no longer falsely announces an enemy weapon lock, and incoming-fire advisories now use closing trajectories. Title, pause, options, loading and story screens share consistent typography and focus styling. The clip is combat review footage, and encoded 60fps output is not a sustained hardware-performance claim. Further marker and card craft, accessibility and connected-controller review remain open.
Shattered RiftCarrier engines get armored housings and segmented emitters
In Shattered Rift, the carrier's engines now have armored housings and recessed, segmented emitters instead of primitive glowing disks. Primary and charged shots reach the new surfaces. Hit glow follows the actual contact point, so it no longer washes out the housing detail as an earlier version did. The final live-camera encounter recorded four primary hits and seven charged hits, and the original fighter launch and damage policy are intact. The 8.9-second 1080p60 clip is review footage. Encoded 60fps is not a hardware-performance claim. Broader shooting, UI, world art and polished footage are still in progress.
Shattered RiftCarrier hull art replaces flat blocks with shaped armor
In Shattered Rift, the carrier's flat blocks and crooked cone have been replaced with shaped armor, a split bow and a recessed hangar. Narrow bay lights and restrained engine glow reveal the structure instead of washing it out. Contact, fighter-launch and destruction checks pass, and the original weak points and gameplay are preserved. The 16-second 1080p60 clip is review footage with live fighters and the normal camera; encoded 60fps is not proof of sustained gameplay performance. The engine pods and flat nozzle caps are the next art target, and shooting, world blocks and beauty footage remain open.
Shattered RiftSurface turrets now stay anchored to their bases
In Shattered Rift, surface turrets no longer lift off their spawn point and tip the entire base toward the player. The pedestal now stays anchored while the turret's eye aims. Before-and-after player-camera flight tests used the same input route, and all 660 current frames kept the anchor. Exact terrain support, close gun and shot readability, and wider art work remain open. The 11-second 1080p60 clip is combat review footage from a declared encounter, not a final beauty reel.
Shattered RiftHead-on projectiles now show a rounded hot tip
In Shattered Rift, head-on projectiles now have a rounded hot tip attached to their real trajectory, making approaching fire easier to see. A near-camera test caught an oversized glow, so the revised tip fades out from 20m to 5m while the original tracer remains. The player-camera clip shows moving Escort fire and real hits. Distant first shots still overlap the gun flash, and full shooting polish remains open. This is 1080p60 combat review footage, not final beauty footage.
Shattered RiftEscort bolts now match the gun-mouth and muzzle-flash color
In Shattered Rift, Escort bolts now match the warm gun-mouth and muzzle-flash color. Fixes also stop Escort setup from leaving duplicate ship parts and stop queued ships from continuing to fire. The real player-camera test follows moving Escorts through nine genuine player hits. Source and trajectory checks pass, but head-on first shots still read as tiny glows, so directional readability remains open. The 1080p60 clip is combat review footage; full shooting work continues.
Shattered RiftCarrier weak points now take gun and charge damage
In Shattered Rift, carrier weak points now take real gun and charge damage. The carrier's armor stops shots and clips the charge beam. The current-build player-camera clips show a real engine loss and an armor impact. Controlled before-and-current tests confirm that through-hull hits are blocked. The boxy carrier hull and blown-out engine glow still need art work. This is scoped combat progress. Full shooting work and polished social footage remain open.
Shattered RiftRecruited allies no longer pull automatic aim assistance
In Shattered Rift, recruited ships no longer pull automatic aim assistance onto themselves. Allies now have a readable ALLY label and small upward green chevrons, while real hostiles keep red raider marks. Shooting an ally still hits its actual hull and triggers the existing betrayal behavior, so allies are not invulnerable. The clip, from a controlled encounter, shows an ally becoming a raider after a real primary hit. This is review footage, not a finished beauty reel or a hardware 60 FPS claim. Point-blank, charge and all-angle feel, impact and world art, and performance remain open.
Shattered Rift
Recruited allies now skip targets already dying
In Shattered Rift, recruited allies now skip targets already dying, so the next ship can attack another live hostile in the same frame. Previously, a second ally could select the first queued target and lose its shot. Live-target damage, ranking and cooldown behavior are kept. The player-camera images show two beams continuing through their original fades after two different real targets die. The capture uses a one-time encounter placement and verifies this fix only, not ordinary campaign balance, beauty footage or hardware frame rate. Reticle timing, ally HUD and auto-aim behavior, close combat and visual polish remain open.
Shattered RiftCharge beam now follows the displayed barrel through turns
In Shattered Rift, the charge beam now follows the displayed left barrel through turns instead of aiming independently from a newly acquired reticle target. In a moving-combat observation, the worst measured barrel and beam separation fell from about 2.08 degrees to 0.00015 degrees. Firing and damage policy is unchanged. The clip and an image show the correction, and another image shows the previous render. Point-blank volleys were not observed and remain open. This is a shooting review, not finished beauty footage or proof of sustained 60 FPS on hardware. HUD depth consistency and broader combat work remain active.
Shattered Rift
Wickmoor gains some height
The crags, moors and downs of Wickmoor no longer sit flat. Low gritstone ledges now curve across many screens. They open onto stone steps wherever a path crosses them and ease into grass ramps along the way, so a climb reads as a climb. Behind each landmark a short ledge rises as a backdrop, and none of the new edges cut off an exit, a door or a shrine. The screenshot shows Wick at Cairn Heights, above a ledge where the track drops down a flight of stone steps. Next up: Inside the hollow oak.
The End of MagicShield hits now ripple across the shield surface on contact
In Shattered Rift, shield hits now react on the contact frame and ripple across the actual shield surface instead of spawning floating cyan zigzags. The clip shows the new effect, and an image shows the old one. The footage uses real natural incoming shots and the original player camera, with an initial deep-space encounter placement and no synthetic hit. Damage and recharge stayed the same at the first contact. The 8.2-second clip is 1080p60 output with native audio, not proof of sustained 60 FPS on hardware. This is a shooting improvement, not finished beauty footage; the full review remains active.
Shattered RiftFortress seam glow and solar flare wash reduced for readability
In Shattered Rift, the fortress seam glow and solar flare wash have been reduced so the ship, target surface and charge filament stay visible during an exposed flare. The six structural seam rings keep their geometry, and the flare warning, heat and hull damage are unchanged. The clip uses the normal player camera with native audio and a one-time deep-space placement; its 1080p60 output does not establish hardware frame rate. Dark fortress materials, electrical feedback and the full AAA review remain open. This is readability progress, not finished beauty footage or release approval.
Shattered RiftCapital guns now have recessed twin barrels and restrained sensors
In Shattered Rift, capital guns now have recessed twin barrels and restrained sensors instead of bare boxes hidden behind a large glowing eye. The video and an old-art comparison show the difference at about 108 m on a fully awake fortress; the old-art image is a visual swap on current code, not a complete old build. Capital parts also now take real primary and charge surface hits. The 8.2-second clip is 1080p60 output of default-camera gameplay, not proof of 60 FPS on hardware. Near-planet framing, dark armor, large capital structures, star-cage art and broader shooting feel remain open.
Shattered RiftCompanion beams now finish their fade after a killing hit
In Shattered Rift, companion beams now survive a killing hit and complete their original fade, following the live muzzle while keeping the endpoint on the killed target. Previously, a newborn beam could be removed before it was ever drawn. Damage, cadence and randomness were unchanged in the regression check, and harvesting keeps its original behavior. The short player-camera clip comes from a controlled encounter, not ordinary campaign play, and is not proof of hardware frame rate. Gun-mouth pixels, impact art, incoming damage and wider AAA work remain open.
Shattered RiftNose-mounted enemy and escort guns now aim where they fire
In Shattered Rift, nose-mounted enemy and escort aim has been fixed so the gun pose and shot share one intercept. A controlled test reproduced a 66.9-degree sideways launch before the fix; the corrected unspread shot aligned with its nose. In ordinary live gameplay, five recorded enemy launches stayed inside the unchanged intentional spread cone. The 11-second clip is 1080p/60 output with original audio, not proof of sustained 60 FPS on hardware. Enemy barrels at first glow, incoming player-hit checks, charge paddle art and the full AAA target remain open.
Shattered RiftNothing posted here yet.