Heartstone Update 1.2.5: Shadowdrop & Engine Rework

Oct 11, 2025

Update 1.2.5 Devlog

Hello, all! This update 'shadowdropped' on the night of 10/9/25 and I figured it was a good time to actually share more in-depth information on the changes. I've been working on making the next update, and I couldn't wait to share the new engine features!

First and foremost, we have a new name: "The Heartstone Caverns"! (It makes for better SEO lol, no other game projects under this name!)

Parser Changes

For those who have played before, you will see that the command parser is more fluent in what phrasing it accepts. You can now have more nuance in the phrasing.

For example, if a user types examine bones and the description comes up on screen, they can then type pick it up and add it to my pack. This is now accepted as a valid phrase.

During combat, a user can now type cast zap at the skeleton pirate, or zap the monster, or even just zap. The goal is for the user to provide as much or as little detail they want when parsing. The parser will continue to be a work in progress, and will consistently be refined and expanded in further updates.

Save System & Engine File Changes

The engine file setup has been reworked and there is a working yet fragile save system.

Warning: The next time I update the game (Update 1.3), I expect existing save files may not respond well to the new changes in content. So, if you save the game in version 1.2.5, be warned there is a chance that save won't work in update 1.3.

I am also aware that the save system doesn't seem to work on mobile devices. The mobile build is a way better experience on the Safari iOS browser than the iOS apps for Firefox or Chrome. I don't have an Android to test how the mobile experience may be on there, but on Safari it is an actual playable experience. I am hoping to address some of these issues in update 1.3. For the full update, I am thinking of doing an "extract saved .json file" option so you can always download and save your data to your local storage to load later. TBD though, gotta research more into it all.

More in-depth on the engine changes: I have split the engine architecture up so I'm not falling into "god file" traps. The engine is now split into several parts, and while still being quite large, is much easier to debug. All the player, game, command handlers, and util logic are in their own files and are loaded together. After the engine initializes it then validates the data, now split further into folders, and then serves that all together.

This allows me to make much more targeted changes, and of course, be much more organized in my map creation. Room data is now split into logical zones, which makes adding new rooms easy. Item data and NPC data will continue to be broken down, as for some specific characters, they will have more dialogue and text than entire room files.

A Look Forward to Update 1.3

I have been working on an update so massive it makes what I called the 'overhaul update' blush. This is why I am happy to announce that update 1.3 will be called "The Savior Update", as it features several full new side quests and the revamped save system. You will be able to (literally) save the game, and also in-game be able to save NPCs from their problems.

I am planning on releasing the new content sometime in late October (maybe a Halloween drop!) and it will add so much story, gameplay options, and character development to this world. Expect several full side-quests, 100+ newly added rooms and items, dozens of more characters, and more monsters! The next content update will be insane, don't miss it! Update 1.3 will clearly lay out where I plan to take this game in the future and I'm excited to share more of my writing in this unique way.

And who knows, with so much added stuff, you may even be able to find out what happened to Chrono-Wing! 😲😲

Peace and love to all (except Big Orange and the Tylenol Gobblers at the FCC),
Connor | YodaInTheAttic

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