Heartstone Update 1.5.5
Feb 06, 2026
Update 1.5.5
Hey all, back again! Quick turn around time on updates here. There is less to cover in this update but what is added is important.
I wanted to push this update live because I feel it addresses some things I’ve been missing. I sometimes miss the logical things, as well as forgetting to have fun with what is here!
That is why update 1.5.5 brings a throw feature, more responsive yes/no command parsing in dialogue, a tutorial area, and some other small changes. These half-step updates are nice to do as it is not just one big push of content, and have been more targeted towards engine fixes.
Added Tutorial
I want players to feel welcome here, and in retrospect, just throwing them into the game without any gameplay hints is not a good idea.
The starting area is now a carriage station outside the Elven city of Sanctuary. The player character is there because it’s the best way to travel to Oakhaven, and also the employees there are very patient and guide you through interacting with the world!
Players will learn how dialogue works, how to interact with features, how to do combat, how to buy things from a shop, how quest flags work, giving items to people, etc.
Everything a player will need to do to complete the game will be seen within the first 5-10 minutes.
After this, they will then be put back into Mreska Road for the first starting location.
Gameplay Changes
Beyond that, there is now a throw command.
For example, if you are at the Lakeside Road, and you see a Smooth River Stone, you can now “skip the stone across the lake” to see an interaction. This works with other throwing items, but the features need to be implemented further in this world as of this update.
(The lake rock skipping functionality is really only what’s there for unique throwing interaction in 1.5.5, but it shows off how the engine handles these features.)
I will make sure to add more later, such as puzzles which may need thrown objects, or fire bombs/splash potion effects in combat.
Next, I have made yes/no valid options during dialogue. If someone asks you a yes or no question, you can type as much. Saying yes continues the dialogue while saying no either gives you a unique piece of dialogue, or stops the conversation from proceeding.
I made some changes to how dropped items work, they now show back up inside the room without needing to be refreshed. The same goes for exists that are unlocked by flags.
And of course, there are more mobile fixes. I fixed the crash issues when presented with choices and cutscenes. I will need to learn more about mobile development before it starts to be a streamlined experience, but of course my first priority is the desktop build.
The small screen build is the hardest part of this project. I am focusing on it because I want players to be able to easily, no matter where, experience this story. But for obvious reasons, there are multiple layers and compatibility issues between my local PC build and me testing on my website on iOS.
That is why I set this up! Please try this out and email info@intheattic.dev with any and all playtest notes. I would love to hear your feedback on what is there.
As always, thanks for playing and sticking around!
Peace and Love to all, (except Big Orange and whoever is handling his social media accounts)
Connor | YodaInTheAttic