That big change is how the mouse buttons work.
I've swapped some of the uses of the buttons, and for the most-part some of the stuff is the same- however! Picking up cards from your inventory is now done by using the left-mouse button, and selecting cards is now done by using the right mouse button.
From what I have seen in playthroughs, everyone assumed left mouse button was to pick up cards, which makes sense since almost every other card game does that.
There were only really two reason for this:
The biggest reason as to why it was right click to lift was because it felt more natural to me- but that was because originally, when I made the game, there was no lifting cards. You would just select a card, then do an action by say, "having a house selected, then clicking on an empty land".
And since I was already comfortable with it, I used it as a way to help teach players about selecting cards since they would instinctively left-click. This turned out to be more trouble than it was worth.
But now lifting is the primary action in the game. So I've just changed it around.
It also took a little longer to swap things around, because I had to go in and double check all the code (As much as a solo dev can), and make sure that there were no bugs or errors. Refactoring, woo!
And thanks to more playthroughs/requests from players, I've added a couple of new features.
:::::: GAMEPLAY ::::::
- You can hold the right mouse button and drag to highlight cards, then let go to select them.
If you want to deselect a card, just stay on the card when you release the right mouse-button.
I'm hoping this is intuitive enough since I based it on just highlighting files in a folder. - You can carry a card to the "Discard" button and it will discard the held card.
So y'all be careful and don't go tossing away a good card. - I moved the 2 starting units further back to protect the first resource from being destroyed. Many players did not get to see the units being attacked due to the soldiers being so far to the left.
- I also moved the furthest disposable gold (on the left), 1 land to the right because players were making a land, scrolling, and then putting the resource out of the camera's view; thus keeping them from seeing it being destroyed, as well as the Soldiers dying.
:::::: UI ::::::
- When you try and discard a Poison card (Skull Card) while it is selected, it will show a blinking animation for more feedback on what happens with them. I know a good number of people were confused about the poisons and wanted to discard them. And although I enjoyed them discovering that the Poisons couldn't be discarded, their realization tended to happen fairly late, and they had to be super mega extra careful to avoid death.
A part of me says that's a lesson learned for the player, but it may have been too much of a lesson in the late game.
:::::: BUGS ::::::
- There was a bug that would crash the game when it tried to draw the little jump animation for when your units attacked, and it should be gone now.
- I fixed a visual bug with a card's recipe showing the wrong amounts.
- Fixed the beacon not being triggered. It should now work when clicked when finished.
So with all that said!
if you want to share feedback, find bugs, or have thoughts on the game, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:

I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!
Until next time,
- Devious Oatmeal