A lot of Naxtia already worked, but it still had that prototype smell: repetitive terrain, artificial lighting, icons that were hard to read, little UI annoyances, and things that made perfect sense in code but not in your hands. I went through a long round of visual and feedback work. Terrain was reworked, lighting became a real system, items got clearer shapes, map and minimap support came in, and the first unique equipment started getting its own quality, name, and stats. The website and account area also started growing out of “side project” status and into something that actually belonged to the game. This phase changed my definition of done. Automated tests passing was no longer enough. If I opened the game and something looked bad, felt confusing, or came across as fake, then it was not done. Simple as that.
Playtesting started calling the shots
This release was less about adding a checklist of systems and more about fixing the things that felt wrong when I actually played the game.