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ShotGoblin

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A member registered May 30, 2026 · View creator page →

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Hey everyone!

The next Glyph Rift Playtest update is here! V0.12 focuses on quality-of-life features, clearer visual feedback, and improvements to gameplay flow, all aimed at making the experience smoother and more intuitive.

A number of these changes have come directly from community feedback, so thank you to everyone who's taken the time to share their thoughts!

What's New in V0.12?

Reworked Discard System

Previously, discarding cards required a somewhat cumbersome toggle interaction, where players had to prime the discard action before selecting a card to remove.

Based on community feedback, this has now been reworked into a more familiar system for deckbuilder fans. Players can now select the cards they want to discard directly from their hand, then hit Discard to remove them all in one smooth action.

It's a small change that should make a big difference to the flow of combat. Let me know how the new system feels!

Improved Card Break Visuals & Feedback

Breaking Glyphs is a key part of building powerful spells in Glyph Rift, allowing players to alter spell contents and unleash powerful Containment Modules.

However, feedback suggested that this system wasn't always immediately clear, leading to players overlooking an important part of their arsenal.

To address this, I've reworked the visual flow and accompanying UI to better communicate what's happening when a Glyph breaks.

Now, when a card breaks:

  • Its shards travel to the Shatter Deck, making it clearer where broken cards can be found.
  • A rune forms from the broken Glyph, before travelling to Null.
  • The revised Spell Modifier widget activates, showing which broken Glyphs are influencing the current spell and what effects they're providing.

These changes should make the system easier to understand at a glance and encourage players to experiment with breaking Glyphs as part of their strategy.

New Stun Animations & Visual Effects

Stunning an enemy is a great way to gain the upper hand in combat, but previously the effect was only communicated through a status icon, making it easy to overlook.

Now, every enemy has its own Stunned animation, accompanied by a new visual effect inspired by classic cartoons, complete with birds circling their heads!

It's a much clearer way to see which enemies are vulnerable, so make the most of that Stun damage multiplier and really sink Null's teeth into your foes!

Tutorial Improvements

The tutorial has received another round of improvements to better introduce new players to Glyph Rift's core mechanics.

Tutorial pop-ups have been updated to reflect the changes above, while the initial combat encounter against the Training Dummy has been reworked.

Rather than immediately giving players a full hand of cards, the encounter now features two short combat rounds using a limited learning hand, allowing new players to get comfortable with spell-casting before being given the freedom to experiment.

Hopefully, this makes those first few moments of combat more approachable without slowing down the experience!

Additional Improvements

Alongside these major changes, V0.12 also includes:

  • New Combat Hotkeys for Keyboard and Mouse
    • Once you have a spell locked in, hitting space will immediately cast it.
    • Alt will activate the Discard Widget
    • F can be used as an alternative for Dash / Inspect (normally RMB).
  • Further combat balance adjustments.
  • Additional visual improvements and sound effects.
  • Various bug fixes, including a fix for combat becoming softlocked when breaking all available Glyphs.

With these changes in place, there's never been a better time to jump into the playtest and take to the streets of Gravenlock!

As always, I'd love to hear how these changes feel, particularly the revised Discard and Card Break systems. Your feedback continues to play a huge part in shaping Glyph Rift, so please keep it coming!

Play the free Windows playtest here:

https://shotgoblin.itch.io/glyph-rift

Thanks again for all your support!

Nick

Thank you! I've been excited to get some other opinions on the game, so being able to leap onto some constructive criticism and see how it's already improving the experience has been really rewarding.

Great advice as well, appreciate it! I'll make that change now :)

Glyph Rift's First Playtest Is Now Live!

The first Glyph Rift Playtest is now available for Windows, and its first major update, V0.11, has just gone live!

Descend into the town of Gravenlock at its darkest hour, and begin unravelling the mysteries that lead to its destruction.

Play the free Windows playtest here:

https://shotgoblin.itch.io/glyph-rift

What's In The Playtest?

Glyph Rift is a hand-drawn 2.5D dark fantasy roguelite deckbuilder focused on crafting and modifying spells through different combinations of elemental Glyphs.

This free Windows playtest features the Campaign Introduction, Tutorial, and the first two Biomes of Glyph Rift's core gameplay loop.

  • Explore Two Distinct Biomes: Venture through Shackleton Woods and the troubled streets of Gravenlock Town.
  • Forge Your Own Spells: Combine elemental Glyphs in different sequences to determine the magic you unleash.
  • Modify Your Magic: Use Modules and Gizmos to augment your spells, discover powerful synergies, and shape your playstyle.
  • Experiment with 40 Gizmos: Discover new ways to enhance your spells and develop powerful combinations.
  • Explore a Hand-Drawn 2.5D World: Navigate procedurally generated environments, uncover hidden secrets, and discover what lurks around every corner.
  • Face a Bizarre Cast of Enemies: Battle ferocious bandit bunnies, ghoulish parasitic worms, riotous rebels, and more.
  • Uncover the Stories of Gravenlock: Meet colourful characters, take on side quests, and discover the mysteries setting the stage for what comes next.
  • Custom Soundtrack by Muki: Bringing the streets of Gravenlock to life, and sounding the drums of war for battle - https://digitalkerfuffle.bandcamp.com/

Glyph Rift is still in early development, and your feedback matters.

This playtest is an opportunity to experiment with the game's mechanics, explore its world, and help shape its future.

Whether you've discovered a broken spell combination, encountered a bug, or have an idea for something you'd love to see, I'd love to hear from you!

Join the community on Discord: https://discord.gg/VqB3vKJDCT

Or leave your thoughts in the comments below.

Thank you for playing, and welcome to Gravenlock!


Hey everyone!

Just one week after the launch of the Glyph Rift Playtest, V0.11 is now live!

This marks the first significant update to the playtest, with many of the improvements coming directly from community feedback.

Your suggestions have already helped make a real difference to the Glyph Rift experience, so thank you to everyone who's taken the time to play and share their thoughts!

What's New in V0.11?

  • Improved Procedural Maps: Reworked tile generation and improved the camera system when navigating corners, making exploration smoother.
  • New In-Game Glossary: A handy reference for game terminology, spells, and elements.
  • Reworked Tutorial: Clearer explanations and improved imagery to help new players get to grips with the game's mechanics.
  • Improved Tooltips: Cleaner, more readable information to make understanding spells and systems easier.
  • Combat Quality-of-Life Improvements: Various tweaks to improve combat flow, including a new "End Turn If Hand Is Empty" option for faster-paced encounters.

As always, I'd love to hear how these changes feel, so please keep the feedback coming!

And if you haven't yet ventured into the streets of Gravenlock, now's a great time to jump in and experience the playtest for yourself.

Play the free Windows playtest here:

https://shotgoblin.itch.io/glyph-rift

Thanks again for all your support!

Nick







 
 

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Hey Faiba,

Thanks so much for taking the time to give the Playtest a go!

The Soundtrack was created by a Composer called Muki who you can find linked on the Itch Page, but the rest was hand-drawn and crafted by myself! It's something I hadn't really tried before, so it's been a great learning experience.

Absolutely fair about the Dialogue so far, it's very much a first pass / placeholder to accompany the playtest, and I'll work on improving the tone and voices to give it more variety! Were there any characters that particularly stood out as good or bad to you?

 I'll be releasing a new build this weekend with a bunch of QOL improvements to the tutorial systems and general readability of combat, as confusion has definitely been a recurring feature of the playtest so far haha. If you have any ideas or bits you wanted to highlight please do!

Overall though really glad to hear you had fun playing, I'm constantly striving to improve the experience, so it's great to know there's a solid foundation there.

Thanks again for playing, and feel free to join the discord and give more feedback if you feel like it!

Nick
 
 

https://shotgoblin.itch.io/glyph-rift

Great minds haha. If you give it a go you'll have to let me know how it compares to yours! 

I'd be remiss if I didn't shout out the Composer for the project Muki, who's a member of this community and did amazing work helping to bring the game to life!

(1 edit)

Hi itch.io Community!

I'm a solo dev who's been working on a passion project for a while now, and I've just released its first public playtest!

I'm keen to work with the community to develop the game further, and would really appreciate some honest feedback on everything from the combat and deckbuilding to the narrative, exploration, and visuals.

A Bit About the Game

Glyph Rift is a dark fantasy 2.5D roguelite deckbuilder focused on crafting spells through different combinations of elemental Glyphs, then modifying those spells using Modules and Gizmos.

Explore the crumbling town of Gravenlock where strange technology brings magic to the magicless, and something sinister stirs beneath the surface.

The free Windows playtest currently includes:

  • 2 Biomes: Shackleton Woods and Gravenlock Town.
  • Directional Spell Crafting & Modification: Combine Glyphs and experiment with Modules to shape your spells.
  • Enemies & Bosses: Multiple enemy types,  including 3 main bosses and several minibosses.
  • 40 Gizmos (Relics): Designed to encourage powerful effects and synergies.
  • Run Modifiers: Optional modifiers to increase the challenge.
  • Upgrades & Unlocks: Improve your deck and unlock new overworld abilities.

What I'd Love Feedback On

Having spent a long time in a bit of a design bubble, I'm really keen to hear some fresh perspectives on how the game plays!

In particular, I'm interested in:

  • Combat & Accessibility: Is the combat intuitive? Does the spell-crafting system make sense, or are there points where things become confusing?
  • Learning the Mechanics: How easy is it to understand systems like breaking cards, and modifying spells with Modules and Gizmos?
  • Run Length & Exploration: Does the run feel too prolonged, or would you actually like more space to explore?
  • World & Presentation: What do you think of the setting, narrative, art style, and overall atmosphere?

I'd also really appreciate any feedback on the itch.io page itself!

You don't need to complete the whole playtest to give feedback, first impressions or anything you find confusing in the opening minutes would also be incredibly helpful.

Play Glyph Rift here: https://shotgoblin.itch.io/glyph-rift

Thanks for taking the time to read this, and if you give it a go I hope you enjoy it!

Nick

Hey Muki,

Thanks for reaching out! I've tried to add you on Discord but don't seem to be able to find the user Muki97. 

If you're still interested in chatting, can you let me know if that's the correct user!

Best Wishes,

Shot Goblin


Hey Itch community,

I'm a solo dev working on a small 2.5D rogue-lite demo in Unity for my game Glyph Rift, and I'm getting ready for a first round of playtests / looking to get a demo out in the wild to begin gathering some feedback.

The game is a deckbuilder roguelite focused on crafting spells in combat by combining elemental glyphs, and is set in a dark fantasy / chem tech town trapped in a timeloop by a catastrophic event.

I've posted a few YouTube Shorts as developments progressed for anyone interested in seeing some of the game in action:

https://www.youtube.com/@ShotGoblinDev

One of the areas completely beyond my skillset is composing music, and I'd love to get a few suitable tracks made for the demo to help sell the vibe, and emphasise the important narrative beats. Similarly my SFX work isn't great, and a more professional touch wouldn't hurt.

At this stage, the work is unpaid, with the aim of using the demo to build interest and gather feedback before pursuing avenues of funding for further development. Should the demo be well received and funding be secured, there may then be an opportunity for continuing paid work.

If you're interested in helping take the project to its next step, or just want to chat about the game, leave a comment with a way of contacting you below!

Thanks for your time,

Shot Goblin