The next boss is almost finished. It is the most chaotic fight in the game so far, and it has taken the longest to get right — because chaos and unfairness look identical until you tune them apart.
Too much happening
A chaotic fight means the screen is full. Multiple things demanding attention, threats from more than one direction, no single safe spot to stand and wait it out. That is the feeling we wanted: pressure that does not let up.
The problem is that “too much happening” is also the exact description of a badly designed fight. The difference is not how much is on screen — it is whether the player can read all of it in time to respond.

Fair chaos
So the rule for this one has been: every threat has to announce itself, and every death has to be the player’s fault in a way they can name afterwards.
If you die and you can say “I should have jumped that” — that is a fight worth learning. If you die and you do not know what hit you, we have built something that is merely hard, which is much easier to do and much less interesting to play.
That is why this one has taken a while. Making it chaotic was quick. Making it chaotic and readable is the actual work.
What we are not saying yet
No screenshots of the boss itself yet, and no name — it gives away too much, and half the fun is the surprise. Still no title and no release date. Both coming soon.
If you want to know when it lands, the studio is on Bluesky, X, YouTube and Reddit as @DarkmancerGames, and this devlog carries the longer updates.