[Update] November 9, 2025


Devlog - November 9, 2025: Burn & Stun Status Effects (v2.13.5)

Today was status effects day.

Got burn and stun working. Fixed everything I broke in the process.

What Got Shipped:

Burn & Stun Status Effects (Working)

Added two new combat status effects:

  • Burn: Damage over time
  • Stun: Skip turns, can't act

Why stun was a pain in the ass: Last time I implemented it, it was simpler. Now with multi-attack combat, contribution tracking, and delayed display callbacks, everything's more complex.

The 6-hour debugging marathon: Combat was freezing after stun application. Root cause was KeyError in delayed callback (handler accessing dictionary keys before checking if they existed). Fixed by reordering handler checks.

But they work now. Burn ticks. Stun prevents actions. Combat doesn't hang.

Stat Scaling Rebalance

Fixed early stat caps (240/200/400 → 900 targets):

  • Critical Damage: 0-200% (from STR)
  • Dodge Chance: 0-50% (from AGI)
  • Critical Chance: 0-100% (from AGI)

Late game progression no longer capped.

Onboarding Fix

Broke the guide again. First interaction (getting a coin from Guide NPC) wasn't working. New players couldn't start the tutorial.

Fixed.

Warehouse Equipment Bug

Found a bizarre bug: Storing equipment in warehouse was removing status effects from items.

Like... what? How does that even happen?

Fixed. Stored items retain their properties now.

Look/Scout Enhancement

Added outgoing damage estimates:


Attack Power: 266 (~1 damage to you) [WEAK] Your Attack Power: 850 (~690 damage to enemy)

Now shows both incoming and outgoing damage for better combat assessment.

The Reality of Development:

It's never just one thing.

I wanted to add burn and stun. That meant:

  • Debug combat hanging (6 hours)
  • Fix stat scaling (blocked testing)
  • Fix onboarding (broken from previous changes)
  • Fix warehouse (discovered during testing)
  • Add damage estimates (user request)

Ship one feature, fix four other things.

What's Next:

Immediate priority: Finish remaining status effects

  • Poison
  • Freeze
  • Others

Then: Boss behaviors

  • Been in the back of my mind for 2 days
  • Can't start until status effects are complete
  • Need mechanics in place first

Pattern: Build foundation → Add complexity → Fix what breaks → Finally add the cool feature

Real Talk:

Stun was way more of a pain than last time. Everything's more complex now with multi-player support.

But burn and stun work. Onboarding works. Warehouse works. Stats scale properly.

Net positive day, even if it felt like debugging hell.

Play: https://thewaitinggame.one Version: v2.13.5 - "Burn & Stun Status Effects" Current Players: Still just me Status Effects Working: 2/7 (burn, stun) Time Spent Debugging: 6 hours

Building in public, fixing everything that breaks along the way. 🔥

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