DEVLOG · 30

Nothing to Squint At

October 3, 2026

Most of Dreadmark is something you read before you click it. This round went through the windows you read and the buttons you press, screen by screen.

Dried-blood red makes a good border and a poor font colour, so the words that used to sit in it now use a brighter coral. Buttons follow one rule: a red button for the main action, a dark one for the rest, and a square X that floods red when you hover it. The active tab is bright and the others are softer, in the Esc menu, the inventory, the stash and the trader.

The skill window shows each skill's runes in a new list, and all 192 runes use it. Each row is a name and one plain line. Open a row and the changes show as bars with a white tick at today's value, green where the rune improves a number and red where it costs you. The skill's own description stays in a framed block above the list while you browse.

In the talent tree, hover a talent and a card opens beside it, never on top of it. It shows what you have now, what the next point gives, what each point adds and what the talent works with. Type in the new search box and everything that does not match dims, with a count for each tree. Typing there no longer triggers the game's shortcuts, so a T in your search will not close the tree. Each class's tree names its own resource, Wrath for the Templar and Malice for the Witch.

Hover a monster and a card names every effect on it with one plain line each, from poison and rot to curses and doom. The first time an effect lands on a monster, a one-time hint names it.

Waypoints, gates and doors on the minimap are now small pictures of what you will find there, like a pentagram pad or a stone arch. The Tab map keeps its arrow under your character's feet while you run. The waypoint window gives each place a picture and a line about it, in the chronicler's voice, and its list scrolls.

None of it changes a number. It now takes less time to find out what something does.

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