Fort Gloom is now done with 4 new entities - 1 boss, 1 special, and 2 normal entities, as well as a new spell, new blessings and another slot, more outfit pieces, bugfixes, and various improvements. Check the Discord - it was there a few days ago but I've just released a bugfix update to that and if you prefer a more stable build I recommend sticking to waiting for a post here :)

I've been doing some gameplay changes to hopefully increase the game's fun
Energy recharges faster but stronger spells use more energy - you'll have less moments where you're not doing any spells, but you still have to use potions if you want to repeatedly use stronger spells
Animations can start before 0% HP and have their own 'health' bar that is shown above the player when relevant - you can use certain potions to manage this, and a new blessing brings back the old behavior if desired
If there's enough space and you aren't holding slide, you'll now automatically un-slide
Climbs and wall slides now fully avoid triggering if you hold down
Sliding has a shorter cooldown between uses, and pressing slide just before the cooldown ends leads to a slide when available so it feels less like slides don't happen
Casting spell A and then B is faster so you can get combos, but casting A and then A again has the same cooldown as before
Some money is now dropped without an animation but animations dish out more and blessings can increase that further
Alongside the Fort Gloom work I've been moving towards a trailer and publishing pages for the game - improving art assets, sprites, animations, mixing and adding more sound effects, and improvements like the ones above. This is what I'll be focusing next now, and just getting it over and done with so I can get to the next sub-region.
I already have a lot of ideas for the Mystic Forest sub-region so I have a pretty clear path ahead there and just need to get to doing art assets, experimenting with new entities, and the like.
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That's it for this update - it was a bit delayed because the Fort Gloom part 2 release required so much testing, but I don't expect that for the next progress update so I'll see you then!