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Devlog

From the workshop.

How the game became what it is. Newest first.

October

The game it became

Ember-lit art, the needle and heroes with attitude: the BAD ARROWS you will play.

From the workshop

  1. The tavern opens its doors

    BAD ARROWS now has a home beyond the tournament: heroes to meet, cursed gear to browse and a ledger to sign. This devlog follows how the game became what it is. The site will open alongside a game that is ready to play; gameplay footage will show the real thing, not a simplified imitation.

  2. One language, done properly

    BAD ARROWS is now English only, from menus to item text. Removing the other language option keeps the focus on clear, consistent rules and tooltips. Less mixed wording means fewer moments spent wondering what an item really means.

  3. Your first dart is your choice

    Events were rebuilt around the new equipment and rewards. Only the items, skills and cards you have visibly equipped can act in a match; hidden starting darts are gone. You begin without darts, so choosing your first dart matters. Rivals still arrive ready to throw.

  4. Every item now does what it says

    Items, skills and cards received a clearer set of effects: damage, healing, shields, poison, burn, acid, hexes, speed, freeze, critical hits and focus. Value-producing items can crit. Percentage effects and pass-counting chores are gone, as are generic same-tag bonuses and the old rune system. Learn an item, then trust it to work the same way next run.

  5. Ten lives. Nine duel wins.

    You begin with ten lives. Defeats cost more as the run advances; keep going until you claim nine duel wins or run out of lives. Grudge victories pay out but do not count toward the trophy. Income stays steady unless your gear or skills change it. Embertooth sells Legendary items, and the final screen shows your loadout and how the run went.

  6. Watch it back, read it faster

    Finished duels gained replays, letting you revisit how a fight unfolded. Coloured badges made damage, shields and healing easier to read on item frames. Mirelda Pondscale received a new portrait with calm idle motion, and Embertooth’s hoard became a proper scene instead of a bare shopping list.

  7. Let the pictures do the talking

    Item tiles show artwork instead of text, with details waiting in tooltips. Empty slots and floating information boxes cleared out of the match, while skills gained their own space beside the bar. Less clutter means more attention on the needle, the items and the fight.

  8. Fix the game before balancing it

    Playtests made the priority clear: fix the problems players hit before tuning balance. Sound, backgrounds and readable status effects improved, while avatar animations lost a noticeable hitch. The aim was a smoother, clearer game that players could judge without bugs getting in the way.

  9. Playtests decide

    The game should earn its welcome by feeling good to play, not by chasing flattering scores. Playtests became more consistent so problems could be compared fairly. Real player experience remains the deciding test: the doors open when the game is ready to stand on its own.

  10. A run that keeps growing

    Builds gained a stronger sense of growth, with rare moments that could turn an ordinary run into something spectacular. Calmer backgrounds let the glowing items stand out. A rune-oak dartboard with brass and smoke became the chosen look. Later losses grew more dangerous, while levelling stayed open-ended and gold could earn interest.

  11. Effects you can read at a glance

    Percentage effects made way for flat values, and value-producing items could crit with that information shown in the tooltip. Clear colours and icons separated shields, damage, healing, lingering harm and speed. Engraving and enchanting also arrived, letting you drag an item into place to change it.

  12. Every item breathes

    Finished items gained quiet, seamless animation, giving the bar life without stealing attention from the duel. Voices also took shape around the people you meet: shopkeepers, event hosts, Grudge rivals and playable heroes. Their lines and voices were chosen to fit the character, not just fill the silence.

  13. Portraits set the mood

    The fantasy rework spread beyond the match screen. Character portraits replaced full-body animation, with calm idle motion giving each hero presence. Events changed to match the new game, empty dart slots disappeared, and shops stocked your chosen hero’s items alongside neutral gear. The whole run began to feel like it belonged together.

  14. Whole darts, clearer choices

    Building darts from separate points, barrels, shafts and flights made sense to darts fans, but left other players guessing. Whole darts took their place as equipment on the bar. You can now judge a dart by what it does for your build, without knowing how to assemble it.

  15. No more aiming

    You no longer aim during a duel. The needle puts the interesting decisions in your build, so aiming no longer competes for attention. Old equipment was reworked where it fit and retired where it did not. Gold cannot be stolen during a duel, and the Grudge rivals gained fresh identities and gear.

  16. A match screen built around your bar

    The match layout put your equipment along the bottom and your board to the right, with a card hand and discard nearby. Opponents kept their own boards. Familiar character art, boards and item frames carried into the new screen, keeping the focus on the real duel rather than a separate demonstration.

  17. The needle changes everything

    A brass needle sweeps across your bar from left to right. Each item fires when it crosses a visible trigger point; some items have extra points. Haste and slow change the pace of that sweep. Position becomes a choice, speed becomes a resource, and your build starts to play like a piece of music.

  18. The first moving pictures

    Torald’s first animated throw tested whether generated motion could carry the characters. Full character animation was not ready, but items found their stride: a ghostly Banshee Lantern became the starting point for the quiet, repeating item animations used throughout the game.

  19. A fantasy tournament of our own

    The Bazaar offered useful lessons about meaningful item choices, but BAD ARROWS needed to remain its own game. Fantasy heroes entered the darts tournament: Torald, Fennis and Onixa. The goal became nine duel wins, with lives lost on defeat. Damage to a rival’s health offered a better fit for growing builds than a traditional checkout.

  20. Synergy beats a shiny label

    Shopping should ask what fits your build, not which item has the fanciest label. Effects became simpler to understand, and near-duplicate items made way for clearer choices. Legendaries should feel outrageous in the right strategy, not rescue any pile of mismatched gear. A coherent build deserves to win.

  21. Embers bring the items to life

    Too many items looked alike. Different art directions were tried, and the ember-lit fantasy style gave the objects the strongest personality. Familiar designs such as the Shark Barrel stayed, restaged against quieter backgrounds. A hotter look was tested too, but brightness alone did not make the art better.

  22. What would make this worth playing?

    A closer look at the prototype asked what stood between it and a genuinely great game. Some apparent problems were intentional; others, like waiting through match summaries, really did hurt the pace. Better rules, lasting reasons to return, stronger art and richer sound became the direction for the rework.

September

The prototype era

A darts prototype finds its rhythm, its look and its name.

From the workshop

  1. Back to solid ground

    The game returned to a previously played version, then brought the worthwhile improvements back carefully. The result felt better, even with bugs still to fix. Progress became less about piling on changes and more about protecting what already worked.

  2. When fixes break the fun

    An attempt to smooth out the game introduced more bugs instead. Changes collided, and the version being played kept moving underneath the tester. The lesson was painful but useful: a fix only helps when the result is stable enough to play.

  3. When winning is too easy

    Automated runs found a game that was far too easy to win. Worse, some items and skills looked useful without actually changing the fight. That finding sharpened a lasting promise: if an item says it does something, you should see it happen. Tooltips must describe real effects, not wishful thinking.

  4. English from the bar to the board

    Items, cards, lore and account messages began moving into English. Keeping the text together made it easier to give every screen the same voice. That groundwork later made the move to an English-only game much cleaner.

  5. Desktop gets the attention

    Phone layouts were explored before the desktop game was ready. The direction changed: finish the desktop browser experience before tackling touch. Meanwhile, fewer clicks became the goal, and earned skills stayed yours to swap or trade for gold rather than simply losing them.

  6. Grudges get a face

    Named rivals arrived between regular matches, carrying their own gear and dialogue. WANTED posters made those encounters feel personal before the duel even began. Their rewards and synergies gave players another reason to take the risk, while the poster art grew into the parchment look you see today.

  7. Faces behind the counter

    The road between matches began to feel inhabited. Shops, trades, the bar and the quiz gained hosts with portraits, greetings and farewells. Most of those early faces later gave way to fantasy characters, but they showed why a stop should feel like a place, not just a menu.

  8. Your place in the tavern

    The first BAD ARROWS release brought player accounts and a place to keep player data. Accounts were required, with no guest mode; referral invites could earn rewards. Premium was about modes, never power. A bug-report beetle gave players a direct way to flag what went wrong.

  9. Keeping the pieces together

    More work could happen at once, but combining it exposed clashes that broke the game. Changes began being checked separately before coming together. For players, the point was simple: new features should arrive without taking working features down with them.

  10. Let the caller make it count

    A dart landing should sound like something happened. The caller, impact sounds and the surrounding pub noise became a focus of the early game. Getting those sounds into place was rough at first, but the aim stayed clear: let your ears feel the throw as much as your eyes.

  11. The name: BAD ARROWS

    A darts auto-battler needed a name with a little pub trouble in it. “Arrows” is darts slang; “bad” brings the swagger. BAD ARROWS became the name, and the first logo gave it a face. The mark has evolved since, but the promise of a slightly disreputable tournament has not.

  12. A steadier game to test

    Early testing exposed a frustrating problem: fixes were not always reaching the version being played. A clearer way of checking changes took shape so that feedback could describe the actual game, not an outdated copy. Less confusion meant more time finding what needed to feel better.

  13. Brass, soot and dartboard colour

    Dark tavern walls, warm brass and crisp lettering became the look of BAD ARROWS. Fraunces gives the titles their character; Archivo keeps the rest easy to read. Felt green, red and wire tones tie the menus to the board. The game changed dramatically, but this look stayed.

  14. Beautiful frames, a broken finish

    The ornate frames and dart-building kit gave the prototype its character. But the double-out finish was unreachable, leaving matches that could not be won and momentum with nowhere useful to go. The artwork also needed room to breathe: ornaments should frame an item, not hide it.

  15. Plan, throw, choose

    Plan your throws, watch them fly, then choose a reward. Cards and momentum joined the early loop, but planning the whole visit felt better than treating each dart as the main event. That discovery shaped the game’s rhythm: make the decision, then enjoy the payoff.

  16. A board that plays fair

    The first board followed real dartboard geometry. Early throws exposed a problem: the promised scoring pace was out of reach. Throwing accuracy was adjusted rather than hiding the mismatch. Darts gained flight and impact sounds, while the first item ideas showed how equipment could change a build.

  17. Before the dart lands

    BAD ARROWS began with a simple idea: your choices matter before the dart flies. Pick a target, build around your strengths and watch the throw play out. Rival builds could be saved for asynchronous duels, making a browser link a natural fit. The early prototype set out to prove that different builds could produce genuinely different fights.

How we make it

How AI is used

BAD ARROWS is independently designed, with AI helping write code and create artwork, animation, voices and sound. Generated work is reviewed and selected before it enters the game. AI-assisted testing helps find problems, but it does not replace real players or human judgement.

The board is waiting.