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Stormbinders - Dev Diary #13: Refining Combat, Tooltips, and Progression

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Published on July 21, 2026

Stormbinders is built on interconnected systems. Spells affect buffs, buffs change units, weather reshapes battles, hero progression unlocks combinations, and world-map decisions can resurface several turns later.

Much of our recent work has happened beneath the surface: refining combat rules, save-state restoration, spells, weather, buildings, campaign progression, and the way these systems communicate through the UI.

Now those changes are becoming increasingly visible.

We are spending less time on new foundations and more on connecting and polishing the whole game - while creating plenty of new maps.

Tooltips should reflect the real game

One of our main focuses is making tooltips reflect the real game.

In a strategy game, a tooltip cannot be just flavor text; it must support a decision. If a spell scales with stack size, lasts for several turns, applies a buff or debuff, or creates a battlefield zone, that information should be clear at a glance.

We are therefore building two layers of information:

  • short tooltip, offering an immediate summary of the ability;

  • full tooltip, showing current values, scaling, duration, area, and additional effects.

Both use the same data as the mechanic itself, so the description never has to guess.

Small Blast - from description to decision

An old tooltip might say:

Launches a fiery projectile toward the target.

The new version explains the decision:

Small Blast
Deals 8 Fire damage for every creature in the caster's stack.

For a stack of 24 creatures, the full tooltip can show the current result:

Current power: 8 x 24 = 192 raw Fire damage.
Damage scales with stack size.

The connection between army state and ability strength is immediate. Protecting the stack means preserving both its health and its offensive potential.

Falling Star - showing the full combo

Falling Star damages a group of enemies, then applies Magic Vulnerability to set up the next spell.

Falling Star
Calls down a star that damages enemies in an area and applies Magic Vulnerability.

The full tooltip can show current damage, radius, debuff strength, and duration - enough to communicate the entire combo without burying the player in text.

Fire Ring - one message from tooltip, mechanics, and VFX

Fire Ring must remain legible beyond the moment it is cast.

Fire Ring
Creates a ring of fire for several turns. Units standing in the flames take damage and gain the Burning effect.

As long as the effect is active, the ring should remain visible. Tooltip, area, VFX, and lifetime all need to tell the same story.

That is how a spell stops being a button with a number and starts changing the battlefield.

Players who prefer to act on instinct can ignore the deeper math. Those who enjoy optimization can combine buffs and mechanics into spectacular builds - and we are happy to let a well-planned build crush the opposition.

To keep that freedom healthy, stacking bonuses now use diminishing-returns caps. Extremes such as "unkillable Basilisks" should no longer appear, while each buff's contribution is presented more clearly.

Balance without taking away the fun

In parallel, we are balancing spells, buffs, progression rewards, and the combinations between them.

Balance should not flatten every option into the same average. Stormbinders needs powers that feel distinct and sometimes spectacular. Our goal is to give that power the right cost, timing, and counterplay - not remove its identity.

A good example is Blessing of Protection: it can almost remove physical danger from a unit, but cuts its Attack by 99%. The player can save a key stack, but cannot use it as a full offensive force at the same time.

Elemental progression follows the same principle. New levels award points for specific rewards: a focused tool may cost one, a core spell or buff two, a build-defining effect three, and the strongest capstone four. Power requires a real tradeoff.

The interesting question is no longer simply, 'what is strongest?', but what fits the build:

  • Several flexible tools, or one build-defining effect?

  • Immediate damage, or Burning and area control?

  • A safe counter now, or a stronger late-game payoff?

  • Is a powerful combo worth the cost and setup?

If Chain Lightning is too efficient, we can tune its cost, damage falloff, availability, or positioning requirements without losing the fantasy of lightning tearing through an entire formation. Strong builds should still feel spectacular.



Finalizing complete mechanics, not isolated pieces

We increasingly ask not only whether a mechanic works, but whether it is complete.

For a spell, that means the complete chain:

target selection -> cost -> execution -> damage or buff -> unit reaction -> VFX and sound -> tooltip -> AI behavior -> save and state restoration.

If even one element tells a different story, the mechanic is not finished.

Spells are tested beyond ideal conditions: area effects at the board edge, projectiles moving across several targets, auras when they expire, and buffs after loading a save. The AI and combat prediction must understand the same power the player sees.

The same standard applies to larger systems. A building must work across the economy, UI, AI, and saves. A campaign result must survive the victory screen, the return to the menu, and the next stage of progression.

This less visible work turns a collection of interesting systems into one coherent game.

We are getting closer

Ahead of us are a final tooltip pass, more balance rounds, additional tuning for the strongest spells and rewards, and full campaign playthroughs from beginning to end.

With the foundations largely complete, each iteration now improves how the different systems connect, making Stormbinders clearer to play and more consistent from the opening battle to the final map. 

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