Devlog #2 — Multiple Arenas & Traps, Glorious Traps!
Chains on Sand now supports multiple arenas, and it’s a massive visual upgrade. Arenas are no longer just a place to fight — they now have character, style, and mood. Each battle might drop you into a dusty wooden pit, a blood-stained stone coliseum, or a red-lit ring surrounded by screaming crowds.
Here’s a sneak peek of one of the new arenas:

Procedural Trap System (and the battle to make it work)
The second big feature this week was the trap system — and wow, this one fought back hard.
The idea was simple:
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Each arena has a chance of spawning traps.
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Traps are visual, dangerous, and based on classic arena tropes: wall spikes, tile spikes, chainsaws.
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They damage fighters (player or AI), trigger once or per turn, and apply effects like bleeding or knockdown.
Reality? Less simple.
I've had to:
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Build a tile-based overlay for traps
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Prevent traps from spawning on player/enemy spawn points
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Register damage effects dynamically based on movement
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Paint trap visuals properly on top of the arena background
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And fix a dozen invisible bugs that made enemies walk into invisible death, or traps never show up at all
It’s now working — and when it does, it feels amazing. Stepping on a hidden spike mid-duel or luring a desperate opponent into a chainsaw tile is brutal and satisfying.
Chains on Sand
Tactical arena combat meets permadeath and blood-soaked legacy.
Status | In development |
Author | tabulagames |
Genre | Simulation |
Tags | 2D, Procedural Generation, Singleplayer, Unity |
Languages | English |
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