Another thing we've been playing around with is a "pin shelf" where you can store one additional pin without enabling its effects. Of course, in the game this has a rather crude interface at the moment: 


As such, I've been playing around with making a couple versions of a proper interface for it, one featuring the trashcan which will be used when you first equip the pin, and one without it for the menu, where you'll also be able to move your pins around and exchange which one is currently on the shelf: 




Now, before you've ever been to any of the arcade mode floors, they'll be blacked out so you don't know exactly where you're going next, so time to make a bunch of silhouettes:  



And if you have been to an area before, but not during this run, it'll be grayed out: 


Which means the map during a run where you're currently at Evergrind Forest, but never have been past Seasonne (in any run) would look like this: 


Except with a bunch of cool waves, like here, which is what the map would look like if you just defeated Grindea and got an S rank for it:



Before I start working on those potential new final dungeon things though, let's finish up some moew Arcade Mode stuff! Starting with the world map, which has been a work in progress for quite a while now but now we're finally able to finish it up: 




Next, a whole bunch of icons for new items and perks, as well as two new housing items you can unlock by completing Arcade Mode and trading in your golden essence, featuring two different types of Grindea statues: 







 Now, with one of the Golden Essence rewards being that our very own musician Riley comes to town to let you pick and choose what music is playing, we of course needed a new interface, including a new shop title! Let's have a look: 



 Another couple upgrades we've been working on is a proper preview window for Shadier Merchant, which compared your items to the ones on display as you approach: 




As well as a nice blue warning for the main menu when your save is incompatible (previously it was brown, as can be seen below): 




Now with the Grindea boss fight drawing ever closer to completion, it's time we start working on a proper victory UI for Arcade Mode instead of the standard Game Over one! 

Here's the regular version, as a reminder:


And here's the post-Grindea one, which will be more blue. It has a star instead of the floor number, and will most likely show up against a black backdrop as seen in the second picture below, as it'll appear after the credits: 


Of course, in the above examples there's still the usual Game Over text, but in the actual interface it'll say "Victory!" one you've defeated Grindea. We've made three versions of the next now, though, with "Victory?" showing up when you finish the game without battling either Bishop och Grindea, and "Victory" showing up when you defeat Bishop! 




One thing that's been missing from the stylist for a while now is a way to rotate your character preview so you're able to see what you'd look like from more than one direction! Since we're working on adding the final haircuts now, we decided it's also time to add that missing feature, and as such, we've spent some time trying out various interfaces showing you how to rotate the preview: 





Right now our current favourite is the last one. Which one do you prefer?

Another interface that's been around for ages without any updates is the good old quest tracker interface! Let's see what we can do with that: 




Another similar such interface is the one in Robin's target practice! So let's give that some touchups as well! Here's the old version, as a reminder: 


And now, let's look at the new version: 






Moving on in the same vein as the menu upgrades, there are a couple more interfaces that need some touching up! One such thing is the next rewards interface in the arena:




And here we have the new version:



 And now, the final part (I think) of the menu redesigns, the Sound and Volume settings menu!



Nothing much to say here, except it's a more visually pleasing version than the one currently in game :)

 Next up, an interface idea for the Quiz challenge! At present, the placeholder version Teddy uses is this: 


But I thought it'd be nice if we could incorporate the speech bubbles a bit more, so my suggestion is this: 



Next it's time for the last piece of the ingame menu update: the crafting menu! Let's have a look: 





Almost done with the menu updates now! Really looking forward to when these are all added to the game :)

And so, let's play around with some more basic background detail, more like it looks in the game currently but taking up less space and with some newer graphics! Let's see what we can do: 



This here is our current favourite, giving the interface an updated feel without feeling too messy! Plus we can squeeze in a lot more items than we can currently. What do you guys think?

As for the final parts of the menu upgrades, we have the inventory and crafting menu. Let's have a look at the inventory menu first: 




Still not a 100% sure about this, as it feels a little bit cluttered! We'll have to think further...

 With us deciding to go for the icons rather than the text versions, it's time to make some slight adjustments to the designs of the journal section, where the icons will only be in a single row:







Note also the changes in the Trophies section, where we've decided to do away with the title part, making it fit the other designs a bit more!

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