So tell me more about Adventuring?
Adventuring is the system where your cats are given classes, skills, and abilities and sent out on little adventures that are modeled after a simplified D&D and other tabletop games.
I have now implemented 7 classes, 60 abilities (4 starter and 56 unlockables), and 21 unique skills! So there's huge potential for a variety of strategies.
With Adventuring, you'll send your cats out to a location and steadily work your way deeper inside it. Each location has 4 unique zones/phases that each get progressively harder, so you might need to level up in the earlier zones a few times before you are able to make your way to the end. At the end of each location, there will be a one-time boss battle with special unlocks and events! (You'll get new scenes, expand your catpacity, and more).
Within those zones, there will be two types of encounters: Skill Challenges and Battles.
Skill Challenges are text-based and will feel very similar to the Daily Scenarios, but instead of cats interacting with each other, they'll be navigating a mini-cyoa that can be passed or failed.
For example, your cats will be faced with a cliff and must all either jump or climb it, or you find a locked safe and you have to pick which cat will attempt to get into it, and then whether they'll pick the lock or force it open with a crowbar.
Every zone of a location has 10 unique skill challenges that can occur.
Battles take place on a small top-down map with its own set of obstacles (trees, water, cliffs, etc.) and work very similarly to d&d. Your cats and the monsters will move and then use one of their abilities (could be a melee or ranged attack, first aid to heal, or any number of special abilities.) When you defeat the monsters, you'll get loot, a small chance of taking the monster home as decor, and delicious experience.
There are 5 unique monsters in each zone, and each monster comes in three recolors (common, uncommon, and rare).
Here are some screenshots that I've shared with friends that can give you a little sneak peek. The UI may change quite a bit between now and when you see it. My focus right now is making it work. I'll worry about making it pretty later on.

Pictured above: Pilot escapes the board and begins to run for the hills.
Context: From this weekend's work on pathfinding, movement, and line of sight (which are now successfully completed).

Pictured above: Leaf crab rave
Context: A (failed) experiment with exclamation points (since removed) in the battle intro sequence.

Pictured above: Ominous nonsense and some rolled dice
Context: Back when I first started working on skill challenges, the bit that types text when you roll dice was a little.. quirky to say the least. This is, of course, fixed. However... it was extremely funny to watch it type in nonsense out of nowhere.
Currently, adventuring development is as follows:
Code/Infrastructure Work
Backend database infrastructure: 100% complete
Classes, abilities, leveling: 100% complete
Zone progression, snack breaks, scripted/plot encounters: 100% complete
Battle encounters: 40% complete
- - - - Movement, pathfinding, line of sight: 100% complete
- - - - Abilities and using items: 20% complete
- - - - Monster AI: 0% complete
- - - - Loot/rewards: 0% complete
Boss battles and location unlocks: 0% complete
Creative Work for the First Location
Scene backgrounds: 75% complete
Top-down maps: 100% complete
Monsters: 100% complete
Materials, collectables, and trinkets: 95% complete
Unique apparel and decor: 0% complete
Writing: 25% complete
It's still too far off for me to have a precise ETA, but it's definitely significantly on its way and nyooming along quickly.



Conclusion
That's all for today! My current workflow is still along the following lines -
Weekdays after work, when I have energy for it: Art/Writing, content updates as a treat
Weekends: Adventuring coding