Enemy AI overhauled, item drops rebalanced, coin auto-pickup added, and a weekend at the Rapture Gaming Festival.
Welcome to the Little Devil July 2026 State of the Game update! Hello everyone, Michael here.
July was a behind-the-scenes month more than a flashy one, a lot of systems work that makes the game feel better to play without necessarily giving me much to screenshot. There’s also a proper event write-up in here too, so let’s get into it.
🕹️ Enemies Got Smarter
Little Devil’s room population has been completely overhauled this month. Enemies used to be hand-placed room by room, now they’re spawned using a proper threat-budget system, scaled by room size and how far you are from the start of the floor.

Long range enemies now have a longer attack range, and melee enemies are noticeably more aggressive about closing the distance when they’re not close enough to hit you, no more standing around waiting politely. That’s the shape of Little Devil July 2026’s biggest system change.
🃏 About Those Fifteen Jesters…
Jesters carry a high threat weight in the new system, so under normal circumstances you won’t run into many at once. Coulrophobia gets around that entirely though. Rather than spawning new Jesters, it transforms whatever enemies were already about to appear into Jesters instead, meaning it inherits their spawn count rather than the Jester limit. Which is exactly how you end up facing down fifteen of them in one room.

Working as intended. Mostly.
👺 A New Face (Coming Soon)
Thin Imp has been fully drawn and animated this month, though he’s not in the game just yet. Consider this a preview of who’s joining the roster.

💰 Drop Rates Rebalanced
One Hit Wonder and Soul Ability drop chances have both been increased, and the underlying drop system has been rebalanced to fix an issue where drop rates got ridiculously high after clearing a few rooms. A few existing abilities have also been adjusted, some to feel better, some to fix bugs that had crept in.
🧲 New Option: Coin Auto-Pickup
A new toggle has landed in the Gameplay settings menu. By default, coins still have to be picked up manually, just like the old days, but if you’d rather not, switching on auto-pickup gives coins a magnet pull so they’re collected automatically as you walk past.

✨ Player Feedback Improvements
Power changes now actually tell you what happened. Fully lose an item and you’ll see a red X over its icon, drop a Stackable a tier and you’ll get a “-1” indicator, no more wondering if something’s a bug.

The Holy and Unholy Cross wipe effects also now have distinct feedback, a gold and white flash for Holy, a sickly purple and green flash for Unholy, each with its own sound cue.
📺 CRT Shader, Built From Scratch
The CRT effect has had a complete rebuild this month, custom built barrel distortion, scanlines, colour bleed, and dithering, all togglable, with a proper power-on flicker animation tied into the intro sequence now instead of just switching on.


🗺️ Map & Visibility Improvements
A handful of clarity fixes landed this month too. The big map now supports directional controls, so you can actually pan around it once it’s open rather than being stuck with a fixed view. Room icons on the map have also been lightened, making them much easier to read at a glance.
Traps now have an outline/aura around them so they’re easier to spot before you walk straight into one, and general in-game lighting has been brightened slightly, addressing feedback that some areas were a bit too dark.


💀 Death Now Has Something to Say
A death quip system is in, die to a specific enemy or boss and you’ll get a quip and icon tied to whatever killed you. Small, but it adds a lot of character to dying, which, let’s be honest, you’ll be doing a lot of.

🏃 Dash and Phase-Out, Reworked
The dash has moved from an instant teleport to proper physics-based movement with an afterimage trail behind you. The phase-out power-up has also been reworked under the hood to use a real immunity system rather than just disabling your collider.

🛠️ Behind the Scenes
A few new tools have quietly made testing and debugging a lot easier this month. Nothing to show off directly, but it all speeds up how quickly future updates can happen.
🎵 Learning to Compose in Hell
Nothing audio-related is in the game yet, but I’ve been deep in Furnace Tracker learning how to build Little Devil’s soundtrack the authentic way, real Mega Drive chip audio, not an approximation of it. A menu and intro track is currently in progress and coming together nicely.
👑 A Quick Word on Pride
Pride’s implementation has been temporarily parked while all of the above took priority. He’ll be back on the workbench soon, this was just a case of the bigger systems needing attention first.
🎪 Rapture Gaming Festival, Colchester
Little Devil July 2026 made its way out into the world too, at the Rapture Gaming Festival in Colchester. Got some genuinely good hands-on feedback on several of the changes above, and a few bugs surfaced on the day that have already been fixed. Always good to see the game in other people’s hands.

🔗 Little Devil July 2026: Stay Connected
That’s Little Devil July 2026 done. Smarter enemies, better drops, a new way to grab your coins, and a weekend out meeting players in person. There’s probably more I’ve forgotten to mention, this brain isn’t what it used to be, if you spot something new in game that isn’t listed here, that’s probably why.
- 🌐Website: littledevilgame.co.uk
- 💬Discord: Join the community!
- 🐦Bluesky: mipixel.co.uk | X: MIPixelStudios | Instagram: mi_pixel_studios | TikTok: mipixelstudios | Facebook: MIPixelStudios
- 📖Webcomic: Read Little Devil on WEBTOON! | Tapas!
- ☕Ko-fi: Support the dev!
- 🌳All links: LinkTree
And if you haven’t wishlisted Little Devil yet, please do. It genuinely makes a difference. 🙏
Until next time, stay sinful. 😈
~ Michael “MI Pixel” Armstrong-Ingram
(And if you fancy some more unfiltered, personal drawing and dev life stuff outside of Little Devil, I’ve also been posting over on Mike-o the Psycho.)
