Grapple invokes Purge without explaining it.
Grapple says "purge 1 random Buff". Its Buff tooltip renders correctly, but no Purge tooltip appears.
Flagged consistently across all three Husk sweeps.

Developer
OddSub
Bulgaria
Publisher
Fireshine Games
United Kingdom
Autonomous content validation
The challenge
If a card does not explain itself, players are left guessing - and there was no systematic way to check whether every card in Husk Protocol's constantly growing portfolio still did.
Headline result
60+ cards
0 systematic checks - until now
Two cards in Husk Protocol both use the term "Purge" in their on-screen descriptions. Hover over either one and every other keyword gets a plain-English explanation, except Purge. On one card, the description simply ends on the word "Purge", with nothing telling the player what it means. The same keyword works and explains itself correctly on a different card. Once you have built a keyword, you know what it means, so it stops registering that a tooltip is missing or that a new player would be stuck. Husk Protocol carries dozens of these keywords across 60 cards, and there was no systematic way to check, from a first-time player's point of view, that every card's on-screen text delivered what someone needed to understand it on every new build. As cards and tooltips kept changing, Fireshine brought in ManaMind to build that check: could Wayfinder read the entire catalogue the way a brand-new player would and flag anywhere the text did not hold up?
Wayfinder plays the real Steam build through the screen, exactly like a human tester. The team's entire setup was a Steam branch and one spreadsheet defining what every card and tooltip was supposed to say. From a single plain-language task in ManaMind's Command Centre - "Game: Husk Protocol · Task: Validate compendium husks" - it launches the build, explores the entire in-game card catalogue, hovers every card to capture the tooltip text exactly as a player sees it, and checks that text word for word against the sheet. It flags anywhere the two do not match, including cases where a number or keyword has silently gone missing, and verifies every click before moving on.
No SDKs, scripts, or engine access
40-card catalogue run
Smaller Cards/Modules run
Every verified finding arrived with evidence. Ambiguous runtime text was routed to a human reviewer instead of being overstated as a bug.
Grapple says "purge 1 random Buff". Its Buff tooltip renders correctly, but no Purge tooltip appears.
Flagged consistently across all three Husk sweeps.
The card description ends on the bare word "Purge", leaving a first-time player with no explanation of the action.
The same keyword renders correctly on a Tank card.
The in-game Static Damage tooltip and the localisation sheet disagree on whether Static Damage breaks Shield.
Expected: Static Damage cannot be modified in any way and ignores defences but doesn't break Shield.
Persistent in every sweep.
A second Husk type renders the identical truncated Static Damage text while its separate Shield tooltip appears beneath it.
Expected: Static Damage cannot be modified in any way and ignores defences but doesn't break Shield.
Resolving each card to its string ID lets the team go straight to the affected row.
This time the localisation sheet was stale, not the game. Wayfinder kept both sides honest instead of assuming the build was always wrong.
The team updated the reference sheet after review.
The card's damage line carries two runtime values. In the compendium, the second resolves to zero.
With no Block in the preview, zero may be correct. Wayfinder conservatively recorded the observation as a reviewer note rather than asserting it as a bug.
| Metric | Value |
|---|---|
| Unique cards in scope | 60, validated 2-3× each across builds |
| Card validations performed | 170 across 8 sessions |
| Total autonomous runtime | 50 minutes |
| Full catalogue sweep (40 cards) | 10-12 minutes |
| Cards/Modules sweep (10 cards) | ~3 minutes |
| Verified findings | 5 + 1 soft flag, each with screenshot evidence |
| Integration effort | 1 Steam branch + 1 reference sheet - no SDKs, scripts, or engine access |
“Husk Protocol is in active development. We're adding new content constantly, and every addition risks quietly breaking something we already thought is ready. A small dev team has limited time to check everything new that is added to the game. That's exactly the job Wayfinder took over. It checks the whole catalogue on every build, helping us find small things we missed. So we can stay focused on building the game instead of rechecking content we've already finished.”
Konstantin AltaparmakovCo-Founder, OddSub“The set up was very simple, we handed the ManaMind team the Husk Protocol build and a spreadsheet, a few days later Wayfinder was playing the game, flagging any potential inconsistencies in the text. This is particularly reassuring because inconsistencies in the detail can really frustrate players. If it happens frequently enough, players will eventually give up on the game all together and tell others of their bad experience. No, we want to find any issues early - before they even become issues. We do not want to find out about them in a Steam review or live stream.”
Tony EvansProducer, Fireshine Games