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Dossier // HUSK-ALPHA
OddSub logo

Developer

OddSub

Bulgaria
Fireshine Games logo

Publisher

Fireshine Games

United Kingdom
Husk Protocol official artwork

Autonomous content validation

Husk Protocol

Roguelike DeckbuilderStrategyDeckbuildingCard GameWindows
View Husk Protocol on Steam

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

Studio Type
Indie
Team Size
3
Stage
Alpha
01The Challenge

What the team already understood, a new player could not.

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?

02How ManaMind Was Deployed

Wayfinder became an irreplaceable part of the development team.

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.

Integration
1 branch + 1 sheet

No SDKs, scripts, or engine access

Full sweep
10-12 min

40-card catalogue run

Focused sweep
2-4 min

Smaller Cards/Modules run

ManaMind Command Centre showing Husk Protocol compendium validation sessions and the validation report.
A single plain-language task launches the build, validates the catalogue, and returns a structured report.
Wayfinder moves through the live Steam build and verifies each interaction before continuing. This footage has no audio.
03What Wayfinder Found

Five verified findings. One conservative soft flag.

Every verified finding arrived with evidence. Ambiguous runtime text was routed to a human reviewer instead of being overstated as a bug.

Verified findingMissing tooltip

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.

Husk Protocol Grapple card showing a Buff tooltip while the Purge keyword has no tooltip.
The Buff tooltip renders, but Purge is left unexplained.
Verified findingMissing tooltip

Sudden Death ends on an unexplained keyword.

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.

Husk Protocol Sudden Death card whose description ends with the unexplained Purge keyword.
The description ends on a bare "Purge" with no supporting tooltip.
Verified findingText drift

Electrify drops the Shield clause.

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.

Husk Protocol Electrify card showing a Static Damage tooltip that is shorter than the localisation reference text.
The in-game Static Damage tooltip omits the final Shield clause from the localisation sheet.
Verified findingText drift

Tap Core reproduces the same stale string.

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.

Husk Protocol Tap Core card showing the same truncated Static Damage tooltip beside a separate Shield tooltip.
A second card and Husk type reproduce the same text drift.
Verified findingSheet gap

Honing Module existed in-game but not in the sheet.

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.

Soft flagNumeric placeholder

Reinforced Strike surfaced a zero for human 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.

Reinforced Strike card preview showing a bracketed zero in a runtime numeric template.
The bracketed value resolves to zero in this live preview, so Wayfinder routes it for review instead of declaring a bug.
04Results & Metrics

The complete validation run, in numbers.

MetricValue
Unique cards in scope60, validated 2-3× each across builds
Card validations performed170 across 8 sessions
Total autonomous runtime50 minutes
Full catalogue sweep (40 cards)10-12 minutes
Cards/Modules sweep (10 cards)~3 minutes
Verified findings5 + 1 soft flag, each with screenshot evidence
Integration effort1 Steam branch + 1 reference sheet - no SDKs, scripts, or engine access
05Team Feedback

What the development and publishing teams said.

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.
Portrait of Konstantin AltaparmakovKonstantin 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.
Portrait of Tony EvansTony EvansProducer, Fireshine Games
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