Yeah we're still pluggin away fixing the final layer of features and bugs etc. We now have a version of the PvP and tournament reward system that we're very happy with. It's a pretty massive game (for an indie studio) and we kind of underestimated the time it would take to polish everything up to a high standard, which is pretty typical with most games I seem to work on... We're still on target to softlaunch in April and then global launch a few weeks after, once we see it's stable.
Recently we've completed all the hero power animations for the first 48 heroes (38 available for the launch). This was a pretty large task. This week we're working on static and dynamic board objects for the PvE campaign and currency shower animations in the menus. We've given all these PvE items little faces and personalities (Nintendo-ish) :) Planning to have 300 levels for the launch.