Nice to meet you! We're Muneniku Tabetai! Our debut title, No-good Streamer Mirai-chan! (Now accepting lewd comments), now has an official Steam store page!
Chat and interact with Mirai-chan—a slightly clueless but charming streamer. From silly small talk to flirtatious banter, she’ll react in all sorts of fun ways! If you manage to excite her enough with your steamy comments, she might even extend her stream and offer you... something special!?
Gameplay - Gem Orbs now empower one random gem at a time, but regenerate 3x faster. (This change is to reduce the all-or-nothing feel of Gems).
Balance - Enemy AI now becomes more aggressive with wave progression (generating more attack tokens as waves increases) - Enemies near the edge of the ring will now reposition more frequently.
Miscellanious - All attacks now have slight damage variance. - Added ability information to gem tooltips.
FX - Fixed visual glitches on some enemy weapon trails. - Fixed a visual glitch on the Lightning Staff attacks. - Improvements to enemy eye dissvoling
Audio - Reduced volume on various UI sound effects.
Bug Fixes - Fixed Green Gem visuals not appearing. - Fixed Green Gem movement sometimes getting blocked. - Fixed a bug where dead enemies could still trigger blood explosions at the end of Abyss waves. - Fixed some dissolve effects
I’ve got a quick patch for you today. Some of you mentioned that card images weren’t showing up on certain Linux and Windows devices. This update fixes that. Thanks for letting me know about this issue. Got other bugs or ideas to share? Drop them in the comments below or on the discussion forums.
Oh, and I’m already working on the next content update! It’s going to bring a new game mode and tweak the current difficulty balance based on all the great feedback you’ve shared.
We will be updating Phantom Galaxies to version 5.8.0 on Tuesday 13th of May at 2:00 - 4:00pm (AEST). This is simply a bug fix build that will also enable a change to server infrastructure.
The update should take approximately 30 mins, during which time the game will be unavailable to play.
This week, we've made some optimizations and fixed some bugs.
Feature Optimizations:
Adjusted the position of the language setting in Settings, as it was previously too close to the edge.
Added a new Battle Statistics:setting function in Settings (PC only). Players can now choose to have battle statistics always displayed or manually displayed (e.g., on hover).
Made the transition between HERO selection and Treasure selection smoother; it will no longer abruptly display the scene for a few seconds.
Adjusted the display position of the 'in-use' indicator for Collections, which could previously obstruct text.
Optimized some translations.
Bug Fixes:
Fixed an issue where translations were missing in some interfaces and would not switch in real-time according to the language selected in Settings.
Fixed an issue with abnormal HERO actions/animations.
Fixed an issue where some avatars had no price.
This update does not require a mandatory update for mobile users; however, you can still download the update if you wish.
Hi folks! This is a hotfix build for the Weaponry Update from a couple days ago.
This update should be mostly unnoticeable; it's just fixes for miscellaneous bugs reported to us from that build.
These include:
Release trailers which include new player classes now show those new player classes using the weapons they're supposed to be using, instead of showing them all carrying swords. (oops!)
Fixed a crash which could happen when you unpaused the game, if you had destroyed and then replaced a player character class while the game was both online and paused.
Fixed single-frame animation glitches visible in the Ability preview window if you changed the character's model while viewing the ability preview.
Set up an archery target in the ability preview window, replacing the Giant Ominous Sphere Of Darkness™ as the target of previewed attacks.
Fixed an issue where pooled checkbox widgets were not being properly reset before being reused elsewhere in the UI. I *think* this was entirely benign, but it put some scary-looking messages in the game logs so I've fixed it!
Fixed a few small (once per run only) memory leaks; about 10-15kb of RAM was being leaked in total, and was reclaimed when the game exited. Not a big deal for anyone, but it makes my dev tools happier!
As always, huge thanks to everybody who filed bug reports or otherwise contacted us with issues; it makes such a huge difference to finding and fixing issues to have several different reports of each!