Text Changes:
Corrected some errors in various character dialogue
Bug Fixes:
Fixed an issue where the item 'Lucky Coin' was not correctly added if the player already had 9/9 items. For old save files, these items will be granted when interacting with any of the coin flipping minigame NPCs again
※Base game required to access Tivick'ing! Chronicles -Another Story- content
Small update to patch a few things while I work on the new update. Also thanks for all the support as of late! It is encouraging - I will push myself further (I am also playing EU5 right now, so expect delays).
Reduced the damage and initial projectile speed of Calcifused Knight "Eyecurse Shot" projectiles.
Fixed a bug where the fort's hardsprite would sometimes bug out and look strange.
Partially fixed a bug where, if the fort dies on the same frame you win a wave, the game will alert you to reload instead of losing on the next wave.
Added some internal testing tools.
You can access half of the remixed waves, if you are able to modify your game files.

1 day 1 patch! The Anniversary Update was released yesterday and met with a lot of kind words and valid feedback - thank you!
I've been rebalancing the game (trying to avoid resorting to dumbing down the AI) to match the added difficulty, this patch continues that.
First - I want WWAATD to be a challenging game, it's part of the DNA of the game - but it has to be hard in a fun way, and not feel 'just unfair', of course. The previous version had the AI very passive and static, so this is definitely an improvement, we just have to finetune it.
There's 3 pretty fundamentally different difficulty modes and a very detailed Sandbox Mode for you to tailor your experience as well. Everyone has different skill levels, time-in-the-game, preferences and so on, so I figure more options helps as we refine the "base game".
Balancing a physics based animation driven combat game with a complex damage model is a bit like defusing a bomb, and with a total AI rework, it's like we threw a live grenade into the mix. In many ways we are balancing from scratch so needing a patch (or a few) makes sense - bear with us and keep giving feedback as we finetune!
So tl;dr today I injected some coffee into my veins and got to work to bring you a first patch. Let me know your thoughts on how these changes feel so we can keep making the game better. Best place to do so is in the game's Discord, link at the bottom of thist post (and every post!)
Rebalanced damage model for more consistent damage
Less penalty for bad hit contact point, short hold-time, stamina state and "fumbles" (hitting with back of the weapon etc), damage should overall be closer to stats on each hit
Exact Impact point now counts a bit less vs overall weapon velocity for damage calculation (from 50% to 30%) - this should especially help shorter weapons
Note: the AI has the same changes, as they have the exact same damage model as the player
Increased backwards speed for player a tad
AI movement skill/speed reduced across the board
Light weight status now also gives +10 Stamina skill (along side Dashing and Movement previously)
This should make early game less of a Stamina pain, while also making sure Stamina management is still a part of the game if you equip heavier gear
AI spends a lower extent of time in "retreat" mode recovering Stamina
Reduced the character physics body layer intensity (Should reduce some floppiness, jank, buggy movement, ...)
Weapon weight has a bit less impact on Stamina Cost of attacks - should primarily make heavier weapons (polearms etc) less of a brutal Stamina drain
Increased stamina recovery from receiving damage to 1.5x the damage (from 1x)
Increased player base attack speed slightly
Increased camera zoom-out max
Equipment Weight affects AI the same as Player now (was off by a tiny bit)
Rebalanced weight impact so the Stam Regen numbers and color coding UI make more sense
Counters by the AI (when you hit them, usually when they're tired) will now more often be regular attacks vs double attack or dash attacks, to reduce them getting stuck in low stamina as you hit them & reduce glitchy movement
Clamped the maximum knockback on characters to reduce crazy knockbacks
(Probably) Fixed a bug causing Multicultural to stack up Patron Favor penalties across multiple characters (this will require a new character to take effect)
If you like what we're doing, please consider sharing this update and the game with your friends: we still rely on word of mouth more than anything.
As always,
We who are about to die salute you!
Jordy Lakiere
Hey everyone,
Just wanted to drop a little note that the Legends of Dragaea: Idle Dungeons Soundtrack is now available for purchase and a Deluxe Edition bundle that includes it and the full game for a small discount! It's listed as a Complete The Collection so you'll still get a discount if you already have the full game!
https://store.steampowered.com/app/4147040/Legends_of_Dragaea_Idle_Dungeons_Soundtrack/
You can check out the entire soundtrack here on Youtube from the incredibly talented g3ntlebreeze as well as check out his BandCamp, and social media profiles!
Bandcamp: https://g3ntlebreeze.bandcamp.com/album/legends-of-dragaea-idle-dungeons-ost
X/Twitter: https://x.com/g3ntlebreeze
Bluesky: https://bsky.app/profile/g3ntlebreeze.bsky.social
Until Next Time!
Fixed issue where saves in the dungeon couldn't be re-loaded.
Display spells on the "Rarities" menu.
An update focused on the horses used in biblical battles and the military forces that appear throughout the Old Testament.
What's New in This Update:
New theme packs in Letters mode
Bronze Age Horses
Iron Age Horses
Horses in the Bible
Steppe Peoples
Assyrians, Persians, and Hittites
Historical content presented in a clear and straightforward way — perfect for learning while you play.
Get ready to explore the military side of biblical history!
Bugfixes:
Fixed issue where plasma tower was spawning fireballs if you collect flame bullets perk
Fixed issue where Spintrap could completely stop enemies. Now the slowdown is capped and the slowdown amount was reduced