In just 6 days, the full version of Next Run will be available on Steam!
It's time to meet the new classes that will appear only in the release version.
Class Description
The Leader is a specialist in recruiting soldiers and improving their efficiency.
Her strength lies in her allies - they are the source of her power. Playing as the Leader requires a thoughtful approach to development and squad management.
Class Features
- Starts the game wearing padded armor and commanding a small squad of peasants.
- First Talent - Leadership: allows recruiting more units without penalties. +2 units for each point of the skill.
- Second Talent - Control: increases the effectiveness of commanded fighters. All allies gain +10% to their stats for each point of Control.
Weaknesses
- Like the Warrior, the Leader prefers to act decisively and fight often - therefore, hellish waves attack her 15% more frequently.
- Not available from the start - unlocked after completing the game as the Warrior.
You’ll often have to decide: spend money on yourself or on your squad? Hire new soldiers or improve the old ones? How many warriors and mages to bring, and how many crafters and gatherers?
The Leader is the choice for strategists who put their people above themselves on the road to victory.

We are approaching the release of the game and to prepare you for your journey, we are releasing more "Behind The Mask" content.
Here is episode two, which focuses on the Mask Era and the different kingdoms.
Follow the YouTube channel or the Steam page to stay up-to-date, join the Discord and get ready for the release!
各位好,这里是《浪迹三国》(旧作)开发
我正在做一款新的单机经营策略游戏《商道逐权》(英文:Pursuit of Mercantile Power),现在 Steam 商店页面已经开了,想玩的可以先加愿望单。
老玩家应该都知道,旧作的架构是我比较早期做的版本,很多系统(战斗、数值、UI)都不太好扩展。要在这个基础上硬塞我现在想做的复杂经济、运镖、商会、钱庄、农场、官府那一整套
其实会越修越乱,也会拖到我下一款的进度。与其拖慢大家,不如把大更新放到新作里一次做对。
新作《商道逐权》是纯单机、以经济与权力争夺为核心的国风经营模拟。核心循环大概是:
先跑镖赚钱、练战斗;
加入商会、提案、收购股份;
和钱庄打交道、放贷、拿分红;
扩建农场、影响村里粮食、影响人口;
最后甚至能去官府吃税、玩治安。 这些都是我在这几年里慢慢设计出来、在代码里一点一点填上的,不是壳游戏。
Steam 商店页:https://store.steampowered.com/app/4062990/Pursuit_of_Mercantile_Power/
现在可以先点“加入愿望清单”,到时候 EA/发售会收到通知。
我不是跑路了,我不是失踪了,而是去学习并增值自己的技术力
会,会依据这几年累积的技术去修订,但不会修改游戏的玩法及内容。
有明显的 Bug / 崩溃 → 我会修
能快速补的品质问题 → 看时间补
但大型系统、重做、美术大翻新这类,就会优先做在《商道逐权》上,再看能不能回灌。
我不想等大家突然看到新作才说“怎么又开一款”。
我一个人做,资源有限,要把精力绑在那个能够跑长线的作品上,提早讲是尊重买过旧作的人。
这几年我一直在学习新的技术,希望能做得更好,我知道我很久没有更新浪迹三国,但这是我人生中自己一个人创作出来的游戏,我希望他可以更好,在制作新作的同时我也在一边规划要怎么修订好浪迹三国,我一定会用我最大的努力去把浪迹三国再做好,请给我一点时间,谢谢大家一路以来的支持!!
Autumn has wrapped the world in golden mist — and with it comes a brand-new biome: 🍂 Pumpkin Grove.
A cozy, fairy-tale place where the wind whispers through the trees, candles flicker in the fog, and every path hides a little mystery.

👻 What’s New:
🌾 A new biome — Pumpkin Grove, filled with autumn warmth and a touch of gentle magic.
🎃 Plenty of new decorations: glowing pumpkin lanterns, candles, and other seasonal details that bring the festive spirit to life.
🕯️ New island inhabitants — friendly ghosts have replaced humans for the season. They wander quietly, watching from afar… and sometimes even lend a helping hand if you dare to approach.
🧩 New puzzles — themed challenges with spooky twists woven right into the environment.
🍁 Step into the soft light of lanterns, breathe in the crisp autumn air, and uncover the secrets hidden among pumpkins and shadows.
Happy Halloween — and good luck in the Pumpkin Grove! 🕯️
With love and a touch of fright, Faraway Home 🎃
Hey everyone!
Friedemann here 👋
Today’s update brings some early new gameplay features to the Public Beta branch (to access: Right-click the game in Library -> Properties -> Betas -> select "beta" from dropdown) that improve balancing.
A lot of you mentioned that certain item combinations (especially the ones focussing heavily on re-spinning) can make the game a little too easy. Instead of just nerfing those items (boring), I’ve been working on new enemy actions that counter those powerful builds and make fights more dynamic and interesting.
This update introduces:
Symbol cursing (some enemies curse one of the symbols on your wheels, disabling it for the rest of the fight -> encourages strategies with more than 3 symbols)
Aggro meter (some enemies have an “aggro” bar that fills up with every re-spin of the wheels, triggering an interruption of the player turn when it’s full)
Fixes for some rare cases where the game would soft lock
Fixed a rare issue that would corrupt & reset the save file & crash the game
Various very minor balancing adjustments
These gameplay additions are meant to keep things interesting, still allowing respin combos to be quite powerful, but not completely OP.
Once you’ve had a chance to try it, please share your feedback here or in the discussions, it’s been super valuable so far and I’m reading everything. Would love to hear what you think! <3
Cheers,
Friedemann
I know we’ve already looked at the enemies in 🎃Haunted Hollow🎃, but seeing as today is Halloween, I figured we should definitely take another look at this domain. There are some spoilers in here, so if you're trying to go into the game blind you'll want to pass on this one.
I’ve covered a bit about this domain’s Guardian and quest in the past, but I wanted to dig in a bit more about how this all works. But first, meet Alex, the domain’s Guardian:

Alex is seemingly the only Guardian that hasn’t lost control of his domain. He still has his scepter and has not been transformed. But that doesn’t mean your job is done because Alex asks you to do something for him before he’ll help you recall your core memory of Haunted Hollow. Specifically, you’ll need to bring Alex game cartridges for his Super Dreamstation 32 video game console. These are some retro games that his dad really likes, so he's curious to try them out.
By the time you reach Alex, you may have already encountered one or more of these cartridges out in your travels because they are located throughout Slumberland. Once you’ve met Alex, you’ll be able to carry these back to him, but it’s a bit trickier than you might think. When you’re holding something in your hands, you’re unable to do things like dangle from monkey bars, use your pogo stick, or attack enemies with your yo-yo. Making it back to Alex from wherever you find these is a bit of an adventure unto itself for each one and will require some deliberate pathfinding on your part.

So rather than battling a boss here, you’ll instead have a long-running quest. You could go ahead and try to get started on it right away (Alex will point you towards the one cartridge location he knows of from the start) or just keep track of cartridges as you find them. They’ll be marked on your map once you spot them, so you can always come back to grab them later. I hope this is a nice change of pace from a boss fight, and that you’ll explore Haunted Hollow for ideal routes back to Alex while carrying a cartridge.
Once you’ve brought Alex enough cartridges such that he helps you push back the Oblivion, he’ll also offer to sell you some new pajamas, the Ghoulish PJs 💀. With these spooky PJs, you’ll fit right in at Haunted Hollow. Here’s a quick look at how they work currently:

And the in-game description:
These PJs were once worn by a lucid dreamer and allow you to ride the line between being awake and asleep.
Buff - Unawake
You do not suffer any damage from enemies, but hazards always wake you up in a single hit.
I made these pretty strong for the first pass, and the reaction was about as expected (playtesters that got these PJs usually responded with something along the lines of “wow, these seem busted!”). So from here I think I do need to tone these down to bring them more in line with other PJs. While I think the one-hit wake-up from hazards is very punishing (maybe more so than players realize at first), I don’t want these to even feel broken. While it’s fun to abuse mechanics and for players to try to “break” the game, if you have one set of PJs that players think is way better than the others, it just removes the decision about which PJs to wear, and the goal is for the players “load out” (PJs and Little Buddy) to always be something they should be considering. So we need a fair balance of pros and cons with this ability.
And here's some changes I’m thinking of making to this:
You'll still actually get hit by enemies (and thus knockback and hit-stun), you just won't receive any damage from those hits.
Projectiles get treated as hazards and can also one-shot you.
I’ll test these approaches out and maybe it just needs one or the other, or maybe it needs both. We’ll see how it goes in the next round of playtesting!
The last thing I’ll dig into here that’s kind of cool about Haunted Hollow is how the lighting in the game works, because there are a lot of dark areas in Haunted Hollow. If it gets completely dark, you won’t see anything except outlines of your character and enemies.

This of course makes it very difficult to navigate, so you’re gonna want some light. There are sometimes lanterns strewn about to help you see, and there’s even some enemies that emit light, though you’ll have to avoid destroying them if you want them to keep lighting everything up for you.

But probably what you’ll need to do most of the time is carry a jack-o-lantern around with you. These are a great source of light and allow you to see to navigate through the dark areas, but as we mentioned above with the cartridges, not having your hands free can be a problem. And besides, what if you’re trying to carry a video game cartridge through Haunted Hollow to Alex? In that case you’d definitely benefit from having a Little Buddy that can help you see in the dark, so make sure to explore Slumberland and keep an eye out for clues!

So what do you think of Haunted Hollow? Did you enjoy this domain-specific overview? Please let me know in the comments below! As a big fan of all things Halloween, I always knew from the get-go that Little Nemo was gonna have to include a Halloween-themed dream domain so it's fun to get to show it off a bit ahead of release. 🎃
Added Scroll of Summon Greater Demon to the randomized treasure
Options button to return to game relabeled as it was slightly confusing
Fixed a bug where you couldn't cast polymorph on summoned monsters (although I haven't found a use case for this yet.)
Fixed a bug where summoned creatures turn counters didn't update on loading a saved game