The Training Room is in the works, just as we promised. You can step right in with any deck, even those that aren't valid (think less than 40 cards). Inside, you'll find handy pads designed to enhance testing within the room. These pads offer features like reshuffling, card drawing, and room resetting. Our goal is to empower players to experiment with synergy concepts without the obligation of a full dungeon run.
Responding to community feedback, we're introducing a fresh town song for players who achieve the secret ending! Our composer enthusiastically agreed to create a brand-new track. This decision was made due to time constraints posed by backend coding, making the implementation of an in-game jukebox unfeasible for now. This means that players will no longer have to endure a tension-filled tune after conquering the ultimate evil. And rest assured, the new song will also find its place in the official OST.
Our composer extended and enhanced the third Tower track, stretching it from 02:28 to 04:55 minutes. With many players investing significant time battling through the final set of combats within the Tower, the music needed a refresh to reduce repetitiveness and heighten tension. This updated composition will also find its place in the OST.
We've enhanced the user experience by adding more tooltips, refining card selection when handling a large hand, improving tile selection visibility, and more.
We're actively leveraging community feedback to enhance controller responsiveness and gameplay experience, both within and outside of combat scenarios.
Introducing fresh archetype filters for the Deckbuilder! Plus, we've enhanced overall responsiveness and card sorting based on community feedback.
The shop now features an Archetype Filter and an additional icon to show equipped cards.
The game will now include a death tutorial that activates after the player's first death, often caused by the tutorial boss. Additionally, a save tutorial will trigger the first time the player comes across a Quill Shrine. Not only that, but now the guide will have some extra entries and explanations that were missing.
Our sound team is enhancing game audio and crafting additional SFX we found lacking.
Minor animation tweaks, new trait icons, and other small enhancements are included.
Enhancing card and curio communication is vital, as they form the essence of the game. We've streamlined text, ensuring consistency, and addressed any existing issues.
Certain enemies with similar behaviors displayed problems involving irregular patterns. Now, all such enemies will consistently follow patterns, enhancing the player's learning curve while preserving the game's overall challenge.
This typically occurs organically with more consistent patterns, but even enemies with irregular patterns received some enhanced previews. For example, the Ancient Effigy's petrify preview has been improved.
We aim to enhance accessibility for new players in grasping NPC availability. Thus, we've increased the frequency of pop-ups indicating new or available interactions.
The balancing document in the 1.0.7 patch notes still includes our primary planned changes, while there will be additional adjustments will be detailed in the upcoming 1.1 patch notes.
We've enhanced monster pathing. Now, they'll smartly consider traps and alternate routes when choosing their path towards their objective. However, they might still brave traps if it shaves off a considerable distance. This tweak shakes up various playstyles, buffing some and dialing down others.
We're gearing up to roll out the 1.1 Update as promised for the Q3 release! Stay tuned, it's on its way!
We're working closely with DANGEN and their porting teams to bring you an exciting console release in Q4!
Once those tasks are complete, we'll dive into crafting the Kickstarter backer rewards, which are currently in development, along with other secrets projects that are currently under wraps!