We continue to work to provide you with the best gaming experience.
What's new in this update:
Adjustments to enemy damage and health for optimal balance UI improvements for more intuitive navigation More accurate and efficient aim assist system Optimized controller controls for a smoother gaming experience
Countdown to version 1.0
We're getting closer to version 1.0 and we want to thank you for your continued support. Leave us your comments and suggestions! Your feedback is essential for us to keep improving.
We're excited to present a new update (currently for the demo version) of Strange Labyrinth! This update brings significant improvements in gameplay, interface, and game mechanics, based on feedback received from the community.
Check out the new features below:
New Features:
"How to Play" Menu Added:
Now you can access a detailed instructions menu that explains the basics of the game. This feature will help new players quickly understand the main mechanics and get accustomed to the labyrinth.
Interface Enhancements:
Reorganized Interface:
The interface has been reorganized to offer a more intuitive and accessible experience. Important information is now more visible and easier to access during the game.
Redesigned Minimap:
The minimap has been redesigned to make visualization and navigation within the labyrinth easier. It will now be simpler to track your position and the areas you have already explored.
Gameplay Improvements:
Improved AI:
Enemies now have a more realistic vision, seeing only what’s in front of them. Additionally, they can hear the protagonist’s footsteps, increasing the importance of stealth.
Health Bar:
The protagonist’s health bar now automatically regenerates when not being chased by enemies, allowing for more strategic recovery during the game.
Stamina Bar:
Stamina gradually recovers while the character is walking and more quickly when standing still. This provides a more balanced energy management during labyrinth exploration.
Optimizations:
Objective Optimization:
Now, only the correct objectives emit a sound when nearby. This change makes it easier to identify the next steps to follow and enhances the clarity of objectives in the game.
We appreciate everyone’s continued support and feedback! These updates are just the beginning of many improvements to come. Keep explor Strange Labyrinth Teaming Strange Labyrinth and share your thoughts with us so we can make the experience even better.
Also as an important notice as we launch regarding the wishlist rewards. They will be sent to everyone via in-game mail, but only until September 5.
All you need to do is to create an account and log into the game before September 5, 23:59 ( ETC ) to receive the rewards. Consider that accounts created after this time will not be eligible to claim the rewards.
Make sure to complete the process in time to avoid missing out!
Events and so much more:
The moment you've been waiting for has arrived. Aeons Echo is NOW live on Steam!!❤︎ We know you're as excited as we are, so let's dive right into the exclusive rewards and events waiting for you during our special first week:
First up, we've got an exclusive code just for you: WELCOME0822
Redeem it now and claim:
Corona Stone x200
Divine Stone x10000
Overload Stabilizer x1000
But act fast~ this code is only valid until August 27th.
Your Aeons have more exclusive treats lined up, so be sure to log in daily between August 22nd and 27th to claim those juicy rewards!
And that’s just the beginning. We're kicking off this kinky launch week with even more hot deals, unmissable events, and epic rewards:
Launch Discount: Exclusive Summon Gacha: August 22nd ~ 24th. Step Up Summon - New Aeon Athena: August 23rd ~ September 6th. Exclusive Summon - Hypnos: August 24th ~ 26th.
Server Opening Celebration - The City of Endless Night: August 24th ~ 27th. Skin Summon - Racer Apollo: August 25th ~ 29th.
Dear Director: In order to enhance your gaming experience, the Logistics Department plans to suspend the server for maintenance at 21:00(UTC+8) on August 22th, with an expected maintenance duration of one hour.
During the server maintenance, some areas of the Welfare Home will be temporarily closed for the inspection and repair of the stability anchors. We kindly ask you to arrange your schedule in advance to avoid unnecessary disruptions.
Once the inspection is complete and the Welfare Home reopens, the update supplies will be sent to your office mailbox.
Thank you for your understanding and cooperation.
【Maintenance Time】 August 22, 2024, from 21:00 to 22:00
【Update Content】 I. Skill and Numerical Adjustments: 1. The leader "Director's" initial energy has been adjusted to 3.
II. Bug Fixes: 1. Fixed the issue where the relic "Silver Dinner Knife" was missing a description for "Reflection." 2. Improved the display of "Rules" in the "Snow Reach Survival Code." 3. Fixed the error with random selection of "Rules" upon entering the "Deep Expedition Investigation." 4. Corrected the incorrect font display for subordinates' attack power and health in battle. 5. Fixed the incorrect special effect display of "Psychedelic Stage." 6. Resolved the issue where some levels of "Exploration" had a probability of not entering combat. 7. Fixed the issue where subordinates with the "Opening Attack" ability could potentially cause the battle to freeze after attacking. 8. Corrected the incorrect effect of the skill "Enhanced Artillery Fire" from the second branch of "Oliver." 9. Fixed the issue where the skill effect "Piercing" was ineffective under certain circumstances. Various functional and skill effect issues have been resolved.
As of August 22, the game "Finding Sparky" has been updated.
The focus of this update is on improving the tutorial for smoother adaptation to the new game system and easing the difficulty of the previously challenging boss battles.
1. Help from the Snake - Boss Battle Easing
In the previous boss battles of "Finding Sparky," if you failed to defeat a boss, the progress you had painstakingly built up would be lost, and you would have to start the boss battle from the beginning, which was inconvenient. To improve this experience, we have added the Help from the Snake feature.
For all boss battles from Chapter 1 to Chapter 5, at the time you choose to retry after failing to defeat the boss, if you have previously left the first mark three times or more, or the second mark three times or more, you can skip the first and second marks and resume playing from that point onward.
We hope this will improve the repetitive experience of boss battles.
Other improvements in boss battles include:
Chapter 1: The Bull - The direction of the bull's charge is now fixed at the start of the pattern, rather than at the charge starting point. Chapter 2: The Rat - The casting speed of some patterns has been reduced. Chapter 3: Mother Cat - The casting speed of patterns has been significantly reduced. - The time interval between patterns has been greatly increased. Chapter 4: Grave Spider - The casting speed of the stabbing pattern has been significantly reduced. - The casting speed of the stabbing pattern is fixed at a certain speed regardless of the boss's remaining health.
2. Chicken Ghost Difficulty Easing
The previous chicken ghost was designed to strongly impose a stagger delay when the player was hit by the first counterattack, ensuring that the subsequent second and third hits would connect.
However, since the chicken ghost appears early in the stage, it was deemed that the physical difficulty required was somewhat high, and thus it has been eased.
After the update, if the player is hit by the chicken ghost's attack, the stun time has been greatly reduced. Even if you take one or two hits, you can quickly escape using a roll to dodge further attacks and aim for the chicken ghost's marking points.
3. Tutorial Improvements
We have added additional explanations regarding the slaughter conditions in the tutorial (Stage 2).
Version 0.10.0 of Unexpected Consequences is here! This update completes Chapter 2 of our story, bringing it to its exciting conclusion and setting up the events of Chapter 3.
In addition to the new content, you now have the ability to name your save files and delete saves you no longer want. I have also added in the ability to set the MC name for the replay gallery, so you will now be able to use whatever name you want for replay’s instead of the default name. Of course, this update also includes the requisite bug fixes and typo corrections.
I hope you enjoy this update and look forward to the next. That update will be Chapter 3 Part 1 and I plan to release it by the end of the year. Chapter 3 will be completed with the following update, currently scheduled for early 2025.
There are three levels to the mountain and you will only be able to access lower levels after defeating the boss of the previous level. On your way to the boss, you’ll encounter many different encounters such as:
Gathering: You will be able to mine and fish for resources in the mountain and even encounter a treasure chest or two. Keep in mind that you will need to upgrade your tools to be able to use them in the lower levels.
Puzzle: A mental challenge with a high reward chest at the end. Can be a nice break though, if you’re itching for a fight, you can decide to skip the reward and move on.
Combat: You will most likely encounter combat as you make your way to the boss of each level. Normal enemies are not too challenging but if you’re brave enough, you can take on Elite enemies. Win two fights with Elite enemies will unlock the ability to open a special treasure chest after defeating the boss.
Teleport: If you think your pack is too full or your healing resources too light, you can always teleport back to the entrance of the mountain from the crystal teleport pools.
Talk to you soon, Jenny
If you want to dive deeper into the development of this game and be the first to know about future alpha/beta testing, sign up for my mailing list here: Sign up here!