Hello, everyone! The demo of Consumables has been updated. The content now includes the only passable ending of the first level and two non-passable endings. We welcome your feedback! Please feel free to comment directly on this post—I value your opinions greatly.
Note:
The final full version of the first level will differ from this version, featuring more puzzles, non-passable endings, and item usage effects. This demo is available for a limited time and will be taken down some time after the 2025 February New Products Festival.
Dear players, This game has not had new sales in months. So in order to make it develop better, I decided to set Miner Tower Defense to be free in the near future. Hope everyone enjoy themselves when playing! Best wishes!
Patch 0.51 is expected to rollout soon—for now here is a sneak peek of what's coming and the future plans beyond.
Behind the scenes—we have made significant improvements to logic that drives our game mode logic and content systems to enable faster content churn & experimentation/iteration throughout the year.
To provide a bit more insight, our original vision was to make a PvPvE-focused open world game that could support up to 100 players. As a 2-person team we chose to first rollout a smaller-scale version Extraction Arena to start with, in order for us to test and learn what we liked about certain systems, playstyles, and mechanics—before expanding scope. Moving forward our goal is to ramp our scope and drive toward assembling all systems needed to achieve our original vision. (Building system, large open-world utilizing our existing PCG systems, combat zones, dynamic game mode systems, etc.) These worlds are planned to allow for 32-100 players in the world at a time, just depending on what we find our systems can support—we utilize thread-safe animations and a variety of techniques to enable us in this area, but performance will be closely monitored for hitches.
In the year ahead we are excited to take risks to bring to you Mainland Pawan, while the Extraction Arena mode benefits from added end-game systems like breaches—coming in patch 0.51. We also look forward to hearing your feedback and suggestions!
We are also making other key changes in Patch 0.51:
Healthpotion-healing mechanic being implemented into relic skills. Invulnerable dash duration extended to allow for boss-skill dodging to work as intended.
Forward looking:
Behind the scenes we have also been:
Improving Game Mode systems logic to be dynamic to enable future larger world modes.
Adding Combat Zones logic for future game modes. (Photos of displays below.)
Building the foundational systems for a building system & a larger open-world mode.
Rework of the current Rank system to be more of an experience-based approach that will work well for an open-world game mode.
Weapon & Armor Identity system which allows a 3rd-method for enhancing weapons & gear.
Regrading/Enchanting Ancient Equipment.
Example Game Mode Logic that was reworked into data-driving infrastructure:
Combat Zone Displays—logic likely to be used in a patch in the near future or in a new open-world mode:
This update brings an in-game Achievement Tracker, so you can keep track of those that are not on Steam and it will help finding out why certain Steam achievements aren't triggering for some players. The two late game missions, Gulch and Spiral, are now Refinery missions with new random challenges every time they are started. Long range heroes and turrets are now really good at hitting fast moving distant targets.
Added:
In-Game Achievement Tracker. See all achievements and their progress, including those not on Steam (Steam has a 100-achievement limit for smaller games).
The missions Gulch & Spiral's challenges are randomized each time they load.
Balance:
Rayn’s Special now has the same range as his base weapon (significantly increased).
Bride starts using her electric ability from further away.
Circle Selection (Neoteric) hold delay reduced from 0.4s → 0.3s.
Gulch's challenge increased from 50 → 100.
Spiral's challenge increased from 35 → 90.
Changes:
Sniper & Ray Turrets now switch targets less often.
Holding the Selection Modifier key (Default: SHIFT) now skips confirmation in "No Move" missions.
Room Tooltip now includes "Click and Hold to drag Rooms."
Howitzer, Rocket Artillery, Sniper & Ray Turrets got even smarter targeting.
Gulch & Spiral are now Refinery missions.
Temperature is now taken into account when calculating projectiles interception point.
Heroes and Turrets have better targeting at long range against fast enemies.
Minefield Reinforcement Modifier now applies to Elite Drop Pods.
The "Push" mission's Monster Base is now much harder to kill without the Nuke.
Resource Bar stays active while trading.
Hovering over the sides of the Resource Bar displays all planet resources.
Fixes:
Carbon Steel Rewards now display correctly (previously, Nano Alloy was sometimes shown instead).
Rayn’s Range is now displayed correctly.
Loop Event Enemies now appear properly after the 10th loop.
The Bomber in the "Frostburn" mission no longer flies away at the start if you restart after it has flown off.
Mech no longer spins randomly when out of targets.
Mech will be pushed out of any collider, preventing it from getting stuck.
As always, your feedback is what shapes the game, keep it coming!
January was full of flu for me 🙂 still I did my best to get some nice progress and take Tales of Elondria a step forward.
Stats, Skills, and UI Improvements
The month started strong with the integration of new stats, further refining character progression. Every action in the game now has both a primary and secondary stat modifier, adding more depth to gameplay. To complement this, I introduced several skills like Herbalism, Mining, and Bartering, all tied to in-game actions.
To support these additions, I created a Skills Panel where players can view their skill levels, required experience for the next level, and brief descriptions of what each skill does. A small info box now appears when hovering over elements in both the Skills Panel and Character Panel, providing quick access to relevant information.
On the atmospheric side, I added birds to the game! These little creatures fly dynamically between points, making the world feel more alive.
Quest System Implementation
A major focus in January was implementing the quest system. Initially, I hadn’t planned to prioritize this feature, but after testing the game on Steam (more on that below), I felt it was necessary to enhance the overall gameplay experience.
Here’s what was accomplished:
Towns now dynamically generate quests daily, complete with objectives and rewards.
Players can accept quests and track them via a newly implemented Quest Panel.
Quest objectives now display an icon next to their portrait, making them easily identifiable.
Progress tracking has been added (e.g., “x out of 10 wolves hunted”).
A checkbox allows players to track a specific quest, displaying its progress on the right side of the screen.
Sound effects have been added for accepting, completing, and interacting with quests.
A quest journal background has been introduced for a cleaner, more organized look.
I also worked on refining the quest UI, but after several iterations, I wasn’t satisfied with the design. I’ve decided to revisit this in a later update.
Steam Integration
This month, I successfully uploaded the game to Steam! Though it’s currently a private release, this was an important milestone to familiarize myself with the process of deploying builds to the platform. This also allowed me to test the game in a more polished environment and identify areas that needed improvement—one of which was the lack of questing, leading to the system’s implementation. Wearable Equipment & Itemization
After a brief pause on quest UI development, I shifted focus to one of the most exciting additions this month: wearable equipment. Players and NPCs can now equip armor and weapons, with the system working similarly to the inventory system but with additional conditions specific to equipment.
I introduced armor enhancements that grant extra stats, including Luck, which can only be improved through items. There are three armor types planned:
Light Armor – Best for spellcasters, boosting Intelligence and Wisdom.
Medium Armor – Designed for agile characters, enhancing Dexterity.
Heavy Armor – Optimized for melee-focused warriors, increasing Strength and Constitution.
To kick off equipment implementation, I created two full light armor sets: Crimson Veil and Duskworn.
One small setback was the realization that the asset pack I’m using for item icons doesn’t include shoulder armor. For now, I won’t be adding shoulder items, but if necessary, I’ll work with an artist to create matching icons in the future.