Hello everyone and Happy Golden Week! I've pushed the new patch that will have the following adjustments!
- Fixed the gas cannister hiding spot - Fixed an issue where HAchishaku got stuck in the school area and could not chase you further - Improved the escape key menu usage (full fix in progress, this is requiring a lot of internal rework) - Added UI element to show which type of smoke bomb you currently have - Added UI notification for the ability to use backspace to exit dialogue choices - Improved the visibility of the Customization button in the inventory/map menu - Added a special bikini for Golden Week! - Added two additional costume recolors! - Reduced cost of some outfits - Added 2500yen bonus for beating the game
I'm reading your feedback - game's too difficult indeed. After I add the new areas and challenges, I'll definitely tone down the absolute difficulty of the base game.
I'll also tune the enemy health scaling to be exponential as opposed to linear all across the board. Right now, the earlygame is hard and the lategame becomes easy. This is because the players' strength scales exponentially. Once you get a few combos going, they play off of each other combinatorically which scales it even faster and you start to outpace enemies really quickly, usually towards round 19 or so. Unless you get cocky, surviving round 19 basically means you'll win round 24 too, even though at round 24 the average enemy health is like 8 points higher than at round 19.
When you have no combos, you're relying on the base weapons and stats, which scale slower than the enemies, so the early-mid game becomes hard to bypass. The healths here should be lower so you actually get a chance to get to the part of the game where even weak earlygame combos get a chance to start popping off.
Boss Rewards
Another thing I'll add is stat boosts after boss battles: pick between 4 stats when you beat a boss round. Health, damage, max shots or money. This will further make the first 10 rounds more engaging.
Changelog
Increased the drop date of the max health perk by 5%. I'll turn it back once I add the flat stat boost on boss clears.
Adjusted the enemy health a bit. Will be changed to the scaling described above in the next update once I test it well.
Bug fix: unlocks showing they're available even though they're not added to the game yet.
Crash fix: lots of summoned zealots exploding all together would sometimes crash the game. Same for other exploding entities.
Crash fix: summoned brawlers getting cleaved by the cleaver mod and then them attacking enemies would crash the game.
Thanks to Edible Banana, NTripleOne and CageTheGnome for the bug reports.
Keep the feedback and bug reports coming, helps make the game better for everyone.
A small patch is being pushed today. It is mainly small bug fixes and text updates.
Bug fixes - Soldier artifact Burning Pitch has reduced % life dmg to bosses. The shown next boss Icon is fixed, would previously change from 1st mission to 2nd in a new biome. Fixed the 'map' button in the Meeting room to properly hover when moused over.
Text fixes - Boss reward artifacts text padding added. Flame tower recommendation in tutorial text has been changed slightly.
We’re excited to share that Sect Leader’s Decree is taking part in Indie Assemble — and we’re launching a new playtest to celebrate! The playtest runs until May 11th, and we’d love for you to give it a try (and check out the other great games featured in the event!). Indie Assemble page will be live from May 5, 2025, at 10:00 AM PT (7:00 PM CET) until May 11 at the same time.
Based on your feedback from the last playtest, we’ve added resource info on hover — a small but meaningful quality-of-life improvement. Let us know what you think — your input truly helps to shape the game! We’re also hard at work on the deeper cultivation system, which will be arriving soon.
Note: While the full game will support multiple languages, this playtest is English-only.
Thanks again for your support, and enjoy the festival!
This update adds the dining area of space station. It is currently empty with not much to really look at but the overall general layout is there. This update also introduces a weapon inventory system. I have decided to give players up to 4 weapon slots. Two ranged weapons and two melee weapons. I have also replaced the old pistol model with a new one as well changed out the sound as many people have stated the old sound hurt peoples ears. I have also added a weapon icon as well as an ammo system with reloading and ammo tracking. Guards can now aim up and down at the player and the Warden enemy type had its behavior adjusted. Previously it would start a chase but then almost immediately give up.
Fixed aludel recipe in RITES book to be correct number of stone (Now says 2 stone instead of 3 stone)
Added a new visual card indicator in the bottom left hand corner to show people cards that are "Passive". Passive cards do not need to be a part of a recipe in order to work. Eg: traps periodically will pop out a caught animal carcass, Goats will periodically pop out a milk, etc.
Added a note about TRAP card being passive in the RITES book