🎓 New Schools of Magic Necromancer College: Summon skeletal archers to overwhelm your foes! Earth Affinity: Slow enemy movement Enable bullet barrage attacks Significantly boost defensive capabilities
🌪️ Weather System Expansion Sandstorm Weather + Companion Tome "Dune Fortress": Manipulate battlefield terrain with rock-based combat mechanics
📚 New Tomes "Alchemy": Master elemental transmutation "Riemann Hypothesis": Harness mathematical forces Preview: Time Magic & Fog Weather (viewable in Archive)
🔮 Spell Library Expansion 180+ new passive spells added (~30 per affinity) 80% mechanic-focused: Spell triggers / Mouse hover effects / Block mechanics Minion summoning / Bullet hell interactions 20% stat-focused Special synergies with specific tomes (Discover powerful combos!)
🛡️ Dynamic Difficulty System Enemies now dynamically scale based on player stats: ▶️ Offensive Builds: Carrying >1 attack spell → +Enemy HP Visual warning appears when triggering scaling 🛡️ Defensive Builds: Carrying >1 shield spell → +Enemy ATK Clear UI indicators for scaling effects
📈 Buffs Epic tomes now provide +15% bonus (up from previous values)
📉 Nerfs Skeletal Archer duration reduced by 1 second "Frost Citadel" reflect damage now requires LV6 (Must be primary school)
🔧 Quality-of-Life Improvements Added right-click toggle indicator for auto-cast spells "Library" rewards changed to Ink per cleared stage Improved water-affinity text visibility Shop weight adjustments: Passive spells now 2x more likely to appear Slight reduction in shield spell appearance rate
🎯 Difficulty Adjustments Increased mid/late-game enemy: Spawn quantity (scaling with progression) HP pools Elite enemies now appear in "Horde Waves"
🐞 Bug Fixes Enemy Behavior: Off-screen enemies now properly invulnerable Prevents both unintended kills and soft-locking Buff System: Fixed stacking error cases Resolved visual effect persistence Localization: Fixed Traditional Chinese archive crash
⚡ Performance Optimizations Archive Load Times: 50% faster Combat Smoothing: Optimized bullet/damage number rendering Improved minion swarm performance AI Upgrade: Minion AI rewritten in C# → 30% efficiency gain
Hey pilots! Another announcement, we are super happy to tell you all that we have officially been selected as part of the SXSW Sydney 2025 Game Showcase! This is a huge accomplishment for the team as we enter June of this year marking officially one year since we started development on Nullstar: Solus.
Look out for a longer update about all that soon!
Key Dates, if you are interested in swinging on by!
SXSW Sydney Dates: Mon Oct 13th - Sun Oct 19th Games Festival Showcase: Wed Oct 15th - Sat Oct 18th
We hope to see you there and can't thank the team over at SXSW Sydney for this tremendous opportunity! Be on the lookout for our fancy laurel as well!
While I am busy drawing, I find it‘s time to write a new dev-log.
In the two months since the Next Fest, I have completed about a dozen character portraits and a dozen unit designs and animations. The development progress is slower than I expected. But a lot of basic work has been completed, such as the animations of the beam field and the magnetic field, the logic and animation of the spacemine, etc. Of course, time was wasted in several failed attempts.
This time, let me introduce the spacemine in Chaos Front. In Chaos Galaxy 2, I actually tried to develop some mines, but found that this type of unit is very useless in a grand strategy game, so it was not implemented in CG2 in the end. But in the missions of Chaos Front, I found that mines are interesting.
The enemy's mines will be laid in the battlemap in an invisible way. We can use our ship's Detect to find them. When our units move near the mines, they will also be found. However, if our units move through a mine tile, we will be ambushed, and will not only take explosion damage and fall into chaos for 1 turn, but also take debuffs such as burn, corrosion, and E-disrupt depending on the mine type. You can directly clear them by assaulting or bombarding.
In the game process, there will be some missions that require searching and clearing enemy minefields. Sometimes you can also use friendly mines to hinder the enemy. In addition, we can also try to push the enemy to minefields with rams...
It is Children's Day and Chinse Duanwu Festival, I wish you good health and happiness. Let's talk again next month.
The long awaited second demo has arrived. This has been a long time coming because this isn't just another demo. It's what the final game will more or less look like. There's going to be plenty of changes in the coming weeks for sure but there are some things you should know.
One is a major announcement in itself but I'll give you a brief rundown here. Around next month, perhaps by the end of June or early July, will be the release of the full version. This game has been in development for nearly two years, but considering the scope of this game, I'm going to need more time to see its completion. As I mentioned many times before, this "full" version is actually more like the base game. It's going to have enough features to keep you entertain, but there's still more to come later down the line. All these future features will be free updates so you guys just need to buy the base game and you will get everything down the line eventually for free afterward. More information on that when the time comes.
For now, the second demo is here to showcase the possibilities of what this full-fledge game can be. But I must admit that this demo was rushed by the end of it. I wanted to release this demo to coincide with the announcement on the YT channel which was today, but that only gave me a week to work with and it wasn't enough time. There are still some things I didn't get to add like some sound effects for some attacks, and there are even some issues that I've discovered in the end that I will be fixing in the coming weeks. But time is not on my side, so any fixes that I make will have to coincide with the development of the base game. There's still so much to do but little time left, so I'm going to have to do some fixing on this new demo in the next few days. After that period, I'll be developing for the base game exclusively.
I won't go into details about what changes will be made or what needs to be fixed, but I will mention that if you have played the teaser demo and load up this new version of the demo, you may not be able to move in the main menu. That is because I didn't have time to optimize the save file. The base game is going to have a new save file because it's apparent that I need a specific save file for the base game. So it's best if you simply delete the old save file and start fresh. There is no menu option to do this, but there is a workaround.
When you boot up the game, hold down F11 when the loading screen appears. If you get the option to select a language, that is the sign that the file has been successfully deleted and the game should work like normal.
And that is about it. Enjoy the new demo and tell me what you think about on the Steam forums. I'll be going through any new threads to see what issues you have, any suggestions you give, or just general comments you have about the game.
Tiny bugfix for an issue which may have been causing games to fail and be unable to progress, which I believe was cause by sailors thinking about drinking witch potions while at sea. Don't drink and sail, folks.
Bugfixes -Fixed bug caused (probably) by a sailor thinking about drinking a potion while at sea -The hover-over tooltip shouldn't block mouse clicks any more
TL;DR: we're introducing 4 new units that can be unlocked via the Daily Challenge. These are designed to cut across the existing set of mechanics in interesting ways and unlock new ways to play with all the existing units.
They may be a little OP, bug reports are begrudgingly welcome in the Discord. Especially if you're having trouble unlocking any content. Thanks for playing!
WizardChess forever.
Changelog 1.2.0
NEW Madcap Unit ↳ Teleport next to enemies, unlockable in Daily Challenge NEW Merperson Unit ↳ Throw a fish, Unlockable in Daily Challenge NEW Crowned Unit ↳ Use the FaeQueen's abilities, Unlockable in Daily Challenge NEW SheepHerder Unit ↳ Round up your units, Unlockable in Daily Challenge
FIXED Quick! achievement
That's all (for now) folks! Ben & Ricky (TwoPM Studios)