Fixed an issue where buildings such as the Milk Fountain would drop item stacks exceeding the stack limit when performing large-scale tasks. Although the numbers were correct, these over-limit item stacks could cause errors under certain circumstances. Products will now be reasonably split according to the stack limit. Thank you to the keen-eyed players who discovered this issue.
When arranging inventory, if the items exceed the container's capacity after sorting, the excess items will now be dropped onto the ground.
Slightly increased the brightness of the butterfly following you—it now have a larger light radius.
The following issues have been resolved with this update:
. The issue where dough pieces spawned in a single position when quickly pressing the “E” key during dough cutting in online mode has been resolved.
. The issue where bread moved one position further than its intended destination when quickly pressing the “E” key while holding the bread basket in online mode has been resolved.
. The issue where players who started making dough but left the game before finishing it could no longer interact with the dough bin has been resolved.
. The issue where water would not fill up until it interacted with the faucet when the person who turned on the faucet left the game has been resolved.
. Text indicating players' Steam names has been added in online mode.
Enfora Star is going to be released on 24 November 2025!
Be ready to compete in 40 waves of droid onslaught!
Wishlist now and you won't miss out!
Thanks to all who participated in the beta testing and provided feedback!
Because of that, I can push the game in the right direction - you really make a difference here!
Also thanks to all who played the demo during the Steam Next Fest!
Talking of the demo, originally it was planned to be playable until 21 October, but the time has been increased and it will be available until 03 November 2025!
So if you haven't yet tried out Enfora Star, you still have time!
Also the feedback link is available until 03 November 2025, so remember to give feedback and report bugs through it!
Enfora Star's fleet needs you!
Hello everyone, long time no update. I'm still working on the game every day as usual, but I've gotten sidetracked down the long road of doing enemy AI.
So, I figured I would offer an update and give a brief description of how the enemy AI is going to work. It's pretty involved, and will probably be way more complex than the AI in a lot of card games.
As a reminder, this is only the beginning, as I'm just trying to get something basic in there right now.
For starters, there are three main categories: random, simple, and complex. Random is simple, just pick random actions, and simple and complex are pretty similar but complex generally takes more into account.
Every opponent in the game will have a favored stat, and for simple mode will have indicators saying if they want to maximize their number of that stat, minimize yours, or both.
Complex mode instead of maximum or minimum chooses the highest floor, highest ceiling, or highest average outcome among net outcomes in their chosen stat. Complex mode also will have a number of other attributes to determine things like if they have knowledge of your decklist, among other things.
The stats available for this are threat level (calculated in a few different potential ways for each card. Each ability on each card has its own threat that you can modify), total mana cost, attack, hp, mana provided, cards in hand, cards in deck, and board size. When one of these isn't applicable to a certain card or effect, it will mostly default to threat level.
As you can see, this allows for a lot of different variation, so it's entirely possible every opponent will play slightly differently. Plus burn decks will do their own thing, which I haven't worked on yet.
Anyway, I don't want to go too deep into the actual process, but I want to hit a couple highlights of things that will be in there (some only in complex mode):
Factoring in counterspells based on probability on your decklist and cards players (complex mode)
Baiting counters and kill spells if it knows you have one
Using instants to save stronger cards when something is targeting them or attacking/blocking
Factoring in instant speed blockers
Accounting for every combination of known spell ability, and combination of blockers when determining attackers (complex mode)
Finishing you off when you're low and protecting itself when it is low
Not wasting strong spells
Saving removal for the strongest cards in your deck (complex mode)
There is more, WAY MORE, SO MUCH MORE. But I'm not going to give a bunch of technical details because that seems boring, and the AI needs to seem a little magic. Also I haven't finished it yet at all.
But you can expect CPU opponents that, well some will be terrible, but some should be a LOT tougher than you're used to.
I'll still be working on the game every day unless I make it known otherwise.
Until next time,
Connor
Hello!
As previously announced, we have updated the game with a new, more difficult mode.
It's a Halloween-themed variant mode called Spooky Mode!
It's not just that the difficulty has simply increased; it's more about requiring a greater level of skill!
The pumpkin used in this variant mode has a wider base than the watermelon, but its side walls are very low.
Therefore, unlike the basic mode where moving the watermelon to merge blocks was crucial, this mode makes careful block placement and stable stacking the more important skills.
(That's not to say it isn't difficult. It is significantly harder than before 🤣 We recommend it for those who are fairly confident with the basic mode.)
Players who enjoyed the basic mode will be able to experience a new kind of fun!
We hope you enjoy the new mode.
Happy Halloween!
In addition to the new mode, there have been some minor updates.
An issue where the resolution of some Chinese characters was low has been improved.
In the hidden ending, failing will now deduct a life instead of resulting in an immediate game over.
Previously, failing would lead to an instant game over regardless of your current lives. This was designed to create a sense of desperation and tension during the game's climactic moment.
However, we realized this could feel unfair to players who had collected many lives and could demotivate them from retrying. Therefore, we have changed it so that it deducts 1 life, allowing you to continue the challenge if you have lives remaining.