This demo test is 14th October Turn it on. During the test, we will Received Many Comments Feedback, Of course, there are a lot of bugs, participate in The test was done Player numbers and feedback content Both exceeded our expectations. We also see what everyone expects of us. 。
Although the bug is busy, but At this point, we would like to thank everyone who participated in the test and provided valuable input!
1. Bug fixes: We collected a total of them. More than 50 Various types of bugs, mainly focused on The following aspects
a. Game mechanics: Repairing match recognition, fast match / match failure, skill point display errors, and card judgment irregularities Problems? ;
b. Interface displays: correction of drawing errors, missing descriptions, and localization of text;
c. Progress archiving: resolved that the progress after settlement was not reset, that the race money was unusually zeroed, and that the difficulty unlock failed;
d. Card operations: Fixing draw logic, bag opening exceptions, and store duplicate cards;
e. Process blockage: Optimize archive parameters to fix logical errors that cause game freezes.
2. Optimization suggestions: In addition to the bug, we harvest a sea of optimization suggestions. These suggestions very Specifically, this helps us clarify the direction of future optimization. For example, how to increase the positive feedback of the game and increase the refreshment of the game; There are problems with the pace of difficulty in some levels, sudden increases in difficulty make the experience poor, and so on.
Based on the feedback, we will in Follow-up development in A key adjustment Here are the following Block Content
Procedures and stability
● Priority to solve all malignant bugs, ensure the smooth running of the game
● Completely examine the archiving-related functions to reduce the problem of archiving bad files
System and Gameplay
●Comprehensive numerical balance adjustment Adjust the level's difficulty value and role strength
● Increase library browsing and cataloging
● Real clothes Steam achievements
User experience (UX / UI)
● Optimization Skills and cards description
● Optimize UI interaction logic
● Optimize content presentation and layout
● Add some information tips
Content and Extensions
● New characters, new skills, new difficulties and more cards
After that, we will synchronize the development progress in a timely manner. I hope you can keep looking forward to us.
Thank you again for your enthusiastic support! Eastern Warfare cannot grow without the help of every player, and we're going to do everything we can to make the official game even better!
Remember to add a wishlist!
New Content:
- Added a new note.
- Added new friend.
Fixes:
- Fixed a bug where turrets could get stuck.
- Fixed an issue where players could hear the weapon reload sound twice.
Thank you for your support!
Our 10th Metacritic-affiliated review is here! We got a comprehensive review from Senior Editor Evan Norris of VGChartz, scoring Shujinkou at an amazing 8/10. VGChartz is one of the toughest critics, averaging at just 6.5/10 for their reviews.

"Thanks to its lovable characters, addictive dungeon-crawling gameplay, meaningful side-quests, great music, and inventive syllable-based fighting mechanics, it's both an outstanding video game and an effective teaching tool."
"You can take advantage of elemental weaknesses: water beats fire, fire beats wood, wood beats earth, and so on. For another, you can take advantage of ontological weaknesses. This is where the game really shows off its cleverness."
"But the central plot hook turns out to be less important than all the character-building and camaraderie that surrounds it. This is where the game truly shines."
"Shujinkou is filled with quality-of-life features designed to accommodate even the fussiest and most forgetful players—It's all incredibly considerate."
"The game's soundtrack is perhaps the most pleasantly surprising piece of Shujinkou. I quickly fell in love with the soundscape of Genya."
"Thanks to Shujinkou, I know more Japanese than ever before. I have a basic understanding of sentence structure and logic, and can call upon a limited vocabulary. More importantly, though, I can say I've played a legitimately great RPG (...) Now, not everything is perfect. Some of the menus are clumsy, the Kanakae system can be overwhelming, and there are rare instances where the language-learning and role-playing aspects fight for control. But, in general, the game accomplishes its very ambitious goals."
🎷 Listen to the soundtrack here:
https://www.youtube.com/playlist?list=OLAK5uy_nsQzaYb3RmOwghsbfEbCRrm7HwsPXFKe8
Thanks to your feedback, 50 Floors of Madness (or 30 Floors of Madness ?) just got a big update focused on smoother gameplay and better pacing:
🌀 Camera: the “camera lag” has been reduced or fully removed for much smoother motion.
⏳ Stairs timing: waiting time between floor transitions has been reduced — faster pace, less downtime.
👥 Multiplayer fix: bug fixed where more than 2 players could join a session — the player limit now works correctly.
📖 Tutorials & info: added better explanations to help new players understand the mechanics.
🏢 Floor count: the game now has 30 floors instead of 50 (15 first level, 15 second level). The experience is tighter, better balanced, and still as thrilling.
Thank you all for your feedback and support!
If you enjoy the update, please consider leaving a positive review ❤️
\[GAMEPLAY]
Fixed bug where the game would get stuck occasionally in area 3
Adjusted base speed of PsychicBlast and SummonFlames actions (Area 3 boss)
Refactored various actions to be more robust/less likely to break the game
Added "FlamePoof" visual effect
Thanks for playing the game so far! Let us know what you think!
Hey everyone!
I've updated the demo with some feedback I got after launch and during the PGA in Poznań.
The main things that changed:
Added settings menu during gameplay on pause - you can check the controls there for example
Added grass painting - paint with LMB, remove with Left Shift + LMB
Added walls snapping - to go back to the previous placing you hold Left Shift and you can use Up/Down Arrows (W/S) to move the object up and down
Changed ground color to have more contrast when placing some objects

I'll update the demo once again in around 2 weeks and maybe before Christmas.
Thanks for playing and for all the feedback!
Dariusz