We’ve officially kicked off Round Two of our closed playtest! Everyone who has requested access up to this point should now have access.
This round focuses on testing four pre-made starter decks:
Ice Mage – summon ice spirits and control the board
Tree Evolution – buff existing trees or evolve them into stronger forms
Dragon Riders – attach riders to dragons and overwhelm with fire
Zombies – raise the dead without spending mana and rush the enemy castle
What stood out about the gameplay
Your favorite mechanics
Any UI elements or abilities that felt confusing
You can share your thoughts in our Discord or on the Steam Community Hub.
Once you’ve had a chance to get a feel for the game, please fill out our short feedback form.
Thank you so much for participating. We’re incredibly excited to have you playing!
Hey everyone,
Got another patch fresh off the presses for you! Please review the game if you haven't as that helps us out immensely!
Be sure to check out brand new wiki you can contribute to at https://dragaea.miraheze.org/
On to the patch notes:
CHANGES
Skill Training Menu now displays the EP Increase after upgrading a skill for a bigger dopamine hit
Updated Cascade's Description to: "For 5 seconds, Abilities gain 1 additional action. (If an ability attacks 6 times, it now attacks 7)"
Hovering over Character Cards during dungeons now brings up Adventurer Tool-tips and displays skill exps and stats
Can now see Monster stats by hovering over them during combat encounters
Added Utility Loadouts to the Workshop's equip upgrade menu for quick Utility item upgrading
FIXES
Fixed Skill Training menu upgrading a Skill Level above 999, will now reset your Skill Levels back down to 999 on reload
Fixed Cascade not showing a timer in it's tool-tip
Fixed Monsters healing your party instead of theirs
If you have issues be sure to post in the forums or discord and we'll get right on fixing it!
Until Next Time!

Rebuilt ExoLeague screen with a cleaner layout and custom badge art
Clear Ascension Points (AP) panel that explains where AP comes from and how it is tallied
Progress bar shows AP to next division and next tier
Tooltips for rank tiers and subdivisions
Rank structure
Tiers: Recruit, Operator, Prime, Sentinel, Vanguard, Apex
Recruit to Sentinel use four subdivisions
Vanguard and Apex are standalone tiers

A small update just went live!
We’ve fixed two issues reported by the community:
🗑️ Players getting stuck after picking up trash by hand
🧹 Trash on top of floor stains not being interactable
Thanks for all the reports — keep them coming and enjoy the smoother experience!

\["Flowers Beneath A Starless Sky" is a prologue story for the game, written in the same style as the lore you'll be discovering in-game. [/i]The previous chapter can be found here.][/p]
You flex your power with eager focus. From the dirt, a blood red thistle grows and rises defiant. You grasp the bloom and look within.
Your thoughts are pulled to a salt-white battlefield. Clattering metal and thundering steps. An army stands between you and a dark tower rising in the distance. You know you must reach it, and nothing will stand in your way.
The army marches. You tighten your fist, wicked steel in your grasp, and plant your heels. Alone. You are always alone. You will not run.
One falls. Then ten. A hundred. The ground stains crimson in your wake. An army stood; an army fell.
The tower nears, one last foe standing in your path. A goliath wreathed in shadow looms with a twisted grin. To fell it would take ten thousand cuts; it could end you in one. You raise your sword and march on.
It swats you away with ease. Tumbling, scraping, ground into the dirt. And the giant laughs. And laughs. And laughs.
Your fist clenches. The sky turns red, the horizon jagged. The world blurs as you rise to your feet, everything turned to vague smudges and wild streaks. You charge, howling like a beast, forcing your foe to taste your blade.
You strike again and again, cutting and carving, until your blade falls away, so you rip and you tear and you gnaw and you laugh—
You pluck the flower with a shudder. A peerless warrior, powerful and fierce, yet skin like fractured glass. Spite and resentment churn beneath the surface, begging to be free. All too easy they would fall to cunning, goaded to careless fury.
This one cannot save the sky.
Hello everyone, welcome to this week's progress report.
Level:
The Environment Team has made steady progress on the large task of the landscape rework, with a focus on integrating larger rocks and cliffs more smoothly into the terrain. While part of the team worked on implementing the first batch of assets for the Sky Village that we showcased in last week’s post, we also added updated meshes for the Galactic Ranger dropships and other detail objects around the map.

Code:This week, we changed how armor attributes are calculated and applied on hit. This is to improve our editing workflows, it doesn't make much of a difference in the final result.
We also improved navigation for NPCs following a Way Net path (world travelling) while in processing range.
In addition to that, we have started replacing our current Lovense integration with Buttplug.io, unlocking support for a wider range of sex toys. Lovense devices will of course continue to work with the new system.
Character:The small lizardmen are almost finished and ready to be implemented. We have shifted our focus in character art to a few missing outfits that our design team needs for certain story-mode NPCs and for the player characters.


Animations:In the animation department, we are now moving on to a big task that will probably keep us busy for quite a while: Looking at all the story minigames in their proper implemented quest context and polishing them up one by one.
This includes small, but important things such as making sure characters don't suddenly teleport from dialogue into a different room, adding little intro animations where needed for a smoother transition, and checking if in-minigame dialogue still fits with the previous quest dialogue.
Later, this task will of course also need some work from other departments, such as lighting and decorating the locations where these scenes take place.
We also worked on the face mocap pipeline this week and figured out how to do it best for the bulk of cutscenes ahead. Many cutscenes will enter the final polishing phase when the face mocaps are implemented but there are still a few retargeting issues to fix to have the facial expressions look more accurate and natural.
Design:We have been wrapping up the design of the player progression, this week. Defining ranges for damage and health scaling of the player and enemies, expected leveling progression over the course of a playthrough, and figuring out the best workflows to easily implement the enemies into the game world in the coming months, but also iterate on their power level.
Thank you for all your continued support,
-Wild Life Team
Our Donutis Simulator game, which has been available for purchase for a long time, is now free and waiting for new players to play. We hope it will be enjoyable for every player. Happy gaming!
NextHaven Studio