Hey everyone and back with some big news update on Jungle Shadow, which includes new visual updates to all sprites, which is made to be more unique, sharper and detailed, but not making it hyper-realistic or what not. This is to bring the game to a more appealing and satisfying state where you are actually IN the Jungle Of Platoshira, the dangerous Jungle and having a clear light source.
Got some notes:
Better normal map(light impacting) visual of sprites
Slightly more dithered shadows
Having a bit of a gradient / colour layering look
Bringing up sprite sizes to add in more detail
Added the depth Jungle Trees Background to bring more of a wide, endless jungle feel.
Some fixes
I have also improved the why you are in the Jungle and what you will do in Platoshira such as you will encounter some random events like mini-bosses or gaining rewards by progressing through certain areas!
Everything is improving now to really give you a great, next-level Jungle experience within a game like this.
Thanks for staying in tune!


QoL changes:
-Audio default to lower volume, and intro/story music now correctly is set to player settings volume
-Improved tutorial
-Game is zoomed out to show more of the zone. The zoom capability is automatic, and depending on zone. Can also ‘Home’/’End’ with some maps to toggle.
-Fixed Tutorial bug with pressing ‘F’ and not showing map. ‘M’ can also be utilized.
-Ensured targeting display-range is showing as default (though still can’t do this yet in 2.5d mode unfortunately)
-Ensured party members auto-follow as default
-Fullscreen will be default mode when launching the game
-Gave more tips at the main menu screen regarding party creation and tutorial toggle
-Improved clarity in shopping and inventory screen
Gameplay changes:
-Auto-targeting NPCs and Smoother party attack and player attack UI. Left-click/dragging a box over an enemy will now select it as a target as an option too.
-Food auto-eat will not include food items that have extra special effects in addition to being food
-Ensured that pets will auto-follow similarly to allies (only Noble has summoning spell for now)
-If the player is a one-player party, only Continuous Mode is allowed to ensure smoother gameplay
-Exits to other zones now labeled on the mini-map (‘M’ or ‘F’) to help guide players to zone exits
-Quest/Points of Interest now labeled on mini-map (‘M’ or ‘F’) to help guide players to places of interest
-Improved Help (‘F11’) that delineates solo vs party-commands.
-Food/hunger duration doubled so that characters can go longer without having to eat.
-The price of an item will be accurately reflected (based upon your character’s Persuasion skill level)
From the cold abyss between worlds… emerges Shade — The Dark Wizard.
Silent. Unseen. Impossible to predict.
With Nether Shard, he channels pure void essence — sharpening his critical strikes until every blow threatens devastation.
His Chains of Despair lash out like ghostly serpents, draining speed and hope from all who dare stand before him.
Darkness tightens its grip through Dark Bonds, shackling enemies and stripping away their armor, leaving them exposed… vulnerable… afraid.
And when the moment demands chaos — Shade invokes Shadow Leap.
In a blink, he dissolves into darkness and reappears behind his prey.
No warning. No escape.
Only a flash of shadow… and the end that follows.
He is terror incarnate.
He is the void made flesh.
Shade — The Dark Wizard.
Where he steps… light dares not follow.
Stay Epic. Stay Brave.












Hang Tight Is Live! 🤠
Play now: Hang western words, survive mistakes, unlock achievements!
👉

(programmer is kinda looking like this right now)

P.S. Sorry for ruining NNN for you all ːWarpSmoochː
Added lock image to ghost task list
Ghost task list color adjustments
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!
