Posted January 30, 2025 by Mado
A public release is coming very soon, either Friday or Saturday. As always, people on Patreon and Subscribestar already have access. I'll make a full overview of all changes from the latest public version 0.0.4 then, here's only the difference between 0.0.8 and 0.1.0.
Starting Position Selector:
Before now, your starting position was chosen randomly. Now you can select it yourself, and see how difficult the start is. You even get some lore as well. Here's a video of it: https://x.com/i/status/1883146053509414959
Character Creator:
Additionally, you can fully change your starting characters (Artemis and Ada) including their genes. Here's a video: https://x.com/i/status/1883572577588969945
Rather than selecting a dungeon of your desired length through a menu, dungeons are now scattered across the map, and must be accessed and cleared by your party.
Once you've found the exit, you can clear a dungeon. Dungeons will remain until cleared, though they regenerate after a certain amount of days. You also receive some rewards for finding the exit, as well as for full clearing them. In the future, enemy spread will originate from these dungeons, so taking them out will be vital in keeping your buildings secure.
The overworld textures are placeholders of course.
To prepare for the public release, and make the game at least somewhat understandable for new players, I've added a tutorial. It works similar to Ero Dungeons, using small missions to guide the player through the first steps of the game.
Favor Tree Change:
In order to facilitate the tutorial, the start of the favor tree has been reworked. You no longer start on the first circle, instead you start in the center and are forced to pick up the most necessary techs first.
The in-combat move selection panel was getting a bit cluttered, so I've done some streamlining.
Target selection: Target selection now works like every other game. You click the move and - if it requires targetting - you click the target.
Upcasting/downcasting: Once you unlock a higher level version of a move, you can no longer select any other level. For most moves this is obvious, since there are no benefits to lower level moves. There are some moves though that still need to be updated to make sure that the higher level version is always an improvement.
Additionally, catch rates and their tooltips have been simplified somewhat, and the move info on the left will now expand if there is additional move information, rather than working with a scrollbar.
Major:
Minor:
Bugfixes:
If you want access to the preview with these changes (and a debug console), support me here: