I am working on a bunch of different things to implement next :
PVP, scripted fights, better art, new Dao, plane 3, etc...
But what would you would like to see? something better? Something new? something different?

Browser idle cultivation RPG inspired by xianxia progression systems. Incremental, Dao paths, rebirth,... · By
Correct. If you click Pause, or the after a Rebirth when the game pauses for you. Once you open the Cultivation menu, you seem to start fighting or at least it resumes fighting once you leave it. It's hard to tell since you can't see anything but that menu.
Actually, it looks like the game is paused while in the Cultivation menu. I just used F12 to open the console, and all the combat log entries for the web browser were paused. The Pause function definitely stops once you leave the menu though.
Hey, thank you for the feedback.
Here is the discord : https://discord.gg/C9HmgjEN
I guess, tell me more about the rebirth bug there
Hello.
I would like to see the information about what Aspects purchased from Void Pavillon give in the Aspect and Body (Effects) section.
At the moment, the information about what a particular Aspect does can only be found during the purchase.
I would also like to get into your Discord server, however, the old invitation does not work.
Hey i try to enter sect but i cant do that even finishing all quest and had a showdown with the sect leader is it because its not implemented yet ? As a suggestion if the sect isnt available rn the player can meditate in the sect and climb the ranks of the sect to gain access to high quality products in the market and after reaching a specific title the player can also craft their pills and permanent upgrade consumables
I'd love to see an implementation of an enemy database with increasing levels of unlock. For example, Kill 10x of "X enemy" unlock basic data, kill 100x of "X enemy" unlock detailed stats....etc. To know what the potential drop rates and drop items for enemy rarity would also be nice.
Also within that database/journal, an enemy locator would also be helpful. To know which floor or floors certain enemies would appear with percentages of rarity appearance.
Since there is "Armor Pen" and "Flat Armor" knowing which stats to improve based on enemy capabilities would help with planning.
I'd also like to suggest balancing the Void Pavilion Body Refinement. An item that improves +10 is 5x more expensive than something that improves +5. (i.e. +5 Swiftness is 10 MID stones, +10 Swiftness is 50 MID stones.)
They both have the same proportional increase to impurities. (+5/+5 and +10/+10)
I would suggest decreasing the impurity gain on the expensive item, or increase the stat gain to reflect the higher price. Otherwise, why would we purchase the more expensive item when it's 5x more expensive yet only 2x more gains?
I'm +1ing the bestiary idea.
Also the ability to see what statuses on you or enemies actually do would be useful.
The ability to see how many of the item you have in the shop.
Lastly making queued missions actually start after you complete the current one and increasing the amount of queue-able missions by one or 2 would help push the game back towards the "second screen game" status that the missions are currently leaning away from and that the first 2 planes suggest the game is going for.