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About branches: I think I get the hint, since there is only one optional party member at the moment (I think), so two branches are whether you have him in the party or not, but what is the third branch? Is that just the branch where you manage to follow sidequest objectives (following Easter Egg hints) or is there something else I'm missing?

About controls: that was just a bit of venting on my part. I mean, I didn't even find anything about rebinding controls to numpad on the internet, and game.ini seems not to recognize these keys if you try to bind it yourself, so that's probably not even possible. It's more notable in Dusken Blades, since it is more text-heavy than other SRPG games that I've played, but ultimately it's not a big deal. Myself, I already did rebind controls somewhat to my liking (had to sacrifice right key button, worth it).

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The side-quest is actually its own plotline distinct from the main story "routes" (though not entirely independent given some of the objective requirements.) The condition for the third branch is still related to the fate optional party member, as there is one more state for them beyond recruited or not.

And yeah, I get you. Honestly, the inflexibility of the controls is something that annoys me a bit, too. The benefits of the engine definitely outweigh that annoyance for me, but I do want to keep looking for possible ways to make them a little more comfortable.

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Oof, so many secrets! Okay, I officially have no idea how to get to third branch then, lol

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Well, I wouldn't worry too much about missing secrets, honestly. I try not to include anything in the game that I don't think is worth your time, but I also don't want players to feel like they have to 100% the game either. Plus, I do think there is meaning in some things being hidden.

Still, I also know how powerful a driver curiosity can be, so if you do feel stuck and want the answer I'll put it at the end of the comment. (Hopefully spaced enough to be beyond the "Read More" dropdown.)

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The current major "route" splits are based on said optional character being 1) Not recruited, 2) Recruited, or 3) Dead.

There are smaller differences in and between routes, as some other actions are tracked, and then of course there's the side-quest plotline, but those are the current conditions for the major "route" splits.

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Aah, I thought briefly about that! Glad I wasn't too far from the mark on the third branch, then.

Reiterating my previous thought: the amount of secrets and hidden things in the game is unbelievable. Very good for different playthroughs, but must be hard to keep track of all these permutations  when developing (and it will probably be harder in future, as story and branching points go on).

Won't take any more of your time, thank you for the hints!

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Nah, don't worry about it! I'm just honored you've taken an interest in my game!

Oh, and I've been looking into keybindings for the engine, and while I still haven't found a way to bind actions to the numpad, I did learn something that might help a little. The "Cancel" action (which defaults to "x" or "ctrl") seems to be a relatively reliable fast-forward button which you can hold down to auto-progress text and animations. (Though it might make some more in-depth cutscenes slightly visually glitchy from my testing. Nothing game-breaking, though.)

Maybe you already knew about it, but if not it may help with the controls a bit. Definitely glad to have learned about it, myself, at least.