I found the problem. It has the wrong unlock condition trigger in the Achievement section. It gets checked off as completed when doing the "Greater Challenge" Achievement, which is winning a run on hard difficulty.
Thanks for finding^^
It definitely works, just tested it. If it was a bug in 0.7.5 or lower it already has been fixed in the current version at least.
The grey achievements do not unlock anything so it is not game breaking in any case at least.
Just to avoid confusion it means fleeing from battle with the "Run" option in battle not completing a run.

Thanks for your patience, gkad to hear you are still lookimg forward to it^^
The problem are not the flaws themself, those are also still in the recent release as well.
The organizing is just was giving me headaches, its just very stressing and time consuming to manage all by myself.
There definitely will be a public update in the future! Just don't know how to handle it yet.
Can't say for sure. Currently I am debating with myself if it is even a good idea to begin with, to make a older patreon exclusive version public, that isn't the most recent build.
Since people would report a lot of the already fixed bugs and may suggest things already done in the most recent update, creating so much more work for me to sort through, so it may just slow development down.
So I am currently thinking if it makes more sense to wait with any updates till the game is finished. Or maybe take part in the game jam again with the most recent build this year, if the same game is allowed.
Pretty much the opposite. I dont know the exact requirments anymore out of my head, but I can look up later when I am back on my pc.
You need to finish the dungeon while having done close to the bare minimum. Collet as less forms and reputation as possible, ignore most side quest. I think the lowest amount of flames that can be lit and to still progress are 10. Could be that just igniting the lowest amount of flames could be already enough. If not than the reputation also need below a certain number.
Somewhere between spring and summer probaly. That update is planned include all changes from dev log 1 to 4. Dev log 4 will focus on a huge amount of quality of life stuff, reworks, balancing and also bug fixes. So I definitely want to bundle those together and release them as one big update. Unfortunately I can't give a date yet but certainly this year!
I just finishes looking through the quest and could not find anything that would forcible changed the class in the Arachne Story. The ceremonial blade also has a listing id. So I am not quite sure what caused this.
Yes, the weapon class needs to be changed at the shop in town. Equipping any weapon not matching in the right class will result in no usable skills. That's how it should work.
The game saves your equipped weapon before any transformation happens. And returns it to you after changing back into human form. But it does not change the class you are having selected.
So maybe your saved weapon id was outdated and at the end of the quest the game gave you the previously saved weapon? That's the best I could come up with.
I dont think I understand the first one. You mean the form isnt avialble to be select after you unlocked it?
Sorry to hear. That certainly sounds odd. All weapons skills are tied to the class level so it should be nearly impossible to lose them if i remember correctly. Could it be that the game changed your class. Also did they maybe come back after gaining one class level?
I havent heard about this bug before. If you like to share it, I could take a look at your save file and see what the problem may be. You save is found under www/ saves. Any file sharing site would work. Here is one possible one https://www.file.io/
Lovely to hear^^ Most bad ends are pretty hidden but there are also just 9. But none is missable. A decent amount of usuful combat abilities comes from side quest and exploration. But some are also gotten through playing the main story.
If you can enter the castle you should have everything you need to complete it.
The sparkles in the right room are meant as a indicator for the key.
An the sparkles in the left room are meant as a hint that you can interact with the pile of wood next to the sparkle to push it down to create a new path. I think that may be what you are been missing to progress?
I hope this helps^^
If not feel fee to ask again!
Eternity Potion can make tf's permanent. They are already in the game but need to be unlocked.
The Corruption Mechanic mainly is there as a gameplay feature to make the player watch out for more than just their HP.
Feral forms are a often requested feature that may be implemented in the future. Currently I found no good way to implement them in a fun way.
Sure, the current Max Master is 1500 for each tf form. Mastery can be gained a lot faster when using Modifications.
The unlocks are very similiar for all forms.
I see. The appearing rates are pretty similiar for all types. There are no enemies that are much more uncommon than others, excluding rare encounters of course. And yes, fairies for exsample are mainly in forest areas but may also appear in a few others.
No they should not disapear, only be pushed backwards. They disappeard in earlier versions but that often resulted in games crashes so I rework it.
I can't quite remember, I think you needed to get the app store working again, and in there it can be bought. Which gets restored as a reward for a quest if I remember correctly.