Yeeeah...This is a known bug in the demo, the problem happens when numbers got so big that small differences got ignored. Like, the game can't tell the difference between 5.36E+0.3 and (5.36E+0.3 - 5), therefore the game is thinking the palisade should reduce all damage instead of "reduce all but 5 points of damage" :(
Zitta
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There's a limitation that the game can only remove 1 follower each second, so if you reroll faster than once every 5 seconds, some of the card will not be removed in time, just hidden. The game will eventually catch on and remove all the hidden cards, although that'll take a while, so in the next few depth the game will become pretty slow. I'll probably find a way to solve this by full release, although it's not at top priority atm.
Distributing really high stats is another bug fixed during steam playtest. But unfortunately we decided to only update itch build after next fest is over, so that we don't undermine our next fest performance :( The content and fixed will eventually get here
Scene transition time will get its own speed option in the full release for sure!
Appreciate the feedback! For fast-forward, we can make this a toggle in the settings if a lot of people make the request? But ideally I hope that the x3 speed option, or maybe changing it to x4 speed will be fast enough for before endless mode; even in subsequent playthrough, we still want the game to cleanly shows how each follower acts and synergies together, and in my opinion fast forward is pretty bad with that. But I totally get the complain.
Yeah there are definitely cases when nothing in the shop is useful to a build, however it is intentional that potions are not very common so that there isn't always a "easy choice" to take. We have been trying to solve this issue by reworking the super niche followers and adding more stuff that don't take up a follower or aspect slot but are also more interesting than potions. We also do have plans for making those early game-only followers (like wanderer and sentinel) more scalable in late games. It's not to buff them directly, since I do think there is a reason for those type of followers to exist, but hopefully it'll be a mechanic that give people more reason to pick them!
I haven't get to it yet but there's definitely some bugs on recruit effects interacting with looper/injector.
As for the lag, I wonder if it's because the game will only delete 1 card every second; with that much rerolls and fast forwarded combat, maybe the game is generating more cards than it can delete and causing the lag hmmm...
Fracturing a dragoon to another follower should properly give them 4 trait slots, although having 2 dragoon traits on the same follower won't stack. That's because the wording of dragoon's trait is supposed to be [4] [additional traits] rather than [4 additional] [traits]; sadly we haven't found a better wording for it yet :(
That's not a bug! Dancer will make the templar attack in place of the dancer, rather than giving the templar an extra turn; therefore, because dancer can only attack once, templar will only attack once as well despite they can attack twice on their own turn!
And if the dancer has charging aspect, they will make whoever behind them attack twice!
Appreciate the report! That's super weird (especially considering the code is replacing the original trait text with a different version of the text with (triggered) at the end, rather than just adding "(triggered)" at the end...) And I assume you also used a birthing stone to change the injector's implicit trait before the second time its artificer trait is (maybe) triggered?
That's likely integer overflow. So when the duelist's life exceed 4,294,967,295 it'll become -4,294,967,295 instead and instantly killing duelist. It's definitely not intended but it's a interesting and somewhat amusing interaction, and it'll be tons of trouble to fix so we decided to leave it for now!

















