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Steam News16 January 20265mo ago

Chapter 1 Overhaul

Hello everyone! This update aims to improve and finish everything lacking with Chapter 1. New Wave Based System: Every single encounter has a wave counter.

In this update7

Full notes

Full 1 Trillion Credits In Debt update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone! This update aims to improve and finish everything lacking with Chapter 1.

What changed

1 fix7 additions23 changes2 removals
  • Maps
  • Balance
  • Gameplay
addedNew Wave Based System:This change aims to add more encounters and a bit more strategy without flooding the map with enemies.
removedNew Wave Based System:Enemies Damage being reduced to 85% once damage is taken is removed due to confusion.
fixedNew Wave Based System:Fixed Shield enemy taking double damage.
addedNew Wave Based System:All reaction based moves like counterfires and dodges are removed, along with every single upgrade regarding reaction based things. They do not make a meaningful impact to the game and only add confusion to the tutorial and gameplay.
addedEncounter Changes:Most encounters should be adjusted to teach the new player and ease the player in more.
changedGraphics:Graphical Overhauls on almost every single enemy & Map:
Revolver Enemy Dmg:616Revolver Enemy Dmg: increased, buffShotgun Enemy Dmg:68Shotgun Enemy Dmg: increased, buffAxe Enemy Dmg:512Axe Enemy Dmg: increased, buffSniper Enemy HP:6001150Sniper Enemy HP: increased, buff

1 Trillion Credits In Debt changes

addedThis change aims to add more encounters and a bit more strategy without flooding the map with enemies.
removedEnemies Damage being reduced to 85% once damage is taken is removed due to confusion.
fixedFixed Shield enemy taking double damage.
addedAll reaction based moves like counterfires and dodges are removed, along with every single upgrade regarding reaction based things. They do not make a meaningful impact to the game and only add confusion to the tutorial and gameplay.
addedMost encounters should be adjusted to teach the new player and ease the player in more.

New Wave Based System:

Every single encounter has a wave counter.

Once a single wave is finished off, the next wave of enemies are sent out. The battle is considered won once all waves are defeated.

Should you complete a wave, 1 free bonus turn is given in preparation for the next wave.

This change aims to add more encounters and a bit more strategy without flooding the map with enemies.

Other Changes:

Enemies Damage being reduced to 85% once damage is taken is removed due to confusion.

Fixed Shield enemy taking double damage.

All reaction based moves like counterfires and dodges are removed, along with every single upgrade regarding reaction based things. They do not make a meaningful impact to the game and only add confusion to the tutorial and gameplay.

Encounter Changes:

Most encounters should be adjusted to teach the new player and ease the player in more.

Let me know if this is not the case.

Slight Changes to Chapter 1 Story:

Instead of trying to eliminate the Emissary, Isaac and Sona are now tasked to secure the fragment of the Terminus lost in the midst of a research incident.

Instead of fighting the Emissary as the final boss, the Scorpentar Warrior ambushes the squad once all encounters have been taken care of.

Graphics:

Graphical Overhauls on almost every single enemy & Map:

Before:

After:

Furthermore, some more areas have been blocked off until I could find a genuine use case for the said location.

Balance Changes:

Assault Rifle Enemy Dmg: 5 -> (4 - 7)

Revolver Enemy Dmg: 6 -> 16

Shotgun Enemy Dmg: 6 -> 8

Axe Enemy Dmg: 5 -> 12

Sniper Enemy HP: 600 -> 1150

Sniper Enemy Dmg: 70 -> (105 - 135)

Sniper Enemy Max Reload Turns: 6 -> (5 - 6)

Paramedic Enemy HP: 820 -> 425

Shield Enemy Dmg: 27 -> 38

Shield Enemy now alternates between shielding formation and attack formation.

Scorpentar Enemy HP: 1500 -> 4000

Scorpentar Enemy Dmg: 48 -> 40

Scorpentar Warrior can now summon up to 8 enemies which he does occasionally (Every 6 turns, I believe). Only 4 summons can be present in the battlefield at a time.

Should all 8 summons be defeated, the Scorpentar can no longer summon.

AWM Max Ammo Count: 1 -> 2

AWM Stamina Use: 150(?) -> 400

Remington Shotgun Max Ammo Count: 2 -> 3

Remington Shotgun Dmg: 30(?) -> 44

Remington Shotgun Pellet Count: 19(?) -> 10

G17 Max Ammo: 45(?) -> 17

G17 Attacks Per Turn: 17 -> 4

G17 Dmg: 15(?) -> 92

New G17 Animations

(I'll add more here if I remember what else I've changed)

Thank you all for your continued interest!

I don't know where else to put this:

I've been told by some developers (Random ones online, so not the most trustworthy) that games with a low price like 1$ don't get that much actual players, just impulse buying.

I've raised the price to 6$ for now to see if a higher price will actually get me active players. Because I need feedback - lots of it as I know the game isn't perfect.

I didn't want to do this earlier because I prefer to make a good game for low prices, and this will likely be a temporary thing unless it works.

Do let me know what you think, or if you even care. I'm new to steam and as such, I don't know what the norms of steam is.

Thanks for your understanding!

Source

Steam News / 16 January 2026

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