Update log
Full 色系战记 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Events
- Performance
- Gameplay
- UI and audio
- Fixes
Developer Notes
Hey everyone,
We’ve received a lot of feedback recently, and we truly appreciate all the time you’ve spent playing and sharing your thoughts.
Whether positive or critical, we’ve been carefully reading everything. It has helped us clearly identify the current issues.
Main topics raised by players:
Game pacing
Difficulty & balance
Certain mechanics causing frustration
We understand that some players enjoy the current challenge, while others would prefer a smoother experience.
We’ll handle this carefully.
Our goal is to gradually improve the game without compromising its core experience, rather than making drastic or reactionary changes.
Just like in the game itself, decisions driven by emotion are rarely optimal —and the same applies to development.
This game may not be for everyone, but we hope to make it enjoyable and comfortable for as many players as possible.
That’s the direction we’re moving toward.
Update Overview
This update focuses on:
• Gameplay Improvements • Pacing & Balance Adjustments • Build Consistency • Stability Fixes
Gameplay & Mechanics Changes
Spirit Puzzle (Temporary Removal)
Removed from Layers 2 & 3
Related events adjusted → Will return after improvements (was disrupting mid-late game pacing)
Void Lord Rework
No longer converts territory into void
Rebalanced combat values → Less irreversible punishment, more strategic control
Figurine Mechanic
Simplified mechanics
Improved clarity → Easier to understand and use
Enemy Raid
You can now retreat → Cost: Gain 1 “Injury”
White Hole
Fixed missing description → Added occupation range details
Pacing & Difficulty Adjustments
Improved overall difficulty curve
Smoothed early-game spikes
Better mid-to-late game flow
Reduced strength of certain enemies
Build & Progression Improvements
Build System
Improved build consistency
Adjusted availability rates → Less frustration from missing key components
Advancement System (Major Change)
Unlock condition simplified → Pick ANY one advancement to unlock the next tier → More freedom, less restriction
Starting Deck Buff
Increased defense values → Better early-game survivability
Balance Changes
Reduced pressure for “Gunner” at high difficulty
Updated “Injury” description & effect
Relic Buff – Prismatic Shield
Damage to your own territory → converted into durability → Significantly stronger defensive option
Quality of Life Improvements
Game now runs when window is unfocused
One-click card upgrade preview
Game pauses properly (time no longer progresses)
Improved UI clarity and layout
Major Fixes
Critical Fixes
Fixed save loss on result screen
Fixed save loading display issues
Fixed map refresh freeze
Combat & Systems
Fixed elite intent duplication
Fixed combat visual issues
Fixed Puppet Master bugs
UI & Misc
Fixed tutorial overlap
Fixed Endless Mode display
Fixed campfire crash
Fixed “Bloodthirsty Heart” healing
Fixed “Arcanist” portrait issue
Other
Supporter Pack now appears correctly in root directory
New Feature
Cloud Save Support
Automatic sync & backup
Reduces risk of save loss
Additional Improvements
FPS capped at 120 (custom options coming later)
Screen flash now fully removed when disabled
Added missing tooltips & descriptions
Future Plans
We are continuing to focus on:
Pacing conflicts between systems
Build depth vs randomness
Player decision-making experience
Known Issues
We are currently investigating:
Rare save issues (backup system added)
Performance/display issues on certain devices
If you encounter any issues, please let us know.
Final Words
This is just the beginning.
We’ll continue updating frequently and improving the overall experience.
If you have feedback, feel free to share it—we’re always listening.
https://docs.google.com/forms/d/e/1FAIpQLSd-as3kept0tJdSM03YoEXAQiA2UxPvNXdspe_LnVhIkCmLIQ/viewform
Thanks again for playing our game.
Source
