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Steam News30 June 20262mo ago

(Ver. 0.1.0: June 30) Elite enemies implemented

We apologize for the delay in the update originally scheduled for June 29. Additionally, regarding the feature to review the tutorial—one of the planned updates—we have temporarily postponed its implementation.

Full notes

Full アノマロゲノス update

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

What changed

0 fixes1 addition5 changes0 removals
  • Maps
  • Events
  • Gameplay
changed・When generating maps for each floor, there is now a 10% chance that a powerful enemy known as an “Elite” will appear.
changed・Defeating an Elite enemy grants the following rewards:
changedGuaranteed Top-Tier Rewards: Guaranteed drop of (1, 2, 3, 4) top-tier treasure chests per Elite strength level
added・With the implementation of Elite enemies, you can now fight enemies with the same stats as those found in dungeons beyond the second one—which are not encountered in the demo. After actually testing battles against enemies in dungeons beyond the second one, we found them to be significantly weaker than intended, so we slightly increased the strength scaling between dungeons to raise the difficulty. Since the scaling within a single dungeon remains unchanged, you likely won’t notice any significant changes in the demo.
changedThis is because, as we develop the tutorial for the full version, there is a high likelihood that we will make significant improvements to both its content and usability.
changedWe apologize for not having implemented the tutorial replay feature yet, despite having previously announced its implementation.

アノマロゲノス changes

changed・When generating maps for each floor, there is now a 10% chance that a powerful enemy known as an “Elite” will appear.
changed・Defeating an Elite enemy grants the following rewards:
changedGuaranteed Top-Tier Rewards: Guaranteed drop of (1, 2, 3, 4) top-tier treasure chests per Elite strength level
added・With the implementation of Elite enemies, you can now fight enemies with the same stats as those found in dungeons beyond the second one—which are not encountered in the demo. After actually testing battles against enemies in dungeons beyond the second one, we found them to be significantly weaker than intended, so we slightly increased the strength scaling between dungeons to raise the difficulty. Since the scaling within a single dungeon remains unchanged, you likely won’t notice any significant changes in the demo.
changedThis is because, as we develop the tutorial for the full version, there is a high likelihood that we will make significant improvements to both its content and usability.

We apologize for the delay in the update originally scheduled for June 29.

Additionally, regarding the feature to review the tutorial—one of the planned updates—we have temporarily postponed its implementation. Details are explained in the “Implementation Details” section below.

☆Implementation Details

・When generating maps for each floor, there is now a 10% chance that a powerful enemy known as an “Elite” will appear.

・Unlike regular enemies, Elites are colored, making them easy to distinguish.

・Elites also have four tiers of strength. The colors correspond to their strength tiers in the following order: (blue, green, yellow, red).

Blue Elites have strength equivalent to the same floor in the next dungeon,

while Red Elites have strength equivalent to the same floor in the final dungeon.

・Defeating an Elite enemy grants the following rewards:

Large Amount of Energy Recovery: Recovers (5, 10, 15, 20) energy per Elite strength level

Ornament Slot Unlock EXP: Earns (2, 4, 8, 16) times the normal EXP per Elite strength level

Guaranteed Top-Tier Rewards: Guaranteed drop of (1, 2, 3, 4) top-tier treasure chests per Elite strength level

☆ Various Fixes

・With the implementation of Elite enemies, you can now fight enemies with the same stats as those found in dungeons beyond the second one—which are not encountered in the demo. After actually testing battles against enemies in dungeons beyond the second one, we found them to be significantly weaker than intended, so we slightly increased the strength scaling between dungeons to raise the difficulty. Since the scaling within a single dungeon remains unchanged, you likely won’t notice any significant changes in the demo.

☆Regarding the Tutorial Replay Feature

・We will be postponing this feature until the tutorial for the full version is complete.

This is because, as we develop the tutorial for the full version, there is a high likelihood that we will make significant improvements to both its content and usability.

We apologize for not having implemented the tutorial replay feature yet, despite having previously announced its implementation.

☆Future Plans

・Going forward, we will actively release updates as soon as we receive requests or identify areas for improvement. After that, we plan to focus our efforts on preparing for the release of the full version. However, we always welcome your feedback and requests! If you have any requests, we’ll continue to release updates for the demo version just as we have been!

Source

Steam News / 30 June 2026

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