What changed
1 fix2 additions0 changes0 removals
fixedTo everyone who purchased Anomalogenos, thank you so much. Thank you also to everyone who wrote a review! It’s a huge source of encouragement for us. In this post, we’ll explain our policy on how we plan to handle future updates (not limited to August) and share what updates we plan to release specifically in August. ・Future Update Policy Updates will be categorized into small-scale, medium-scale, and large-scale updates. Small-scale: These include issues that are highly urgent and require immediate attention. For example, issues related to save data. Small-scale updates will be implemented as soon as the need arises, regardless of the timing. They are classified as small-scale because updates are released daily for each fixed issue. Medium-Scale: These include fixes that are not highly urgent but have low implementation costs. For example, UI position adjustments or skill fixes. Medium-scale updates will be released on the 7th and 14th of each month. They are classified as medium-scale because they bundle several fixes together. Large-Scale: These involve high implementation costs and take a significant amount of time. For example, the implementation of new skills or map adjustments. Large-scale updates are released on the 28th of each month. These are classified as large-scale because they involve major changes and include many smaller adjustments. We will publish the planned update content on the 1st of every month. This month’s schedule is also detailed below. However, the published content generally includes all fixes currently known to us, and we may not be able to implement all of them within that month. After the large-scale update on the 28th, we will post a summary of the updates made that month in a separate announcement, in addition to the patch notes. ・Planned Updates for August We plan to implement the following updates in August. Please note that the order of updates may change or updates may be postponed due to the addition of higher-priority items or if work takes longer than expected. Small-scale(High Priority) — To be implemented daily starting August 9, in the order they are completed
added・We’ll significantly reduce the weight of projectiles. Currently, the game slows down drastically when there are over 200 projectiles on screen or when they cluster together, but this change is expected to improve performance significantly. We anticipate the system will be able to handle around 1,000 projectiles. ・We’ll adjust the display layer order across the board. We’ll focus particularly on fixing instances where important information gets hidden behind other UI elements during battles. ・We will enable players to change the window size from the settings menu. ・We will make it possible to review the tutorial at a later time. We will create a new tutorial review screen, which will also include explanations of key terms. ・The encyclopedia is currently unavailable due to an accidental deletion of its data, but we will restore it so it can be used again. The encyclopedia includes fish you have caught and skills you have acquired. ・We will fix a bug where the E-key UI remains on screen instead of disappearing when you return to land. ・We will adjust enemy attack power so that enemies encountered early in the game have higher attack power than they do currently. The impact of this change will be smaller for enemies encountered later in the game. ・We will change the automatic recovery speed for the reduced line gauge cap. The more the cap is reduced, the faster it will recover compared to before; conversely, the less the cap is reduced, the slower it will recover compared to before. The goal is to prevent the thread gauge from fully recovering during the invincibility period after taking damage, and to shorten the tedious periods when the maximum capacity is extremely low. ・The colors of colored elite enemies have been changed to slightly more subdued shades. ・Information such as treasure chests dropped on the map and the location of nearby enemies has been added to allow players to view more details. Large-scale updates (those with high implementation costs) will be rolled out on the 28th, limited to what has been successfully implemented.
added・We plan to add about 20 to 30 new skills. This will include approximately 20 passive skills and 10 active skills. ・We will add the Altar of Wishes as a new structure at the 0M location. This feature allows you to specify certain categories of passive skills so that they appear more frequently. This prevents situations where there are too many skills to build a viable setup. Additionally, as more skills are added in future updates, we plan to increase the likelihood of the skills you specify here appearing. ・We will increase the variety of dungeon layouts. Currently, dungeons consist of a single set of six floors, but we plan to add unique layout concepts to each dungeon to give them more distinct characteristics. ・We will change the generation paths and rules for special objects. Currently, certain fish generate special objects (a total of 30 types, including triangular and square traps, and black holes that suck you in). Instead of relying on fish, we will add dedicated objects that generate these items, and the special objects will be generated from them. We are making this change because some special objects are generated in such large quantities that they become annoying, or appear in unpredictable locations, making them impossible to avoid. ・We will add visual and sound effects. We will add visuals for drones, turrets, shields, and other elements. We also plan to add unique effects for skills where possible. Additionally, we plan to implement sound effects for various actions—such as changing equipment or switching tabs—so that each action has a distinct, recognizable sound. ・We will complete most of the English translation.
アノマロゲノス changes
fixedTo everyone who purchased Anomalogenos, thank you so much. Thank you also to everyone who wrote a review! It’s a huge source of encouragement for us. In this post, we’ll explain our policy on how we plan to handle future updates (not limited to August) and share what updates we plan to release specifically in August. ・Future Update Policy Updates will be categorized into small-scale, medium-scale, and large-scale updates. Small-scale: These include issues that are highly urgent and require immediate attention. For example, issues related to save data. Small-scale updates will be implemented as soon as the need arises, regardless of the timing. They are classified as small-scale because updates are released daily for each fixed issue. Medium-Scale: These include fixes that are not highly urgent but have low implementation costs. For example, UI position adjustments or skill fixes. Medium-scale updates will be released on the 7th and 14th of each month. They are classified as medium-scale because they bundle several fixes together. Large-Scale: These involve high implementation costs and take a significant amount of time. For example, the implementation of new skills or map adjustments. Large-scale updates are released on the 28th of each month. These are classified as large-scale because they involve major changes and include many smaller adjustments. We will publish the planned update content on the 1st of every month. This month’s schedule is also detailed below. However, the published content generally includes all fixes currently known to us, and we may not be able to implement all of them within that month. After the large-scale update on the 28th, we will post a summary of the updates made that month in a separate announcement, in addition to the patch notes. ・Planned Updates for August We plan to implement the following updates in August. Please note that the order of updates may change or updates may be postponed due to the addition of higher-priority items or if work takes longer than expected. Small-scale(High Priority) — To be implemented daily starting August 9, in the order they are completed
added・We’ll significantly reduce the weight of projectiles. Currently, the game slows down drastically when there are over 200 projectiles on screen or when they cluster together, but this change is expected to improve performance significantly. We anticipate the system will be able to handle around 1,000 projectiles. ・We’ll adjust the display layer order across the board. We’ll focus particularly on fixing instances where important information gets hidden behind other UI elements during battles. ・We will enable players to change the window size from the settings menu. ・We will make it possible to review the tutorial at a later time. We will create a new tutorial review screen, which will also include explanations of key terms. ・The encyclopedia is currently unavailable due to an accidental deletion of its data, but we will restore it so it can be used again. The encyclopedia includes fish you have caught and skills you have acquired. ・We will fix a bug where the E-key UI remains on screen instead of disappearing when you return to land. ・We will adjust enemy attack power so that enemies encountered early in the game have higher attack power than they do currently. The impact of this change will be smaller for enemies encountered later in the game. ・We will change the automatic recovery speed for the reduced line gauge cap. The more the cap is reduced, the faster it will recover compared to before; conversely, the less the cap is reduced, the slower it will recover compared to before. The goal is to prevent the thread gauge from fully recovering during the invincibility period after taking damage, and to shorten the tedious periods when the maximum capacity is extremely low. ・The colors of colored elite enemies have been changed to slightly more subdued shades. ・Information such as treasure chests dropped on the map and the location of nearby enemies has been added to allow players to view more details. Large-scale updates (those with high implementation costs) will be rolled out on the 28th, limited to what has been successfully implemented.
added・We plan to add about 20 to 30 new skills. This will include approximately 20 passive skills and 10 active skills. ・We will add the Altar of Wishes as a new structure at the 0M location. This feature allows you to specify certain categories of passive skills so that they appear more frequently. This prevents situations where there are too many skills to build a viable setup. Additionally, as more skills are added in future updates, we plan to increase the likelihood of the skills you specify here appearing. ・We will increase the variety of dungeon layouts. Currently, dungeons consist of a single set of six floors, but we plan to add unique layout concepts to each dungeon to give them more distinct characteristics. ・We will change the generation paths and rules for special objects. Currently, certain fish generate special objects (a total of 30 types, including triangular and square traps, and black holes that suck you in). Instead of relying on fish, we will add dedicated objects that generate these items, and the special objects will be generated from them. We are making this change because some special objects are generated in such large quantities that they become annoying, or appear in unpredictable locations, making them impossible to avoid. ・We will add visual and sound effects. We will add visuals for drones, turrets, shields, and other elements. We also plan to add unique effects for skills where possible. Additionally, we plan to implement sound effects for various actions—such as changing equipment or switching tabs—so that each action has a distinct, recognizable sound. ・We will complete most of the English translation.
To everyone who purchased Anomalogenos, thank you so much. Thank you also to everyone who wrote a review! It’s a huge source of encouragement for us. In this post, we’ll explain our policy on how we plan to handle future updates (not limited to August) and share what updates we plan to release specifically in August. ・Future Update Policy Updates will be categorized into small-scale, medium-scale, and large-scale updates.
Small-scale
These include issues that are highly urgent and require immediate attention. For example, issues related to save data. Small-scale updates will be implemented as soon as the need arises, regardless of the timing. They are classified as small-scale because updates are released daily for each fixed issue.
Medium-Scale
These include fixes that are not highly urgent but have low implementation costs. For example, UI position adjustments or skill fixes. Medium-scale updates will be released on the 7th and 14th of each month. They are classified as medium-scale because they bundle several fixes together.
Large-Scale
These involve high implementation costs and take a significant amount of time. For example, the implementation of new skills or map adjustments. Large-scale updates are released on the 28th of each month. These are classified as large-scale because they involve major changes and include many smaller adjustments. We will publish the planned update content on the 1st of every month. This month’s schedule is also detailed below. However, the published content generally includes all fixes currently known to us, and we may not be able to implement all of them within that month. After the large-scale update on the 28th, we will post a summary of the updates made that month in a separate announcement, in addition to the patch notes. ・Planned Updates for August We plan to implement the following updates in August. Please note that the order of updates may change or updates may be postponed due to the addition of higher-priority items or if work takes longer than expected. Small-scale(High Priority) — To be implemented daily starting August 9, in the order they are completed
・We will implement auto-saves when moving between floors. ・We will fix a bug where, after deleting a save file, the data for currently active quests was not deleted. ・The first boss’s attacks are too difficult to dodge (and impossible to avoid), so we will adjust them. ・The second boss’s attacks are behaving differently than intended, so we will adjust them. ・We will fix instances where text descriptions extend beyond their borders or overlap, making them unreadable—issues that have been reported throughout the game. ・Currently, the dummy’s attacks are as powerful as a boss’s, so we will adjust this. This was simply a mistake in the ID assignment. We apologize for the inconvenience. Medium-scale (low implementation cost) updates: Everything we’ve managed to implement so far will be released on the 14th.
・We’ll significantly reduce the weight of projectiles. Currently, the game slows down drastically when there are over 200 projectiles on screen or when they cluster together, but this change is expected to improve performance significantly. We anticipate the system will be able to handle around 1,000 projectiles. ・We’ll adjust the display layer order across the board. We’ll focus particularly on fixing instances where important information gets hidden behind other UI elements during battles. ・We will enable players to change the window size from the settings menu. ・We will make it possible to review the tutorial at a later time. We will create a new tutorial review screen, which will also include explanations of key terms. ・The encyclopedia is currently unavailable due to an accidental deletion of its data, but we will restore it so it can be used again. The encyclopedia includes fish you have caught and skills you have acquired. ・We will fix a bug where the E-key UI remains on screen instead of disappearing when you return to land. ・We will adjust enemy attack power so that enemies encountered early in the game have higher attack power than they do currently. The impact of this change will be smaller for enemies encountered later in the game. ・We will change the automatic recovery speed for the reduced line gauge cap. The more the cap is reduced, the faster it will recover compared to before; conversely, the less the cap is reduced, the slower it will recover compared to before. The goal is to prevent the thread gauge from fully recovering during the invincibility period after taking damage, and to shorten the tedious periods when the maximum capacity is extremely low. ・The colors of colored elite enemies have been changed to slightly more subdued shades. ・Information such as treasure chests dropped on the map and the location of nearby enemies has been added to allow players to view more details. Large-scale updates (those with high implementation costs) will be rolled out on the 28th, limited to what has been successfully implemented.
・We plan to add about 20 to 30 new skills. This will include approximately 20 passive skills and 10 active skills. ・We will add the Altar of Wishes as a new structure at the 0M location. This feature allows you to specify certain categories of passive skills so that they appear more frequently. This prevents situations where there are too many skills to build a viable setup. Additionally, as more skills are added in future updates, we plan to increase the likelihood of the skills you specify here appearing. ・We will increase the variety of dungeon layouts. Currently, dungeons consist of a single set of six floors, but we plan to add unique layout concepts to each dungeon to give them more distinct characteristics. ・We will change the generation paths and rules for special objects. Currently, certain fish generate special objects (a total of 30 types, including triangular and square traps, and black holes that suck you in). Instead of relying on fish, we will add dedicated objects that generate these items, and the special objects will be generated from them. We are making this change because some special objects are generated in such large quantities that they become annoying, or appear in unpredictable locations, making them impossible to avoid. ・We will add visual and sound effects. We will add visuals for drones, turrets, shields, and other elements. We also plan to add unique effects for skills where possible. Additionally, we plan to implement sound effects for various actions—such as changing equipment or switching tabs—so that each action has a distinct, recognizable sound. ・We will complete most of the English translation.