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Full Against All Skies update
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What changed
- Gameplay
Against All Skies changes
Helloooooooooooo everyone!
Hope y'all enjoying Deckbuilders Fest, Lewis (producer) here. I might post my personal favourite list in another post soon :0
Anyway! This is a short update post to share some changes we've made, some based on the feedback in deckbuilder fest so far and some based on our own plans.
Everything shared is hugely helpful so thank you to all!
1. Flow & Resonance Explanation
Resonance is a key mechanic for us - the ability to act with characters simultaneously and trigger additional abilities. BUT, amusingly, we didn't have any real explanation about it or how to achieve it.
Now we do!
When you get your first opportunity to resonate using Flow, an explanation will be provided.
Let us know if this helps or if more info is needed!
2. Environment replacement
We've been meaning to update our combat environment for a while and here we are. This is our first trial environment and there will be much more to come. More sky islands, more airships, more perilous adventure. If you have ideas for different environments, drop us a message in our Discord.
3. Enemy Intention adjustments
For a while, we have been wanting enemies to manipulate the turn gauge. But based on player feedback, we think we can handle it in a different way. Instead of enemies simply moving things on their turn, we will focus on prioritising enemy movements based on player actions. As such, one of the early guards for example no longer moves but instead moves when hit multiple times.
This should highlight different experiences for different decks and is easier to follow.
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What else is coming?
By popular demand, we intend to support ultrawide resolutions. In the meantime, we may fix it to 1080p so it remains playable on wider monitors.
Mac builds are currently not supported and is under consideration, but as we are still early in development it may fall in priority. We should have it for our future demo at least!
Further turn gauge simplification; we have heard that the active turn section and layout of the turn gauge takes quite some time to understand so we are seeking simpler solutions.
In terms of features, we have our second Act in the works, plus additional art asset scaling. Consumables will also be rolled out in the next month. New enemy mechanics. Fourth playable character is in progress.
Hmmmmmm maybe I've said too much already - see you around!!
Lewis
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