In this update1
Full notes
Full Ark Odyssey update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- UI and audio
- Balance
- Maps
- Store
- Gameplay
Ark Odyssey changes
How it's been, everyone!
So I haven't been active for a while due to personal business, but here I am as promised in the last dev log! I'll be able to continue the development of this game as usual.
Although I've been away, I still have something to share in this dev log so please stay!
I've had the opportunity to participate in the Thailand Talent Game Show 2024 at the end of this month. It was a small event for new aspiring student game developer to show off their games.
Ark Odyssey has won the Best of Sound Award along with various useful feedbacks.
Thus, I'd like to point out some interesting feedback that will be implemented for the next major demo update for the Steam Next Fest that coming this October!
To summarize
Many player wants to engage with the combat more and reduce the time spend on the menu. There are still many aspects to try and bring out more potential of the formation system in terms of both strategizing and combat. While there are many systems to engage in synergizing, the lack of visual aids and unintuitive user experience results in the player not knowing what to do during the Outpost menu.
Here is a rough list of what I'm planning to change.
Simplify the Mastery Stat Bonus system, as players need to spend a lot of time choosing bonus stat for multiple squadrons at the end of each stage. Now each squadron will automatically receive bonus stat for each mastery level depending on their classification. (Eg. Fighter = Attack Speed / Frigate = Damage Dealt)
Make Burst Chain ability available right away without the need to level up each squadron's mastery level.
Redesign various enemy encounters to make it more unique and longer.
Implement a dynamic background, more detail, and effects as the player progresses further in each stage.
Add more player agency during combat with various stage-specific events.
Minor shop overhaul to make it important and worth upgrading shop level.
Implement more interface helpers to guide players in making easier and faster decisions. (Eg. Better Tooltip / Suggestion Interface)
This has already been the original place, I'll implement more unlock features like something in Brotato. Reduce the unit and artifact option at the start to prevent information overload while adding more choice as the player unlocks more meta progression.
Revisit the current unit roaster (30 Starship) and make sure each has a unique identity.
These are some of the changes I'm making, there is still a lot of the game to be improved. And feedback from you is the most important and greatly appreciated!
I will go back to focus on refining the basic as much as possible, this may reduce the amount of new content but its worth for a good foundation.
There will still be new updates for some small changes and bug fixes. But if you are interested in major updates, then please check out the game during Steam Next Fest which is coming soon!
Again feel free to follow the progress of the game through X (Twitter) and discord!
Source
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