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Steam News4 May 20251y ago

Stellar Log 12: Personality Core Constellation Preview

Hello everyone! Been a while since the last dev log, I just happen to finally have something to show so let's get into it! So a little bit of a detour I've been learning a lot from my workplace as a game developer.

In this update5

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Full Ark Odyssey update

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What changed

0 fixes0 additions5 changes0 removals
  • UI and audio
  • Security
  • Balance
changedHello everyone!So a little bit of a detour I've been learning a lot from my workplace as a game developer. Been spending a lot of things to organize my database for easier tweak and balancing. Setting up tools and excels, and framework and everything. So I can easily change various values and input to the spreadsheet for the formula to update and tweak automatically with a simple button to download it back into the project.
changedPersonality Core: ConstellaionIf you've played the demo before you'll see the interface teaser about this feature. So now I'm integrating constellation into the gameplay loop! I'll have to playtest this for more feedback but for now, let's take a look at the overview!
changedCORE PASSIVEAt the middle of all constellations is the core passive. This is the bread and butter of the constellation and the playstyle it can provide. Not only does it provide a unique gameplay mechanic but it comes with a dedicated interface to go along with it!
changedCONSTELLATION NODEYou can unlock other nodes like any other skill tree, each constellation has different branching nodes, and each offers a different experience to accompany the core passive. Nodes are separated into 3 tiers, the tier represents the cost needed to unlock and their power. I'm still thinking about how to balance the point. But for now, the primary method to collect node points is just simply to progress through the run. Although I'd like to be other methods for veteran players to exploit too.
changedCONSTELLATION SHOWCASEIn this section, I'll showcase Stellar Constellations and explain how her design works. This constellation core passive revolves around the Red and Blue gauge. You can fill up those gauges by dealing and taking damage respectively. Once both gauges are full, enter Binary Mode which grants powerful effects such as a chance to double damage dealt or completely nullify damage taken. Encourage the player to try a balanced build for this one. But with some clever thinking, we can cheat the system! Build that deals a lot of small damage quickly can build the red gauge much faster, and did you know that self-damage effects also count toward the blue gauge? Sooo.. if there is a build that focuses on dealing damage to themselves to trigger a damaging effect. We will essentially be filling both gauges at the same time!

Ark Odyssey changes

changedSo a little bit of a detour I've been learning a lot from my workplace as a game developer. Been spending a lot of things to organize my database for easier tweak and balancing. Setting up tools and excels, and framework and everything. So I can easily change various values and input to the spreadsheet for the formula to update and tweak automatically with a simple button to download it back into the project.
changedIf you've played the demo before you'll see the interface teaser about this feature. So now I'm integrating constellation into the gameplay loop! I'll have to playtest this for more feedback but for now, let's take a look at the overview!
changedAt the middle of all constellations is the core passive. This is the bread and butter of the constellation and the playstyle it can provide. Not only does it provide a unique gameplay mechanic but it comes with a dedicated interface to go along with it!
changedYou can unlock other nodes like any other skill tree, each constellation has different branching nodes, and each offers a different experience to accompany the core passive. Nodes are separated into 3 tiers, the tier represents the cost needed to unlock and their power. I'm still thinking about how to balance the point. But for now, the primary method to collect node points is just simply to progress through the run. Although I'd like to be other methods for veteran players to exploit too.
changedIn this section, I'll showcase Stellar Constellations and explain how her design works. This constellation core passive revolves around the Red and Blue gauge. You can fill up those gauges by dealing and taking damage respectively. Once both gauges are full, enter Binary Mode which grants powerful effects such as a chance to double damage dealt or completely nullify damage taken. Encourage the player to try a balanced build for this one. But with some clever thinking, we can cheat the system! Build that deals a lot of small damage quickly can build the red gauge much faster, and did you know that self-damage effects also count toward the blue gauge? Sooo.. if there is a build that focuses on dealing damage to themselves to trigger a damaging effect. We will essentially be filling both gauges at the same time!

Hello everyone!

Been a while since the last dev log, I just happen to finally have something to show so let's get into it!

So a little bit of a detour I've been learning a lot from my workplace as a game developer. Been spending a lot of things to organize my database for easier tweak and balancing. Setting up tools and excels, and framework and everything. So I can easily change various values and input to the spreadsheet for the formula to update and tweak automatically with a simple button to download it back into the project.

But yeah, now let's get back to the main topic of this dev log.

Personality Core: Constellaion

If you've played the demo before you'll see the interface teaser about this feature. So now I'm integrating constellation into the gameplay loop! I'll have to playtest this for more feedback but for now, let's take a look at the overview!

You can unlock Personality Core Constellation through meta progression at the system expansion upgrades.

Each personality core has its unique constellation, which is basically a skill tree.

CORE PASSIVE

At the middle of all constellations is the core passive. This is the bread and butter of the constellation and the playstyle it can provide. Not only does it provide a unique gameplay mechanic but it comes with a dedicated interface to go along with it!

CONSTELLATION NODE

You can unlock other nodes like any other skill tree, each constellation has different branching nodes, and each offers a different experience to accompany the core passive. Nodes are separated into 3 tiers, the tier represents the cost needed to unlock and their power. I'm still thinking about how to balance the point. But for now, the primary method to collect node points is just simply to progress through the run. Although I'd like to be other methods for veteran players to exploit too.

CONSTELLATION OVERLAY

Later down the line once the player unlocks harder content. Players can select an additional personality core as a support unit. This means you can combine 2 constellations into one, allowing for room to cook up some crazy synergy!

CONSTELLATION SHOWCASE

In this section, I'll showcase Stellar Constellations and explain how her design works. This constellation core passive revolves around the Red and Blue gauge. You can fill up those gauges by dealing and taking damage respectively. Once both gauges are full, enter Binary Mode which grants powerful effects such as a chance to double damage dealt or completely nullify damage taken. Encourage the player to try a balanced build for this one. But with some clever thinking, we can cheat the system! Build that deals a lot of small damage quickly can build the red gauge much faster, and did you know that self-damage effects also count toward the blue gauge? Sooo.. if there is a build that focuses on dealing damage to themselves to trigger a damaging effect. We will essentially be filling both gauges at the same time!

The next major demo update, all 5 personality cores will have their constellation available. I'm slowly checking off the checklist for the stuff I've wanted to be done but for that update, we are getting close. The last few subjects I'd like to touch on are the boss fight overhaul and some more variety of content during each run. But I'll keep it small because this still just a demo either way.

Thank you for reading this far, the game is still

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Steam News / 4 May 2025

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