Full notes
Full Bereshipsis update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, I’m the creator of the game.
What changed
- Gameplay
- Balance
- UI and audio
Bereshipsis changes
I wanted to start by sharing something very simple: why this game exists… and why it’s called the way it is.
I grew up playing several turn-based games. My all-time favorite was Marvel Avengers Alliance, a game that, after being removed from the web, motivated me to create a game of my own.
There were many things I loved about it:
building teams, thinking about synergies, knowing there was tons of content, and that there wasn’t a single “correct” way to play.
However, there was always something that bothered me.
In many of these games, every turn ended up being the same:
attack → choose the strongest hit → end turn.
It felt like I wasn’t really making decisions just optimizing damage.
I love the genre because it allows for unusual strategies, unexpected combinations, and different ways to clear a level.
That’s why, in my game, every character plays differently. There are multiple damage types, mobility and positioning matter, and there are systems for vision, shields, and teleportation across the board. I don’t want the player to take actions just because they can I want them to feel that, within a single turn, there are several meaningful decisions to make.
So… why “Bereshipsis”?
“Bereshipsis” speaks about a loop.
A universe that is born, destroys itself in its own apocalypse… and begins again.
The name comes from two roots:
Bereshit (“Genesis”) in Hebrew, and Apokalypsis (“Apocalypse”) in Greek.
I’m still fine-tuning many things, but I wanted to start by sharing my point of departure.
If this way of thinking about turn-based games sounds familiar, I’ll keep sharing these ideas here.
And if you’re curious to see how they take shape in Bereshipsis, wishlisting the game really helps.
Source
Changelog.gg summarizes and formats this update. How we read updates.
