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Cinderia changes
Cinderia enters Early Access today
Hello everyone, Cinderia will officially launch in Early Access on March 30 at 5:00 AM PT / 8:00 AM ET.
This game has been in development for a long time. Along the way, we rebuilt and reworked it many times. We kept adjusting the combat feel, character builds, level structure, and sanctuary systems, while also fixing bugs and polishing countless details. It is still not the “final complete version” we ultimately want it to be, but it has finally reached the point where we are ready to put it in your hands.
Thank you for supporting us
First of all, thank you to everyone who has followed the game, played the demo, left feedback, shared it, recommended it, or wishlisted it. Whether you helped us find problems during the demo period or simply kept an eye on the project and supported it along the way, you are a big part of why Cinderia has made it this far.
For us, launching in Early Access does not mean “the game is finished.” It means we are finally handing it over to players and entering the next stage of its growth. So besides announcing the launch, we also wanted to talk a bit about the current state of the EA version and the direction we plan to take from here.
What state is the Early Access version in?
The current Early Access build already has a fairly complete gameplay foundation. You will be able to experience the main chapter content currently available, the playable characters, the build systems, sanctuary progression, and the core combat loop. It is already a version you can play through, complete, and use to get a clear sense of what Cinderia is trying to be.
That said, we also want to be honest: the current EA version is still quite far from the ideal version of Cinderia that we have in mind.
Right now, the core skeleton of the game is in place, but there is still a lot we want to expand in terms of story, worldbuilding, character depth, level variety, boss variety, immersion, and overall polish.
Long-term development goals for Early Access
Completing the world, story, and a real ending
While the current version can already be played through from a gameplay perspective, it does not yet have a truly complete story ending, and it is still missing a lot of narrative content tied to the world and the characters. One of our major long-term goals during EA is to gradually complete those parts, including a progression system tied to each character’s origin story, so the characters can feel more complete not only in gameplay but also in the narrative.
Expanding builds, passive combinations, and playable characters
We also want to push character builds much further. There is already some room for build variety, but we want the passive system and build combinations to become even more creative, expressive, and surprising.
Depending on testing and feedback, we may add more passive skills as development continues. If that side of the system becomes much larger, we may also add a simple option that lets players disable certain passive skills from appearing, so build direction becomes a bit more controllable.
At the same time, new playable characters are also an important part of our EA plans. They are very expensive to make in terms of workload, so the final scale of that expansion will depend on how development progresses during Early Access. However, a fifth playable character is already in active development. We want future updates to expand the game’s range of combat styles, character identities, and build possibilities even further.
More level variety, special events, and random bosses
Level content is another major focus for us during EA. We want to add more special events, more map variety, and more random bosses.
We do not want each run to feel like simply repeating the same combat loop over and over. We want the progression of a run to keep introducing new rhythms, surprises, and variations, so this will remain one of the most important directions for future updates.
Other features we want to work on
There are also some features we definitely want to make, even though they are not yet mapped out in a detailed long-term schedule. These include things like a wardrobe and cosmetic outfit system, more sanctuary customization and expansion, and a full rework of the game’s sound effects over the next few months, since we are still not fully satisfied with the current version.
About co-op
Co-op is also something we are continuing to discuss and pay attention to. However, because Cinderia is currently built primarily around a single-player experience, any co-op implementation would need to be approached carefully and fitted into the overall development schedule, so that it could be added at the right level of quality rather than rushed in too early.
For now, our priority is still to keep improving the single-player content, future updates, and the overall quality of the game. As for co-op, we will continue listening to player feedback and evaluate its priority based on how Early Access development progresses.
How we plan to approach Early Access updates
In general, our development style has always been fairly iterative. When we come up with something that feels truly worth adding and that can genuinely make the game better, we usually try to build it as soon as we can.
Because of that, we do not currently have an extremely rigid long-term EA roadmap laid out in exhaustive detail. That does not mean we lack direction. On the contrary, we have very high expectations for how complete and how good we want Cinderia to become.
At the very least, we plan to maintain a strong update pace over the next six months. And during the first month of Early Access, you should expect updates to come fairly frequently.
Short-term plans already locked in
During the first month after launch, our top priority will of course be bug fixing.
On top of that, these are the things we are already planning in the near term:
· A simple advanced difficulty system, similar in spirit to Hades’ Heat system, is planned for around two weeks after the EA launch
· Steam Achievements are planned to be added within the month
· The OST is currently planned to release in around one week
· In terms of content updates, we plan to add at least one new random Chapter 1 boss before the end of the month
· And there is also a chance we may add one random Chapter 2 boss as well
Final words
So, this is our current overview of Cinderia ’s Early Access launch and our long-term and short-term plans for development.
The game begins today, but it will not stop here. We will keep pushing it toward a version that is richer, more complete, and more fun.
If you decide to join us during this stage of development, thank you very much. And if you run into bugs, translation issues, or simply have suggestions, please let us know. Your feedback will directly shape the direction of future updates.
Thank you again for all your support, patience, and encouragement. See you at launch.
— MyACG Studio
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