Full notes
Full Critical Shift update
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Repeated intro
Greetings, agents!
What changed
- Balance
- Gameplay
- Maps
- Fixes
- Performance
Critical Shift changes
In January, we took another step forward and want to share the details with you:
The combat chance system has been improved (previously we used pure random, but that turned out to be too harsh on players).
The first iteration of pre-battle placement has been implemented (when you start the fight first).
Improvements were made to camera behavior during combat.
The meta-gameplay has moved to the next stage of development; we’re actively testing and refining the UX.
A gameplay prototype of one of the bosses has been created and tested for further production (at first, we kept dying and changed the balance several times).
We’re testing exploding barrels and teleportation (it’s fun).
Additional work:
84 bugs fixed.
Large-scale optimization work has begun.
Numerous technical and content improvements.
These are just the main highlights - a lot more work has been done besides this.
Thank you for following the development and supporting us ❤️
Source
Changelog.gg summarizes and formats this update. How we read updates.
