In this update8
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Full DEFRAG update
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Repeated intro
Hello, this is Rootkit_, developer of DEFRAG.
What changed
- Gameplay
- UI and audio
- Events
- Server
- Balance
- Maps
DEFRAG changes
Since the demo release, I’ve gathered data and community feedback to share the progress and improvements.
[Demo Statistics]
> Total Downloads: 620
> Unique Players: 115
> Median Playtime: 48 minutes
> Wishlists Since Release: +79
The 48-minute median playtime was a pleasant surprise — I initially expected around 30 minutes at most.
It means players stayed longer because they enjoyed it, and that’s a huge motivation. Thank you. :)
Wishlists have also increased significantly compared to before.
The total number is still small, but the trend itself is quite encouraging.
Especially, the wishlist conversion rate compared to demo players is very high — around 80%!
Not every wishlist may come from demo players, but I believe most of them did. :)
All feedback has been reviewed carefully, and here’s the current progress.
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[Main Fixes]
COMPLETED
Fixed an issue where overlapping sounds caused excessive amplification.
Enhanced monster descriptions now clearly show “2x” for bonus drops.
Fixed the issue where rewards were not granted after defeating the final firewall in Benchmark Mode.
Corrected untranslated or incorrect text in specific UIs.
Fixed an issue where certain SFX ignored volume control settings.
Pressing ESC in the node scene now opens the MENU UI.
IN PROGRESS
Adding a low-frequency sound effect when collecting resources to enhance the sense of reward.
Adjusting Ransom’s attack — the line will now disconnect when distance increases.
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[Upcoming Demo Updates]
(Refer to the image above for visual reference.)
BENCHMARK MODE IMPROVEMENTS
Feedback: “Benchmark mode feels repetitive after a while.”
Adding a “dodge” mechanic to make the mode more active and dynamic.
Rewards now drop as “item boxes” that players can collect directly.
The new risk-and-reward balance should make the mode much more engaging.
What do you think?
TUTORIAL ADDITIONS
Feedback: “A tutorial explaining each mode and gameplay would be helpful.”
A tutorial UI will now appear when unlocking new features.
Does this feel intuitive enough?
I’d love to hear your thoughts.
DISPLAY ACQUIRED RESOURCES IN CLEARED STAGES
Feedback: “I want to see how much data I collected in cleared stages.”
Added UI to show collected resources on cleared stages.
One concern is that the UI might obscure enemies.
Still, it feels worth adding — don’t you think?
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These updates will also be applied to the demo version, not just the full release.
Thank you for reading — your feedback is what makes DEFRAG better.
Source
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