Full notes
Full Devoris update
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What changed
- Gameplay
- Balance
- UI and audio
First and foremost, to better reflect our game's unique identity and its cold, obscure tone, we are officially changing the title to"Devoris"!
Major Update Highlights
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Faction System & Monster Infighting
Monsters now belong to different factions and will engage in combat with other races. If you enjoy "digital cockfighting," you’re in for a treat! Previously, during repetitive playtesting, I often found myself burnt out—but that changed once this feature was implemented. Now, I frequently stop to watch them battle with genuine curiosity; the outcomes are entirely unpredictable.
Refined Devour System
The Devour system is now more mature. Consuming a corpse will instantly restore your health to full, but it comes with short-term poisoning (after all, eating raw meat isn't exactly hygienic). Devouring is no longer a "brainless" positive feedback loop; it has evolved into a strategic combat choice, making the overall pace more intense and exciting.
We’ve added environmental food items for the first time (currently just Roasted Meat). Eating food has no side effects but provides slow health regeneration. Expect more food varieties and a dedicated cooking system currently in development.
New Weaponry: Ranged Combat
Two new weapons have been added, the most significant being the Crossbow. Devoris now features ranged attacks, meaning players and monsters are no longer restricted to just rushing in for melee brawls.
New Race: The Rabbitmen
The Rabbitmen are a highly intelligent and cunning underground race. They know how to use weapons and are as cruel as they are pitiful.
AI & Framework Overhaul
When I started creating this new species, I realized my previous monster framework was far too limited. As I add more bizarre creatures in the future, the old code would have become a "programming disaster." Consequently, I spent most of the past few months rebuilding the monster framework from scratch, including a total overhaul of the AI system. While it might not feel drastically different yet, this foundation allows for much greater possibilities—and is the reason monster infighting is now possible!
UI System Rework
The UI has been completely revamped. To allow for more features, I decided to move away from the previous "physics-based" backpack (as interesting as it was) in favor of a more traditional grid-based UI. I spent a massive amount of time polishing this bug-prone system to ensure it feels smooth and comfortable to use.
Emotes
An emote function has been added, which you can find in the backpack interface. There are currently four emotes. I added this because, during the animation process, I often created fun movements that didn't necessarily serve a gameplay purpose but were too charming to throw away.
Combat Feel & Level Design
I’ve spent a long time fine-tuning kill feedback and controls. I believe there is now a qualitative leap in how the game feels to play compared to previous versions.
While the zones may look familiar, the level design has undergone significant changes. It is now more vertical and "interconnected" (Hakoniwa style), better fitting the new gameplay rhythm. This also showcases the level design expertise I’ve gained over the past several months.
Whether you are a new traveler or a returning veteran, I hope you have a great time exploring. Enjoy the game!
Source
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