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Steam News7 June 202626d ago

v.0.4: Dialogue and Tutorials!

Heya! Been a second. Nice to see ya! Three weeks ago, we were at Fantasy Basel again this year, showing off the update lil bit early. Look at this awesome sticker design Carla made!

In this update3

Full notes

Full Domain of Hallucination update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

4 fixes10 additions4 changes0 removals
  • UI and audio
  • Events
  • Gameplay
  • Performance
  • Fixes
addedDue to all the other team members being significantly more employed than me, this update was largely a one-man-show. Well, not quite. First of all, as usual, Maisa did a fantastic job on the sound again, adding tons of audio to make the game feel more lively. Never underestimate the power of a good soundscape. Second, a lot of the story being told was already loosely conceptualized back when we were working on the bachelor project version one year ago. So, it's not like we're grafting a story onto something that works as a self-contained game, we're telling you what we envisioned back when we were building the earlier versions.
changedSo, here it is! A lot of work went into the writing, programming and spriting. I definitely think there's more drive to get to the end now, as opposed to before. These characters are getting more fleshed out, and it's gonna be interesting to see how people react to the more long-term storytelling. There's a system that will show you certain dialogues only once you've reached a certain point within a run, and almost every dialogue adapts to what you already know as a player. Interesting system to build as well. You gotta structure your story in a way where the order you get it in doesn't necessarily matter. But, if you wanna have some satisfying pacing, you need to have certain events take precedence over others. I'm curious what the overall reaction is gonna be once someone has beaten the final boss with this configuration.
changedAnother neat thing to go over was tutorialisation. You now get to see your controls at the start, and the metaprogression machine gets explained to you. A lotta small changes with tooltips and minor stuff as well. I think some parts could use a tad more explanation, particularly when it comes to looting, but it'll keep players from getting stuck early on, but in general, should be easier to get into the groove now.
addedAlso, there's a lil easter egg for returning players when opening an old save. (If you're from the future: You can also trigger it by starting a run on a new save, dying, and closing the game before the first dialogue can finish.) If you ever wanted to see a crusty version of me, here ya go! (Alternatively, a crusty version of me can also be seen in real life anytime before 8AM.)
addedChangesAdded dialogue screen New dialogue screen with new art (shown after the run) Story is shown in chunks, in tandem with your progress in-game 25+ adaptive conversations that change based on what you know & what you don't
addedChangesAdded tutorial for controls on your first run

Domain of Hallucination changes

addedDue to all the other team members being significantly more employed than me, this update was largely a one-man-show. Well, not quite. First of all, as usual, Maisa did a fantastic job on the sound again, adding tons of audio to make the game feel more lively. Never underestimate the power of a good soundscape. Second, a lot of the story being told was already loosely conceptualized back when we were working on the bachelor project version one year ago. So, it's not like we're grafting a story onto something that works as a self-contained game, we're telling you what we envisioned back when we were building the earlier versions.
changedSo, here it is! A lot of work went into the writing, programming and spriting. I definitely think there's more drive to get to the end now, as opposed to before. These characters are getting more fleshed out, and it's gonna be interesting to see how people react to the more long-term storytelling. There's a system that will show you certain dialogues only once you've reached a certain point within a run, and almost every dialogue adapts to what you already know as a player. Interesting system to build as well. You gotta structure your story in a way where the order you get it in doesn't necessarily matter. But, if you wanna have some satisfying pacing, you need to have certain events take precedence over others. I'm curious what the overall reaction is gonna be once someone has beaten the final boss with this configuration.
changedAnother neat thing to go over was tutorialisation. You now get to see your controls at the start, and the metaprogression machine gets explained to you. A lotta small changes with tooltips and minor stuff as well. I think some parts could use a tad more explanation, particularly when it comes to looting, but it'll keep players from getting stuck early on, but in general, should be easier to get into the groove now.
addedAlso, there's a lil easter egg for returning players when opening an old save. (If you're from the future: You can also trigger it by starting a run on a new save, dying, and closing the game before the first dialogue can finish.) If you ever wanted to see a crusty version of me, here ya go! (Alternatively, a crusty version of me can also be seen in real life anytime before 8AM.)
addedAdded dialogue screen New dialogue screen with new art (shown after the run) Story is shown in chunks, in tandem with your progress in-game 25+ adaptive conversations that change based on what you know & what you don't

Heya! Been a second. Nice to see ya!

Three weeks ago, we were at Fantasy Basel again this year, showing off the update lil bit early. Look at this awesome sticker design Carla made! If you've missed it, maybe you can pick up one at HeroFest in Berne.

Due to all the other team members being significantly more employed than me, this update was largely a one-man-show. Well, not quite. First of all, as usual, Maisa did a fantastic job on the sound again, adding tons of audio to make the game feel more lively. Never underestimate the power of a good soundscape. Second, a lot of the story being told was already loosely conceptualized back when we were working on the bachelor project version one year ago. So, it's not like we're grafting a story onto something that works as a self-contained game, we're telling you what we envisioned back when we were building the earlier versions.

So, here it is! A lot of work went into the writing, programming and spriting. I definitely think there's more drive to get to the end now, as opposed to before. These characters are getting more fleshed out, and it's gonna be interesting to see how people react to the more long-term storytelling. There's a system that will show you certain dialogues only once you've reached a certain point within a run, and almost every dialogue adapts to what you already know as a player. Interesting system to build as well. You gotta structure your story in a way where the order you get it in doesn't necessarily matter. But, if you wanna have some satisfying pacing, you need to have certain events take precedence over others. I'm curious what the overall reaction is gonna be once someone has beaten the final boss with this configuration.

Another neat thing to go over was tutorialisation. You now get to see your controls at the start, and the metaprogression machine gets explained to you. A lotta small changes with tooltips and minor stuff as well. I think some parts could use a tad more explanation, particularly when it comes to looting, but it'll keep players from getting stuck early on, but in general, should be easier to get into the groove now.

Also, there's a lil easter egg for returning players when opening an old save. (If you're from the future: You can also trigger it by starting a run on a new save, dying, and closing the game before the first dialogue can finish.) If you ever wanted to see a crusty version of me, here ya go! (Alternatively, a crusty version of me can also be seen in real life anytime before 8AM.)

Also also, quick sidenote: I mentioned something to make the towers more interesting in the last post, but, as you can see, I got a little sidetracked. I'll see what I can do for the next update. In the meantime, I hope you enjoy this one!

Have a good one, Jonas Wiesli Team Quintuple-A

Patch Notes

Changes

  • Added dialogue screen

    • New dialogue screen with new art (shown after the run)

    • Story is shown in chunks, in tandem with your progress in-game

    • 25+ adaptive conversations that change based on what you know & what you don't

  • Added tutorial for controls on your first run

  • Added tutorial for metaprogression screen

  • Added sounds effects for the towers, dialogue & startup screen

  • Adjusted position of hard mode on metaprogression screen

  • Higher tolerance cap (16 maximum tolerance points → 20 maximum tolerance points)

  • Towers now only shoot when near player

  • Engraving slots now have tooltips explaining the different types

  • Improved Memory tooltips

  • Added a display for the current biome on the memory HUD element

  • Added small versions of the wizard & the alchemist on the metaprogression screen

  • Renamed "Daft Punk"-Achievement to "One More Time" (the reference was a bit too on the nose)

  • Added warning & easter egg for outdated save files

Fixes

  • Fixed a crash that could occur at the end of a run if you didn't have the Orb of pure Arcana equipped

  • Fixed a crash where levelling up while getting a new tile could cause an error

  • Fixed a crash that'd happen when levelling up in the boss arena

  • Fixed "Jungle Hijinks"-Achievement being called "Jungel Hijinks" on steam

Source

Steam News / 7 June 2026

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