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Full Dominus Automa update
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Repeated intro
Hey everyone,
What changed
- Gameplay
Dominus Automa changes
New week - new devlog! Today we’re diving into the core of our gameplay: the rhythm of battle.
The Feeling of Combat
The attack animation is finally in the game – and you can instantly feel the difference. The character finally looks alive, and combat actually feels like a fight. Movement, timing, and enemy reactions are all starting to click together into one cohesive experience.
First Spells: Bringing the Heat
We also threw in our first spell - the good old Fireball ☄️. A burning projectile flying straight at the enemy? Yes please. It’s a simple addition, but it immediately makes everything look way more exciting and dynamic.
Finish Them!
Enemies don’t just stand there anymore either - they now have death animations, which means fights finally have a proper finish.
Attack, impact, reaction, down. Seeing a full encounter play out from start to end just feels right.
The Skill System v1
On top of that, we’ve set up the first version of the skill system. Abilities trigger automatically, and you can already see how the rhythm of combat starts forming as skills interact with each other.
If you haven’t added the game to your wishlist yet, you can do so here:
And if you’d like to support us and join a great community, you can do that here:
https://www.patreon.com/c/dominus_automa
That’s it for today!
Thanks for reading, all the support, and the feedback - see you in the next devlog!
~Tom
Source
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