Full notes
Full Dominus Automa update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
This week we focused on two important gameplay foundations - player auto attack and our very first enemy.
How does the player’s attack work?
We’ve implemented the first version of the player auto attack. From now on, your hero can automatically attack nearby enemies. Enemies don’t deal damage yet - but that’s coming soon for now, they serve as targets for the auto attack system.
Steam post imageOur goal is to make combat feel smooth and responsive, while still giving you control over priorities and character behavior. Your character detects an enemy, moves into a defined range (depending on whether it’s a melee class or ranged), and attacks. In the future, we’ll expand this with more advanced logic, targeting rules, skill interactions, and animations.
First Enemy - “Cube” We’ve also introduced our first test enemy. At this stage, it’s a simple prototype that allows us to test:
enemy targeting
taking damage
basic combat interactions
It doesn’t have a final look yet - its main purpose is to help us build the foundation for all future enemies. Every system we create now (health, behavior, reactions) will be expanded and reused as development continues. From this point on, we’ll be heavily iterating on combat feel, feedback, and variety. Let us know what you think - what types of enemies would you like to see in the game? If you haven’t added the game to your wishlist yet, you can do it here:
That’s it for today,
See you in the next devlog!
Source
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