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Steam News21 June 202611d ago

Devlog #2

Hi tanks! This month was focused on polishing the existing experience, tackling onboarding processes and also designing new abilities, shields and builds.

Full notes

Full Don't Lose Aggro update

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

What changed

0 fixes7 additions2 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
addedThis month was focused on polishing the existing experience, tackling onboarding processes and also designing new abilities, shields and builds.
addedWork started to increase the party sizeThe new design will contain a primary and secondary companion, for a total team size of 3.
changedUX improvements are at worksCarrying out the vision to make tanking more accessible is no easy feat, another iteration of tutorial polish and improvements to the explanations is required.
changedUX improvements are at worksIn this example, examining what reads best for color contrast and positioning of the UI elements for best readability.
addedA new dungeon is being builtI don't have visuals to share yet, the new dungeon will focus on decision making throughout with less linear pathing, more player agency and freedom while exploring.
addedImplementing new abilities and buildsBlood strike will be a new ability for the utility slot that heals for the damage dealt, with a new build path revolving around self heal

Hi tanks!

This month was focused on polishing the existing experience, tackling onboarding processes and also designing new abilities, shields and builds.

I hope to get this into a playtest version and share the latest build with you soon.

Work started to increase the party size

  • The new design will contain a primary and secondary companion, for a total team size of 3.

  • The primary companion will keep their active ability, but the secondary one will only have passives

UX improvements are at works

Carrying out the vision to make tanking more accessible is no easy feat, another iteration of tutorial polish and improvements to the explanations is required.

In this example, examining what reads best for color contrast and positioning of the UI elements for best readability.

A new dungeon is being built

I don't have visuals to share yet, the new dungeon will focus on decision making throughout with less linear pathing, more player agency and freedom while exploring.

New shields are being designed

What corresponding effects should they have?

Implementing new abilities and builds

  • Blood strike will be a new ability for the utility slot that heals for the damage dealt, with a new build path revolving around self heal

  • Adding new status effects like Slow & Root and various upgrades across all abilities that build off it

  • Adding a Damage over Time effect and build to abilities

  • Adding upgrades to the effect of Toughness and how it plays

That's it for this month, and as always, let me know your thoughts on the forums or the Discord!

Source

Steam News / 21 June 2026

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