Drakantos
Steam News 28 February 20251y ago

Devlog - New Systems, Mini Bosses, and more!

Hi Everyone! Welcome to this devlog update! We took a short break over the holidays to recharge and gather even more exciting updates. Now, we are ready to share our progress and give you some insights into our developm…

Update log

Full Drakantos update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes5 additions3 changes0 removals
  • Compatibility
  • Workshop
  • Gameplay
  • Balance
changedWelcome to this devlog update! We took a short break over the holidays to recharge and gather even more exciting updates. Now, we are ready to share our progress and give you some insights into our development process. We know many of you are eagerly awaiting the game and news about the beta release date, so we will share everything that is on our mind and be transparent about the development process.
changedIn this devlog video, we featured Yuki! She is a tank , but rather than relying on bulk and blocking attacks, the little kitsune excels through agility and mobility. Many of her damage abilities also serve as evasion tools, letting her avoid harm while staying on the offensive. Her ice powers provide strong crowd control, keeping enemies at bay.
addedThe game has been delayed since its first announcement because its scope has expanded significantly. Our original plan was much simpler, but our passion for the project inspired us to add many new features along the way. Our goal is not only to create an exceptional game but also to set a new standard for a 2D MMORPG.
addedCustomization Initially, the game was designed to offer only skins for each hero, similar to League of Legends. Today, players can not only choose different skins but also customize every hero’s colors using in-game dyes (hair, clothes, armor, etc.). Additionally, we have added options such as various hairstyles, helmets and armor pieces, allowing each skin to have a unique look.
addedMounts and Pets We introduced both mounts and pets because they add an extra layer of excitement to the gameplay. Players now enjoy the thrill of hunting for rare cosmetics in the open world. Boss drops are even more rewarding with the inclusion of exclusive mounts and pets. For players who are not typically interested in such things, these still become valuable in player trading due to their rarity.
changedOpen World The original plan for the game was more of a "dungeon crawler," with cities serving as lobbies and missions or dungeons forming the core gameplay. We expanded this idea by adding a vast open world that encourages exploration, offers hidden chests, engaging quests and secret locations where players can discover things and even mounts and pets locations. Although the "dungeon crawler" aspect of the game still plays a significant role, the open world creates a richer and more immersive experience.

Hi Everyone!

Welcome to this devlog update! We took a short break over the holidays to recharge and gather even more exciting updates. Now, we are ready to share our progress and give you some insights into our development process. We know many of you are eagerly awaiting the game and news about the beta release date, so we will share everything that is on our mind and be transparent about the development process.

Before we dive in, we invite you to join our Discord to get news firsthand!

Steam post image

In this devlog video, we featured Yuki! She is a tank, but rather than relying on bulk and blocking attacks, the little kitsune excels through agility and mobility. Many of her damage abilities also serve as evasion tools, letting her avoid harm while staying on the offensive. Her ice powers provide strong crowd control, keeping enemies at bay.

Steam post image

The game has been delayed since its first announcement because its scope has expanded significantly. Our original plan was much simpler, but our passion for the project inspired us to add many new features along the way. Our goal is not only to create an exceptional game but also to set a new standard for a 2D MMORPG.

We have made several improvements to our original plan to enhance the game. Here are some of the major features that have evolved over time:

  • Customization Initially, the game was designed to offer only skins for each hero, similar to League of Legends. Today, players can not only choose different skins but also customize every hero’s colors using in-game dyes (hair, clothes, armor, etc.). Additionally, we have added options such as various hairstyles, helmets and armor pieces, allowing each skin to have a unique look.

  • Mounts and Pets We introduced both mounts and pets because they add an extra layer of excitement to the gameplay. Players now enjoy the thrill of hunting for rare cosmetics in the open world. Boss drops are even more rewarding with the inclusion of exclusive mounts and pets. For players who are not typically interested in such things, these still become valuable in player trading due to their rarity.

  • Open World The original plan for the game was more of a "dungeon crawler," with cities serving as lobbies and missions or dungeons forming the core gameplay. We expanded this idea by adding a vast open world that encourages exploration, offers hidden chests, engaging quests and secret locations where players can discover things and even mounts and pets locations. Although the "dungeon crawler" aspect of the game still plays a significant role, the open world creates a richer and more immersive experience.

  • Artifacts and Trophies Heroes were originally able to customize their build with orbs alone, but we felt this approach was somewhat limited. That is why we introduced artifacts that grant two additional active skills and trophies that provide two passive abilities. With these new options, we created around 200 active skills along with many passive skills. This gives players more freedom to shape their builds and opens up new possibilities for unique rewards and future updates!

  • Mini Bosses Although the game originally featured many complex boss encounters in the endgame, we believe that exciting challenges should be part of early levels and regular missions as well. That is why we have introduced and continue to add a large number of mini bosses throughout the game. We feel that these encounters are essential to making the leveling experience more dynamic and engaging.

These examples

Source

Steam News / 28 February 2025

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