HomeGamesUpdatesPricingMethodology
Steam News6 April 20251y ago

Update 0.3.1:Adjust Unit Base Attributes

I was chatting with a designer friend some time ago, and he told me about his feelings about the game. He thought it was a very extreme game state, and a wrong move might lead to failure. His words woke me up.

Full notes

Full Fountain update

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

What changed

1 fix1 addition3 changes0 removals
  • Maps
  • Balance
  • Performance
  • Gameplay
  • Fixes
addedI was chatting with a designer friend some time ago, and he told me about his feelings about the game. He thought it was a very extreme game state, and a wrong move might lead to failure. His words woke me up. I do tend to make this kind of game with a bit of an extreme state. So it does not add many unit growing up elements like traditional SRPGs, nor does it emphasize economy and operation like many strategy-oriented games, nor does it have a gameplay similar to the delicate decryption of "Into The Breach". I hope to have some of my own characteristics. In fact, "Fountain" is currently more like "Slay the Spire". Especially after the addition of "Rare Relics", and the subsequent planned addition of "Epic Relics" and "Food" systems. It is more inclined to emphasize the synergies between multiple elements such as units, equipments, and relics, rather than directly grafting a set of deck building gameplay. After thinking about this problem clearly, I plan to put the focus of the game on tactics. This update is based on this purpose. For example, adjust the basic attributes ​​to make the effect of equipments more significant; continuously display the ATK, DEF and HP info of units to facilitate tactical calculations, etc. There will be some major adjustments in the future, and even the hero's story stage will be removed, leaving only a brief description of the background information. After all, my time is limited, and it should be spent on focusing on tactics.
changedBasic Attributes AdjustmentUnified lowering of the basic ATK and HP values ​​of units to make the effect of equipment more significant -Accordingly adjusted level difficulty
changedOptimizationContinuously displays unit HP bar and ATK and DEF values HUD -After the clue is discovered, as long as it is not destroyed by the enemy, it will be automatically obtained when victory -The current run progress and remaining clues are displayed on the level preparation UI -When the energy is less than half, it will flash to warn
changedBalancingDEF provided by Bush landscape is adjusted from +3 to +2 -DEF provided by Gravel landscape is adjusted from +6 to +4 -DEF provided by Boulder landscape is adjusted from +9 to +8 -Rare Relic [Victory Banner] removes the additional [Charge I], and the additional [Rapid] is adjusted from +15 to +12
fixedBug fixesFixed the problem of two Fountains being too close in the Brawl x2 leve
DEF provided by Bush landscape+3+2DEF provided by Bush landscape decreased, nerf

I was chatting with a designer friend some time ago, and he told me about his feelings about the game. He thought it was a very extreme game state, and a wrong move might lead to failure. His words woke me up. I do tend to make this kind of game with a bit of an extreme state. So it does not add many unit growing up elements like traditional SRPGs, nor does it emphasize economy and operation like many strategy-oriented games, nor does it have a gameplay similar to the delicate decryption of "Into The Breach". I hope to have some of my own characteristics. In fact, "Fountain" is currently more like "Slay the Spire". Especially after the addition of "Rare Relics", and the subsequent planned addition of "Epic Relics" and "Food" systems. It is more inclined to emphasize the synergies between multiple elements such as units, equipments, and relics, rather than directly grafting a set of deck building gameplay. After thinking about this problem clearly, I plan to put the focus of the game on tactics. This update is based on this purpose. For example, adjust the basic attributes ​​to make the effect of equipments more significant; continuously display the ATK, DEF and HP info of units to facilitate tactical calculations, etc. There will be some major adjustments in the future, and even the hero's story stage will be removed, leaving only a brief description of the background information. After all, my time is limited, and it should be spent on focusing on tactics.

Basic Attributes Adjustment

-Unified lowering of the basic ATK and HP values ​​of units to make the effect of equipment more significant -Accordingly adjusted level difficulty

Optimization

-Continuously displays unit HP bar and ATK and DEF values HUD -After the clue is discovered, as long as it is not destroyed by the enemy, it will be automatically obtained when victory -The current run progress and remaining clues are displayed on the level preparation UI -When the energy is less than half, it will flash to warn

Balancing

-DEF provided by Bush landscape is adjusted from +3 to +2 -DEF provided by Gravel landscape is adjusted from +6 to +4 -DEF provided by Boulder landscape is adjusted from +9 to +8 -Rare Relic [Victory Banner] removes the additional [Charge I], and the additional [Rapid] is adjusted from +15 to +12

Bug fixes

-Fixed the problem of two Fountains being too close in the Brawl x2 leve

Source

Steam News / 6 April 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.