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Steam News27 April 20251y ago

Update 0.3.2: New Reset Turn Function

Reset Turn Added a reset turn function. Use this when you feel you did a inproper move. It can be used once a battle. When I started writing code at beginning, I didn't consider to support this function.

Full notes

Full Fountain update

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

What changed

0 fixes4 additions6 changes2 removals
  • Performance
  • Gameplay
  • UI and audio
changedOptimization
removedRemove hero story levels
changedAs mentioned in the previous update, the game is now adjusted to emphasize combat, then the significance of the story becomes weaker.
addedAlthough the story levels can be used to introduce the reasons why the heroes join the battle and show the world view. On the one hand, my time is indeed limited. Instead of releasing a half-baked narrative, it is better to focus on the battle itself. On the other hand, when players first start playing and come into contact with the story levels, them may feel that the game focuses on the narrative, but then it disappears later. So I hope that after removing it, the gaming experience will be clearer.
removedI started to conceive the world view many years ago and wrote a lot of text for it. It's a pity to remove it, but I think it's the right direction. After this game is finished, I will have the opportunity to make an SRPG that focus on narrative.
addedAfter that, getting a hero will happen with a certain probability when obtaining a new unit. And different captains will have different short plots after finishing a run.
first 2 teammates selection23first 2 teammates selection increased, buff

Optimization

-Remove hero story levels

As mentioned in the previous update, the game is now adjusted to emphasize combat, then the significance of the story becomes weaker.

Although the story levels can be used to introduce the reasons why the heroes join the battle and show the world view. On the one hand, my time is indeed limited. Instead of releasing a half-baked narrative, it is better to focus on the battle itself. On the other hand, when players first start playing and come into contact with the story levels, them may feel that the game focuses on the narrative, but then it disappears later. So I hope that after removing it, the gaming experience will be clearer.

I started to conceive the world view many years ago and wrote a lot of text for it. It's a pity to remove it, but I think it's the right direction. After this game is finished, I will have the opportunity to make an SRPG that focus on narrative.

After that, getting a hero will happen with a certain probability when obtaining a new unit. And different captains will have different short plots after finishing a run.

-Adjust first hero choose UI

The page flipping UI was not very intuitive, now all heroes are listed at once.

The first 2 teammates selection has been changed from 2 to 3, which is consistent with the game process and makes it easier to achieve desired build.

-Heroes in non-combat scene always face right

I guess it's just my obsessive compulsive disorder... Just kidding. I just want to express that the team is always moving in one direction. I didn't pay attention to this detail before.

Next Update

-Adventure Mode Optimization

After adding epic relics, the experience of adventure mode has changed a lot.

The original intention of adventure mode design was to add roguelite elements. So that the equipment of heroes can be retained. So obtaining heroes means gaining strong combat force. Clues are also designed for this purpose. After adding relics, the roguelite elements has become weaker. Therefore, the meaning of the adventure mode needs to be rethought.

Source

Steam News / 27 April 2025

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