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Steam News31 July 202624d ago

Dev talk 7/30 & demo update v1.951

Hello everyone, welcome to another one of our dev talks! This one will be a bit longer since I have published another big demo content update, v1.870 -> v1.951, which I mentioned during our last dev talk.

Full notes

Full Friend and foe update

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

Repeated intro

Hello everyone, welcome to another one of our dev talks! This one will be a bit longer since I have published another big demo content update, v1.870 -> v1.951, which I mentioned during our last dev talk.

What changed

0 fixes7 additions3 changes1 removal
  • Gameplay
  • Balance
  • Maps
  • UI and audio
addedI have drastically increased the amount of enemies in game, doubled the amount of bosses & elites, while increasing common enemy count by roughly 1/3. These new enemies use a lot of new mechanics, which unfortunately means it is not save compatible, but should bring more varieties in game.
addedAnimation! I have worked hard to add animations to the game, boss gets special animation based on their passive & abilities, while common enemies received more general animation updates. All our new elite & boss contain animations.
addedNew Tier IV cards that are extremely rare but powerful enough to change the course of the game, previous Tier IV ancient cards are bumped to Tier V. New card face & image for Tier IV cards.
addedI have updated all our enemy model to a new version that I am much happier with, they are crisper, no longer too detailed (for a small hex) and much more varied. In turn, I have also refreshed our existing player model. For players that does not want to see AI model, I have reworked the AI-model off scenarios, and player will see simple silhouette for player & enemies instead.
addedLarge balance retune, new enemy passive added, shock passive reworked, final boss completely redesigned.
addedAdditional gameplay changes including a new reconstruction page to chose how to be revived, reworked rest explore option to identify elites, and map fix to reduce deadends.

Friend and foe changes

addedI have drastically increased the amount of enemies in game, doubled the amount of bosses & elites, while increasing common enemy count by roughly 1/3. These new enemies use a lot of new mechanics, which unfortunately means it is not save compatible, but should bring more varieties in game.
addedAnimation! I have worked hard to add animations to the game, boss gets special animation based on their passive & abilities, while common enemies received more general animation updates. All our new elite & boss contain animations.
addedNew Tier IV cards that are extremely rare but powerful enough to change the course of the game, previous Tier IV ancient cards are bumped to Tier V. New card face & image for Tier IV cards.
addedI have updated all our enemy model to a new version that I am much happier with, they are crisper, no longer too detailed (for a small hex) and much more varied. In turn, I have also refreshed our existing player model. For players that does not want to see AI model, I have reworked the AI-model off scenarios, and player will see simple silhouette for player & enemies instead.
addedLarge balance retune, new enemy passive added, shock passive reworked, final boss completely redesigned.
  1. I have drastically increased the amount of enemies in game, doubled the amount of bosses & elites, while increasing common enemy count by roughly 1/3. These new enemies use a lot of new mechanics, which unfortunately means it is not save compatible, but should bring more varieties in game.

  2. Animation! I have worked hard to add animations to the game, boss gets special animation based on their passive & abilities, while common enemies received more general animation updates. All our new elite & boss contain animations.

  3. New Tier IV cards that are extremely rare but powerful enough to change the course of the game, previous Tier IV ancient cards are bumped to Tier V. New card face & image for Tier IV cards.

  4. I have updated all our enemy model to a new version that I am much happier with, they are crisper, no longer too detailed (for a small hex) and much more varied. In turn, I have also refreshed our existing player model. For players that does not want to see AI model, I have reworked the AI-model off scenarios, and player will see simple silhouette for player & enemies instead.

  5. Large balance retune, new enemy passive added, shock passive reworked, final boss completely redesigned.

  6. Additional gameplay changes including a new reconstruction page to chose how to be revived, reworked rest explore option to identify elites, and map fix to reduce deadends.

  7. Last content update we reworked the UI, this time, we made some lighter touches to unify interface in to one navigation rail, instead of every screen having a different back/continue button.

  8. Renamed compendium to the archive, and reworked how cards & implants are displayed and grouped, also reworked settings page to be easier to use.

  9. reworked battle log system to display more information, this is a multi-part process and only part 1 is included in this update.

  10. New card face with clearer name, reworked dozens of description to be more uniform.

  11. I have decided to remove card unlocks, so all cards are playable from run one.

  12. Many, many more bug fixes.

This is an inconclusive list, but should contain majority of our content update. I will be honest I might have pushed myself a bit too hard with this update, so likely going to take it easy the next week and only work on addressing some bugs & other fixes. I don't envision any drastic change between now and early access.

Lastly, want to give a shout out to our discord member for bug report and suggestions for the game :).

Source

Steam News / 31 July 2026

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