Full notes
Full Gambit Heart update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
This week was a lot of work on the back-end of production; assets are being assembled, skill effects are being plotted out, and the story that has yet to be told is shaping its way into production. There have been several aspects severely missing from Gambit Heart that we haven’t addressed, those primarily being quality UI design and narrative. Both of these will slowly filter their way into the game over the next few weeks, on top of the essentials that we have addressed. On that note, there are some changes that can be expected when it comes to how Gambit Heart presents itself; both financially and descriptively. First, our price point will be changing, we stated that we would stay firm at our price point in the Early Access questionnaire, and we’ll be reviewing how we want to address that soon. Second, we may be removing the moniker of “Rogue-lite” as we feel more and more inclined to make a standardized RPG experience. We have a distinct story to tell, ours is not a completely randomized world. We have many procedural aspects, and those will be staying, but the narrative, the overall story being told, and the characters involved, those are set firmly in place. Secondly, we feel that Rogue-lite as a genre (and by extension Rogue-likes) are quite distinctive in their expectations, and we don’t feel the necessity to confine ourselves inside of those lines. Perma-death was always planned on being circumvented easily, and by the very nature of the term, this removes the “Rogue” element. If any of our current players are put off by this and are within Steam’s window of a refund, feel free to trust your gut; we are as well, and we feel that Gambit Heart will be far better for it. Patch Notes: Fixed map location bug when changing class Fixed inventory not updating properly when changing class
Source
Changelog.gg summarizes and formats this update. How we read updates.
