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Steam News31 January 20251y ago

Devlog #4: Combat & UI Overhaul

Hello, adventurers! We hope you all had a fantastic holiday season. The team is back, recharged, and excited to dive into 2025 with some big updates.

Full notes

Full Godforged: Origins of Ozgalor update

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

Repeated intro

Hello, adventurers! We hope you all had a fantastic holiday season. The team is back, recharged, and excited to dive into 2025 with some big updates. Your feedback from the playtest has been invaluable, and we’ve been hard at work improving the combat system, movement mechanics, and inventory UI to make Godforged: Origins of Ozgalor even better. This Devlog focuses on key refinements that directly address player requests—so let’s jump in!

What changed

0 fixes4 additions8 changes0 removals
  • UI and audio
  • Gameplay
changedHello, adventurers! We hope you all had a fantastic holiday season. The team is back, recharged, and excited to dive into 2025 with some big updates. Your feedback from the playtest has been invaluable, and we’ve been hard at work improving the combat system, movement mechanics, and inventory UI to make Godforged: Origins of Ozgalor even better. This Devlog focuses on key refinements that directly address player requests—so let’s jump in!
added⚔️ Target Locking – Smarter, More Intuitive Combat One of the most requested features from the playtest was better control over targeting during fights. To improve combat flow and precision, we’ve introduced a target-locking system:
changedThe game now automatically locks onto the closest enemy when you engage in combat, ensuring your attacks and abilities land where you intend. If multiple enemies are nearby, the system dynamically switches targets based on proximity and player movement. - Players can also manually switch targets or unlock the focus using the middle mouse button on PC or R3 on a controller, allowing for greater control in fast-paced encounters. This makes melee and ranged combat smoother, preventing unnecessary misfires or awkward repositioning. - By automating target selection, combat remains fast-paced and immersive, while still allowing for precise control. We’ll continue refining this system based on feedback, ensuring it strikes the right balance between automation and player agency.
changed🏹 8-Point Movement – More Freedom, More Control Another major request from players was for greater movement flexibility, especially in combat encounters. We’ve now upgraded the movement system from 4-directional to 8-directional movement, giving characters the ability to move diagonally alongside standard cardinal directions.
changedThis results in more fluid and responsive character movement, improving both exploration and combat maneuvering. - Strafing, dodging, and repositioning in fights will feel more natural and intuitive. - The game world will feel less rigid and more dynamic, making traversal smoother overall. With this change, movement in Godforged now better aligns with modern ARPG controls, while still maintaining a tactical edge in combat.
changed🛠️ UI Improvements – A Better Inventory Experience While refining combat, we also took the time to improve the inventory UI, making it more readable and intuitive.

Godforged: Origins of Ozgalor changes

changedHello, adventurers! We hope you all had a fantastic holiday season. The team is back, recharged, and excited to dive into 2025 with some big updates. Your feedback from the playtest has been invaluable, and we’ve been hard at work improving the combat system, movement mechanics, and inventory UI to make Godforged: Origins of Ozgalor even better. This Devlog focuses on key refinements that directly address player requests—so let’s jump in!
added⚔️ Target Locking – Smarter, More Intuitive Combat One of the most requested features from the playtest was better control over targeting during fights. To improve combat flow and precision, we’ve introduced a target-locking system:
changedThe game now automatically locks onto the closest enemy when you engage in combat, ensuring your attacks and abilities land where you intend. If multiple enemies are nearby, the system dynamically switches targets based on proximity and player movement. - Players can also manually switch targets or unlock the focus using the middle mouse button on PC or R3 on a controller, allowing for greater control in fast-paced encounters. This makes melee and ranged combat smoother, preventing unnecessary misfires or awkward repositioning. - By automating target selection, combat remains fast-paced and immersive, while still allowing for precise control. We’ll continue refining this system based on feedback, ensuring it strikes the right balance between automation and player agency.
changed🏹 8-Point Movement – More Freedom, More Control Another major request from players was for greater movement flexibility, especially in combat encounters. We’ve now upgraded the movement system from 4-directional to 8-directional movement, giving characters the ability to move diagonally alongside standard cardinal directions.
changedThis results in more fluid and responsive character movement, improving both exploration and combat maneuvering. - Strafing, dodging, and repositioning in fights will feel more natural and intuitive. - The game world will feel less rigid and more dynamic, making traversal smoother overall. With this change, movement in Godforged now better aligns with modern ARPG controls, while still maintaining a tactical edge in combat.

⚔️ Target Locking – Smarter, More Intuitive Combat One of the most requested features from the playtest was better control over targeting during fights. To improve combat flow and precision, we’ve introduced a target-locking system:

  • The game now automatically locks onto the closest enemy when you engage in combat, ensuring your attacks and abilities land where you intend. If multiple enemies are nearby, the system dynamically switches targets based on proximity and player movement. - Players can also manually switch targets or unlock the focus using the middle mouse button on PC or R3 on a controller, allowing for greater control in fast-paced encounters. This makes melee and ranged combat smoother, preventing unnecessary misfires or awkward repositioning. - By automating target selection, combat remains fast-paced and immersive, while still allowing for precise control. We’ll continue refining this system based on feedback, ensuring it strikes the right balance between automation and player agency.

🏹 8-Point Movement – More Freedom, More Control Another major request from players was for greater movement flexibility, especially in combat encounters. We’ve now upgraded the movement system from 4-directional to 8-directional movement, giving characters the ability to move diagonally alongside standard cardinal directions.

  • This results in more fluid and responsive character movement, improving both exploration and combat maneuvering. - Strafing, dodging, and repositioning in fights will feel more natural and intuitive. - The game world will feel less rigid and more dynamic, making traversal smoother overall. With this change, movement in Godforged now better aligns with modern ARPG controls, while still maintaining a tactical edge in combat.

🛠️ UI Improvements – A Better Inventory Experience While refining combat, we also took the time to improve the inventory UI, making it more readable and intuitive.

  • Text size and clarity have been improved to ensure better visibility, especially for stats and inventory details. - The new design is cleaner and more accessible, allowing for easier item management. - We’ve started implementing more detailed stat tracking, giving players deeper insight into how different gear and abilities affect their playstyle.

The first image below shows the old version of the inventory UI, while the second image showcases the updated version with larger text, better layout, and clearer stats. These adjustments were made based on your feedback, and we’ll continue refining them as development progresses.

Old Inventory UI

New Inventory UI

📢 What’s Next? Your feedback has been instrumental in shaping Godforged, and we’re excited to keep evolving the game with your insights. The improvements in combat control, movement, and UI are just the beginning, and we’ll be sharing more updates soon on upcoming changes. Let us know what you think of these updates! Do these changes address some of your biggest concerns? Is there anything else you’d like to see improved in movement, targeting, or UI? We’re grateful for your continued support—this is a game we’re building together with you!

See you in Ozgalor, The Godforged: Origins of Ozgalor Development Team

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Steam News / 31 January 2025

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