Illusive Domain
Steam News 14 March 20262mo ago

Demo Update 2026/03/14: Parry reworks

Added slow time effect upon parrying, stance break, and death. Fixed bugs relating to on-parry effects occurring more times than intended. Some visual tweaks. Parrying now makes enemies “forget” some of your moves. (Thi…

Update log

Full Illusive Domain update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix3 additions1 change0 removals
  • Gameplay
  • Fixes
  • Balance
addedAdded slow time effect upon parrying, stance break, and death.
fixedFixed bugs relating to on-parry effects occurring more times than intended.
changedRegardless of win or loss, stance damage and stance regeneration is still applied.
addedUniquely coloured VFX has been added on each character upon parry. The effect varies for the player depending on the outcome of the clash, and so the enemy effect becomes more prominent when losing a clash and having the less flashy VFX show up.
added(You might also notice that Louise has new weapon models now. Since it's been over a year since I made her, it's time to revisit and touch her up now that I have a better idea of what I'm doing. )
  • Added slow time effect upon parrying, stance break, and death.

  • Fixed bugs relating to on-parry effects occurring more times than intended.

  • Some visual tweaks.

  • Parrying now makes enemies “forget” some of your moves. (This does not apply to parry response actions.) Additionally, stance break completely wipes their learning rate.

Restructured how parry interactions work:

  • There are 5 categories: Always Lose < Light < Medium < Heavy < Never Lose

  • Most player attacks will only be interrupted upon losing a clash, while most enemy attacks will be interrupted upon draw or loss.

  • Regardless of win or loss, stance damage and stance regeneration is still applied.

  • “Always Lose” attacks, like the name implies, will always lose against any parry.

  • “Never Lose” attacks are the highest possible strength, and cannot lose against any parry interaction. Enemy parry actions typically fall under this category and have no interruption.

  • Uniquely coloured VFX has been added on each character upon parry. The effect varies for the player depending on the outcome of the clash, and so the enemy effect becomes more prominent when losing a clash and having the less flashy VFX show up.

Some examples:

Player Attack CategoryParry Tier
Basic AttackLight
Charged AttackMedium
KickMedium
Iai StanceMedium to Never Lose
Petalfall Dance (Uncharged)Light
Petalfall Dance (Charged)Heavy

Please note that not all attacks have been reviewed yet, as there are plans to overhaul some bosses.

(You might also notice that Louise has new weapon models now. Since it's been over a year since I made her, it's time to revisit and touch her up now that I have a better idea of what I'm doing. )

Source

Steam News / 14 March 2026

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