HomeGamesUpdatesPricingMethodology
Steam News26 June 20264d ago

Final Pre-Release Update: Movement Rework

Hello! We have made one final major system change before release. This update includes a movement system rework, difficulty additions, quality-of-life improvements, balance adjustments, and several important bug fixes.

Full notes

Full Integrity update

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

Repeated intro

Hello! We have made one final major system change before release. This update includes a movement system rework, difficulty additions, quality-of-life improvements, balance adjustments, and several important bug fixes. The previous movement system created tactical tension, but it also made players overly cautious. If you moved incorrectly, you could easily lose the chance to use the skill you wanted. After reviewing player feedback and gameplay footage, we decided that this increased the entry barrier and overall fatigue too much, so we have reworked the movement system.

What changed

2 fixes6 additions9 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
  • Fixes
changedHello! We have made one final major system change before release. This update includes a movement system rework , difficulty additions , quality-of-life improvements , balance adjustments , and several important bug fixes. The previous movement system created tactical tension, but it also made players overly cautious. If you moved incorrectly, you could easily lose the chance to use the skill you wanted. After reviewing player feedback and gameplay footage, we decided that this increased the entry barrier and overall fatigue too much, so we have reworked the movement system.
addedNormal DifficultyMovement and skills still use the same Stamina resource. Steam post image Moving farther leaves less stamina available for skills, while using a skill first leaves less stamina available for movement. Steam post image However, before using a skill, you can now freely reposition within your available movement range . Steam post image Stamina is calculated based on your final position , not the exact path you walked. When any unit uses a skill, the current positions of all units become the new reference points. This greatly reduces the burden of movement, but since movement and skills still share the same stamina resource, positioning remains an important tactical element.
addedHard DifficultyIn Hard Difficulty, movement is committed more quickly. Steam post image Small adjustments within a short range are still possible, but if you move beyond a certain distance, that position immediately becomes the new reference point. Steam post image This helps soften small movement mistakes while still limiting the ability to move far, gather information, and safely return. Hard Difficulty is unlocked after completing the game once.
added2. Quality-of-Life ImprovementsBased on player feedback, we have added an option to freely enable or disable camera movement when the mouse is moved to the edge of the screen . Players who prefer the existing control style can continue using it, while those who found this behavior uncomfortable can now disable it in the options menu. Steam post image
changed3. Balance AdjustmentsSince movement has become more flexible, we have also adjusted enemy stats and starting positions to preserve combat tension. Previously, role-based base traits were applied only to player units .
changed3. Balance AdjustmentsMelee units: Armor +0.5

1. Movement System Rework

Normal Difficulty

Movement and skills still use the same Stamina resource. Steam post image Moving farther leaves less stamina available for skills, while using a skill first leaves less stamina available for movement. Steam post image However, before using a skill, you can now freely reposition within your available movement range. Steam post image Stamina is calculated based on your final position, not the exact path you walked. When any unit uses a skill, the current positions of all units become the new reference points. This greatly reduces the burden of movement, but since movement and skills still share the same stamina resource, positioning remains an important tactical element.

Hard Difficulty

In Hard Difficulty, movement is committed more quickly. Steam post image Small adjustments within a short range are still possible, but if you move beyond a certain distance, that position immediately becomes the new reference point. Steam post image This helps soften small movement mistakes while still limiting the ability to move far, gather information, and safely return. Hard Difficulty is unlocked after completing the game once.

2. Quality-of-Life Improvements

Based on player feedback, we have added an option to freely enable or disable camera movement when the mouse is moved to the edge of the screen. Players who prefer the existing control style can continue using it, while those who found this behavior uncomfortable can now disable it in the options menu. Steam post image

3. Balance Adjustments

Since movement has become more flexible, we have also adjusted enemy stats and starting positions to preserve combat tension. Previously, role-based base traits were applied only to player units.

  • Melee units: Armor +0.5

  • Ranged units: Armor Penetration +0.5

Starting with this update, the same role-based traits now also apply to enemy units, so both the player and enemies follow the same combat rules. Enemy starting positions have also been improved.

  • Melee enemies: Armor +0.5

  • Ranged enemies: Armor Penetration +0.5

  • Enemies are now more likely to make use of walls and cover at the start of combat.

As players can now reposition more freely, enemies will also begin combat from more tactical positions than before.

4. Bug Fixes

  • Fixed the cause of a rare issue where the enemy turn could stop progressing.

  • Fixed an issue where enemy AI could mistakenly treat its current position as a wall after walls were created or destroyed.

5. Future Update Plan - Ambush System

In the next major update, we are aiming to add an Ambush System that makes scouting and proactive engagement more meaningful. The Ambush System is not a full stealth system. Instead, it is designed to reflect how well each side has scouted the other. The basic idea is as follows. At the start of each side's turn, units that have not been detected by the opposing side can enter an ambush-ready state. For example, when the player's turn begins, allied units that were not detected by enemies may gain an ambush opportunity. Conversely, when the enemy turn begins, enemy units that were not detected by the player may become ambush threats. In other words, if you actively secure vision and discover enemies before they act, you can reduce the risk of being ambushed. On the other hand, enemies you have not yet scouted will become more dangerous. With this system, we want to make the following types of play more meaningful:

  • Scouting ahead

  • Moving first and initiating combat

  • Maintaining tension around enemies you have not yet confirmed

  • Strengthening each character's role and identity

Ambush effects are also planned to differ by character. For example, one character may deal additional damage during an ambush, while another may expose an enemy's weakness or provide a defensive benefit to allies. However, the Ambush System involves many connected elements, including vision checks, turn-start timing, UI, character-specific effects, and balance. Because of that, we plan to add it in a future update after sufficient testing.

This is the largest system update we have made before release. We will continue improving the game in a way that lowers the entry barrier while preserving the tactical depth of combat. After playing, if you have any feedback about inconvenient parts or areas that could be improved, please feel free to let us know. Email: dawnduck24@gmail.com Discord: https://discord.gg/Jw7mSQBY3q We will keep working to provide a better gameplay experience. Thank you!

Source

Steam News / 26 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.