KING's RAID
Steam News 10 February 20263mo ago

šŸ“¢Developer Note – 1st CBT Q&A

Hello, this is the King’s Raid Team. First of all, we would like to sincerely thank everyone who shared their feedback and opinions following the recent Closed Beta Test (CBT). We have carefully reviewed all feedback ra…

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Full KING's RAID update

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

Repeated intro

Hello, this is the King’s Raid Team.

Extracted changes

0 fixes2 additions4 changes0 removals
  • Compatibility
  • Gameplay
  • Balance
changedFirst of all, we would like to sincerely thank everyone who shared their feedback and opinions following the recent Closed Beta Test (CBT).
addedšŸ’” Q2. The stamina restriction made it feel like gameplay was being blocked. Why was it set up this way? A. The stamina system was introduced to create an efficient daily progression loop while preventing excessive gaps in growth between heavy users and more casual players.
addedšŸ’” Q3. Characters cannot be purchased directly from the shop, and there are too few characters available early on. A. The character acquisition structure was designed with new players in mind, aiming to reduce confusion and the risk of early progression mistakes that can occur when too many characters are introduced at once.
changedšŸ’” Q4. Auto-battle feels less comfortable than before, and the game seems to strongly favor manual control. The balance also feels very different. A. The combat system was adjusted to allow player choices and direct input to enhance the overall combat experience.
changedThat said, during this CBT, the number of available heroes was limited, and many of the selected heroes emphasized manual control. This likely resulted in a stronger impression of manual-focused gameplay.
changedHeroes that better support smooth auto-play are currently in development, and balance adjustments will continue even after the CBT. We will reflect your feedback and continue improving the system so players can once again experience the familiar sense of

First of all, we would like to sincerely thank everyone who shared their feedback and opinions following the recent Closed Beta Test (CBT).

We have carefully reviewed all feedback raised through the community, videos, and other channels, and we fully recognize that many concerns and questions were expressed—particularly regarding our operational approach, system changes, and overall content structure.

In this developer note, we would like to address the key issues most frequently mentioned during the CBT period, explaining why the test was conducted in its current form and what direction we are currently considering, presented in a Q&A format.

šŸ’” Q1. The scale of the CBT felt too small, and communication with the team seemed insufficient. A. To be completely honest, after taking over King’s Raid, we felt a strong sense of urgency that we might already be behind schedule. As a result, we rushed the preparation of this CBT, which led to several shortcomings on our part.

We sincerely apologize for these shortcomings, and we will continue to improve them moving forward. We kindly ask for your understanding as we work through these issues.

We also acknowledge that we did not sufficiently share information regarding development progress, changes, and design intentions, which understandably led to the impression of poor communication.

Our biggest regret during this CBT was the lack of adequate dialogue with our players. As we move toward the official launch, we will make a stronger effort to actively share development updates through developer notes and official announcements, and to communicate more openly with our community.

šŸ’” Q2. The stamina restriction made it feel like gameplay was being blocked. Why was it set up this way? A. The stamina system was introduced to create an efficient daily progression loop while preventing excessive gaps in growth between heavy users and more casual players.

However, due to the relatively limited scope of this CBT, only about half of the originally planned additional purchasable stamina amount was made available. As a result, the stamina restriction may have felt more restrictive than intended.

As we move toward official service, we plan to gradually increase the maximum amount of stamina available per day. We greatly appreciate your continued feedback regarding this system.

šŸ’” Q3. Characters cannot be purchased directly from the shop, and there are too few characters available early on. A. The character acquisition structure was designed with new players in mind, aiming to reduce confusion and the risk of early progression mistakes that can occur when too many characters are introduced at once.

However, because this CBT focused more on system testing than on fully conveying design intentions, the limited exposure to heroes likely caused frustration.

Going forward, we plan to adjust the hero acquisition flow based on actual data, allowing players greater freedom to develop characters according to their own preferences.

šŸ’” Q4. Auto-battle feels less comfortable than before, and the game seems to strongly favor manual control. The balance also feels very different. A. The combat system was adjusted to allow player choices and direct input to enhance the overall combat experience.

That said, during this CBT, the number of available heroes was limited, and many of the selected heroes emphasized manual control. This likely resulted in a stronger impression of manual-focused gameplay.

Heroes that better support smooth auto-play are currently in development, and balance adjustments will continue even after the CBT. We will reflect your feedback and continue improving the system so players can once again experience the familiar sense of

Source

Steam News / 10 February 2026

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