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Steam News15 May 20261mo ago

DevNote #5

Greetings, Gyldhunters! Welcome to the fifth Developer Update. Recently, we successfully completed a round of small-scale, invitation-only test and revealed more content for our new map, Hallowgrove.

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Greetings, Gyldhunters! Welcome to the fifth Developer Update. Recently, we successfully completed a round of small-scale, invitation-only test and revealed more content for our new map, Hallowgrove. We appreciate your continued support for Mistfall Hunter, and in this update, we'll provide a detailed report on our recent development progress and future adjustments.

What changed

0 fixes10 additions8 changes1 removal
  • Maps
  • Performance
  • Gameplay
  • Balance
  • UI and audio
  • Compatibility
addedGreetings, Gyldhunters! Welcome to the fifth Developer Update. Recently, we successfully completed a round of small-scale, invitation-only test and revealed more content for our new map, Hallowgrove. We appreciate your continued support for Mistfall Hunter, and in this update, we'll provide a detailed report on our recent development progress and future adjustments.
addedIn mid-April, we conducted an invitation-only test to primarily validate three core areas: satisfaction with the new combat system, the overall gameplay experience with the "No-Circle" mode in Hallowgrove, and the combat performance of the Withered Knight's greatsword archetype.
addedLet's start with the new combat system. Following extensive verification and tuning during the test, the new design has become mature and stable. We've completely removed the Exhaustion penalty caused by poor Energy management, making the overall combat rhythm much smoother. Additionally, dodge has been adjusted to an independent, charge-based mechanism that no longer consumes Energy. This effectively decouples offensive and defensive resources, significantly reducing the burden of Energy management . Whether you're a newcomer or a veteran Gyldhunter, you can now enjoy fluid combat and visceral action, making it easier to experience the "heart-pounding" thrill of battle without the fear of being Exhausted.
addedOf course, we also received some negative feedback. After careful analysis, we found that some players accustomed to the old Energy system found the new mechanics harder to embrace. Combined with currently incomplete tutorials and mechanic explanations, these players haven't fully experienced the design intent and fun of the new system, leaving their combat experience stuck in old habits . However, many core players also reported that the new system significantly lowers the barrier to entry, cutting the learning curve for combat mechanics by more than half. Once mastered, the system still allows for deep tactical play revolving around skills, dodges, and Breakaway. We'll combine these two types of feedback to continue optimizing—improving mechanic guidance, fixing class balance, and ensuring the new combat system balances beginner-friendliness with high-level competitive depth.
removed—————Energy and Dodge charges are now separate. Dodging no longer consumes Energy.——————
addedNext, let's talk about the gameplay experience of our new map— Hallowgrove . During this invitation-only test, Hallowgrove received widespread acclaim for its artistic atmosphere, spectacular landmarks, map structure, exploration pacing, and its accessibility for new players . Unlike the cold, austere style of Brandrgarde, Hallowgrove centers around the Divine Anchor and sylvan ruins. With its lush vegetation and multi-layered terrain, the overall atmosphere is mysterious and "alive," offering a deep sense of immersion as you venture into the unknown. Furthermore, the map-exclusive monsters interact more naturally with the environment, making the rhythm of combat and exploration feel smoother.

In mid-April, we conducted an invitation-only test to primarily validate three core areas: satisfaction with the new combat system, the overall gameplay experience with the "No-Circle" mode in Hallowgrove, and the combat performance of the Withered Knight's greatsword archetype.

Let's start with the new combat system. Following extensive verification and tuning during the test, the new design has become mature and stable. We've completely removed the Exhaustion penalty caused by poor Energy management, making the overall combat rhythm much smoother. Additionally, dodge has been adjusted to an independent, charge-based mechanism that no longer consumes Energy. This effectively decouples offensive and defensive resources, significantly reducing the burden of Energy management. Whether you're a newcomer or a veteran Gyldhunter, you can now enjoy fluid combat and visceral action, making it easier to experience the "heart-pounding" thrill of battle without the fear of being Exhausted.

Of course, we also received some negative feedback. After careful analysis, we found that some players accustomed to the old Energy system found the new mechanics harder to embrace. Combined with currently incomplete tutorials and mechanic explanations, these players haven't fully experienced the design intent and fun of the new system, leaving their combat experience stuck in old habits. However, many core players also reported that the new system significantly lowers the barrier to entry, cutting the learning curve for combat mechanics by more than half. Once mastered, the system still allows for deep tactical play revolving around skills, dodges, and Breakaway. We'll combine these two types of feedback to continue optimizing—improving mechanic guidance, fixing class balance, and ensuring the new combat system balances beginner-friendliness with high-level competitive depth.

—————Energy and Dodge charges are now separate. Dodging no longer consumes Energy.——————

Next, let's talk about the gameplay experience of our new map— Hallowgrove. During this invitation-only test, Hallowgrove received widespread acclaim for its artistic atmosphere, spectacular landmarks, map structure, exploration pacing, and its accessibility for new players. Unlike the cold, austere style of Brandrgarde, Hallowgrove centers around the Divine Anchor and sylvan ruins. With its lush vegetation and multi-layered terrain, the overall atmosphere is mysterious and "alive," offering a deep sense of immersion as you venture into the unknown. Furthermore, the map-exclusive monsters interact more naturally with the environment, making the rhythm of combat and exploration feel smoother.

Hallowgrove features a"No-Circle"design, significantly reducing the tension from Gyldenmist contraction. Players no longer need to constantly watch the safe zone; instead, the gameplay focuses on free exploration and objective-driven play. The map is filled with side quests and hidden discovery points that encourage a slower-paced looting experience. Combined with unique forest-exclusive extraction mechanisms and environmental interactions, it offers a completely different experience from Brandrgarde. Consequently, we plan to designate Hallowgrove as the starting map to provide a more welcoming onboarding experience for new Gyldhunters.

However, test feedback also revealed noticeable fluctuations in the PvP experience within Hallowgrove. Many players felt the PvP rhythm on Normal difficulty didn't quite meet expectations, while others suggested that the balance between match risk and extraction rewards needs further optimization.

These discrepancies were mainly due to the limitations of this specific test format and environment. Some players leaned heavily into a pure combat playstyle, which weakened the core experience of looting and extracting. This led to occasional instances of "spawn camping" or "extraction blocking," causing spikes in PvP intensity. Conversely, other players felt the current PvP and extraction pressures were too low, leaning more toward a casual exploration style. These two distinct preferences have provided us with a clear direction for optimization. Moving forward, we'll continue to adjust based on all authentic player feedback to better balance Hallowgrove's combat rhythm, risk, and reward, ensuring it meets the expectations of the majority of our Gyldhunters.

We also noticed that during this invitation-only test, the Soulreaver Acolyte (female Velgr) drew significant attention. We'd like to share the design philosophy behind this creature.

The inspiration for the Velgr stems from ancient American civilizations. For her visual identity, we drew on the raw, rugged vitality found in the works of Frank Frazetta; his tense anatomical lines and barbaric yet romantic epic atmosphere provided the wild foundation for the female Velgr. Meanwhile, the iconic golden decorations and intricate patterns of Gustav Klimt add a layer of mysterious opulence to this wildness. The jade stones and knots embedded between feathers and leather draw from the ornate, geometric, and totemic textures of his work, blending shamanic attire and patterns from various ancient civilizations to give every detail a sense of ritual.

In terms of cultural symbolism, her design incorporates evocative elements such as Native American dreamcatchers, Incan quipu knots, Aztec jade, and symbols of fertility worship. Her feathers are not purely biological but integrate the weaving logic of a dreamcatcher. The knots on her body are more than mere decoration; they replicate the counting and communicative functions of Incan knot-recordings. The inlaid jade and bone ornaments also carry the shamanic meanings of protection and blessing. Even the seemingly casual bone arrangements and totems reference ancient fertility symbols, conveying the reverence ancient civilizations held for life and power.

From iterating through multiple concepts to the high-poly modeling of knots, ornaments, and totems, we've consistently sought to balance the expression of "primitive wildness" and "traces of civilization." Moving forward, we'll continue optimizing her motion capture performance and environmental interactions, allowing this wild beauty born from ancient civilizations to fully bloom within the world of Mistfall Hunter.

Steam post image ——————————————————————— Conceptual Design—————————————————————

Steam post image ————————————————High-poly character and asset detail renders———————————————

Speaking of the Velgr's motion capture, we had the honor of working with @曦曦鱼 for the performance. You can see the action demonstration in the image below:

Regarding the Withered Knight's combat experience, the archetype not only features wide, sweeping attacks but also a unique cycle of applying Wither and performing Execution. Combined with the tactical synergy of Thorn Guide and Parry, the Withered Knight offers significant strategic depth.

Additionally, during this invitation-only test, we received a wealth of authentic feedback from controller players covering button layouts, aim assist, interaction logic, UI navigation, camera, movement, and more. The issues raised were specific and constructive, providing invaluable reference for perfecting the cross-platform experience.

We have fully organized these optimization requirements and will focus on key adjustments, including swapping trigger and shoulder buttons, strengthening aim assist stickiness, unifying interface interaction logic, simplifying combo key inputs, improving looting/loadout/gem-socketing efficiency, and fixing camera and map controls. Our goal is to make controller gameplay feel more intuitive and natural for console players, ensuring the console version delivers the same smooth experience as the PC version.

In Developer Update #4, we stated that we would optimize all class archetypes and rework some of them. Following extensive combat simulations and invitation-only testing, we've reached some initial conclusions. While each class now has a clear identity, there are still discrepancies in actual combat. Our adjustments will focus on three core directions: class balance, beginner-friendliness, and unique identity.

First, let's talk about melee classes. In the current version, melee classes excel at frontline pressure and flanking, but they still struggle against highly skilled ranged players; one misstep can lead to being "kited." A common issue is that many ranged classes use jumping to dodge damage while maintaining mobility and attacking. To address this, we are experimenting with a new debuff that limits vertical displacement, which will be integrated into specific melee abilities.

For ranged classes, the main issue is a low floor for early-game experience. New players often feel helpless against melee rushes due to limited survival skills and a lack of guidance. We'll prioritize optimizing early-game skill sets to ensure ranged players have clear, easy-to-use defensive tools from the start.

Regarding late-game scaling, ranged classes currently have dominant output due to incomplete class mechanics and equipment affixes. For class mechanics, we plan to moderate the burst and suppression capabilities of ranged classes to shift the focus toward skill and strategy rather than spamming a single skill. For equipment affixes, we'll rebalance stats and introduce ranged-damage resistance to provide melee classes with more survivability in late-game encounters. Furthermore, we'll implement reasonable limits on ranged evasion methods to prevent "infinite kiting" and ensure that the gap between melee and ranged remains fair and tactical.

As this update comes to a close, we want to let you know that we are moving at full speed to refine the combat system, Hallowgrove gameplay, controller support, and class balance based on recent test data. Our goal is to ensure the version for the June Steam Next Fest is content-rich and fun to play. We'll continue releasing Developer Updates to keep you synchronized with our progress, and our next update will detail specific class balance changes. Thank you again for your patience and support. We look forward to seeing you all at the June Steam Next Fest!

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Steam News / 15 May 2026

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