HomeGamesUpdatesPricingMethodology
Steam News28 February 20264mo ago

Miuratale OVERHAUL part 1 : update to version 0,8,350

The Miuratale Overhaul It's been a long time coming! With the full game mostly done, save a few optional side quests and minigames, I spent this last holiday considering what the next step should be for Miuratale.

Full notes

Full Miuratale update

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

What changed

0 fixes1 addition3 changes1 removal
  • UI and audio
  • Gameplay
changedThe Miuratale OverhaulThis overhaul is going to address everything from graphics, to gameplay, to sounds, music, and polish. This is going to be the final version of the game, taken one update at a time.
changedThe Miuratale OverhaulAlongside the game now playing fully in 3d (only the Crystal Palace hub zone had this feature before) I am also updating the graphics, and will be doing my best to get them looking high quality, but still optimized. Steam post image
changedThe Miuratale OverhaulAll of the characters will be getting a makeover, with higher poly meshes and more anime-like colors and shading. All of the cutscenes will be reanimated and improved, and I will be dropping the awful Unity video player, opting for in-engine cutscenes instead.
removedThe Miuratale OverhaulCombat will be receiving the largest change. The final game will no longer use the arena system, instead opting for free combat in-zone. Forced battles will be handled by gates that open upon defeating a certain group. The stun-break system will be expanded, and Keena will be receiving more ways to attack her foes. Keena will be also become a bit more of a glass cannon, encouraging more defensive builds and playstyles.
addedThe Miuratale OverhaulThis is going to be the final stretch, I intend to make Miuratale reach its full potential. I encourage those wanting to try out the overhaul to wait until Update 4, which will include the entire Faewell section, over and hour of gameplay, a taste of the new combat system, and look into what's to come. Thank you so much everyone for your support! -Devdre

Miuratale changes

changedThis overhaul is going to address everything from graphics, to gameplay, to sounds, music, and polish. This is going to be the final version of the game, taken one update at a time.
changedAlongside the game now playing fully in 3d (only the Crystal Palace hub zone had this feature before) I am also updating the graphics, and will be doing my best to get them looking high quality, but still optimized. Steam post image
changedAll of the characters will be getting a makeover, with higher poly meshes and more anime-like colors and shading. All of the cutscenes will be reanimated and improved, and I will be dropping the awful Unity video player, opting for in-engine cutscenes instead.
removedCombat will be receiving the largest change. The final game will no longer use the arena system, instead opting for free combat in-zone. Forced battles will be handled by gates that open upon defeating a certain group. The stun-break system will be expanded, and Keena will be receiving more ways to attack her foes. Keena will be also become a bit more of a glass cannon, encouraging more defensive builds and playstyles.
addedThis is going to be the final stretch, I intend to make Miuratale reach its full potential. I encourage those wanting to try out the overhaul to wait until Update 4, which will include the entire Faewell section, over and hour of gameplay, a taste of the new combat system, and look into what's to come. Thank you so much everyone for your support! -Devdre

The Miuratale Overhaul

It's been a long time coming! With the full game mostly done, save a few optional side quests and minigames, I spent this last holiday considering what the next step should be for Miuratale. After trying out a few things, and testing some ideas, I decided it was time to take the game to the next level, to make Miuratale all it can be, a fully 3d mermaid RPG.

This overhaul is going to address everything from graphics, to gameplay, to sounds, music, and polish. This is going to be the final version of the game, taken one update at a time.

Each update is going to address between 1 and 2 of the game's areas, depending on content and scope, and will release until all area's are complete, from the start to the end sequentially. This allows me to cleanly playtest everything along the way and optimize the experience.

Alongside the game now playing fully in 3d (only the Crystal Palace hub zone had this feature before) I am also updating the graphics, and will be doing my best to get them looking high quality, but still optimized. Steam post image

All of the characters will be getting a makeover, with higher poly meshes and more anime-like colors and shading. All of the cutscenes will be reanimated and improved, and I will be dropping the awful Unity video player, opting for in-engine cutscenes instead.

All of the game's levels will be remade into 3D using the originals as blueprints, and carrying over almost all of the technical content, like triggers and dialogue.

Combat will be receiving the largest change. The final game will no longer use the arena system, instead opting for free combat in-zone. Forced battles will be handled by gates that open upon defeating a certain group. The stun-break system will be expanded, and Keena will be receiving more ways to attack her foes. Keena will be also become a bit more of a glass cannon, encouraging more defensive builds and playstyles.

This is going to be the final stretch, I intend to make Miuratale reach its full potential. I encourage those wanting to try out the overhaul to wait until Update 4, which will include the entire Faewell section, over and hour of gameplay, a taste of the new combat system, and look into what's to come. Thank you so much everyone for your support! -Devdre

Source

Steam News / 28 February 2026

Open original post

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