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Steam News20 July 20261mo ago

[Announcement] Campaign Difficulty Statement & Upcoming Improvements

Steam post image [Announcement] Campaign Difficulty Statement & Upcoming Improvements To all players who have supported *MoeArmy vs SuArmy* Recently we've received a lot of feedback that the campaign's difficulty is a r

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changed## 3. To the hardcore players who already cleared the campaign*To those of you who cleared the campaign through sheer skill — I genuinely admire your technique and patience.** Your achievements are not invalidated. There will still be dedicated challenge content going forward, giving players who love to dig deep and push limits a stage to perform on.
changed## 4. Upcoming adjustment directions*Extra campaign difficulty**: Preserved for hardcore players who love to optimize and challenge themselves.

MoeArmy vs SuArmy changes

changed*To those of you who cleared the campaign through sheer skill — I genuinely admire your technique and patience.** Your achievements are not invalidated. There will still be dedicated challenge content going forward, giving players who love to dig deep and push limits a stage to perform on.
changed*Extra campaign difficulty**: Preserved for hardcore players who love to optimize and challenge themselves.

Steam post image

[Announcement] Campaign Difficulty Statement & Upcoming Improvements

To all players who have supported *MoeArmy vs SuArmy*

Recently we've received a lot of feedback that the campaign's difficulty is a real issue, and many of you have felt noticeable frustration while progressing through it. I want to take this seriously and talk about what happened, and what's coming next.

## 1. Where did things go wrong?

During the campaign difficulty design phase, I did run extensive internal playtests and invited a number of players to participate and share feedback. But looking back, I made a clear judgment error:

**The players in those tests — myself included — had all played the game for dozens or even hundreds of hours.**

We were already deeply familiar with every unit's mechanics, counter relationships, and production timings. A difficulty that felt "just right" to us was in fact brutal for the vast majority of newer players — it's as if we'd let a group of veterans who had cleared the game countless times calibrate what counts as "Normal," and you can imagine how that turned out.

As the producer, I failed to step outside my own perspective and consider the real experience of the **entire player base**. That's a major blind spot in my design judgment.

## 2. What it looks like now

The result is what you see today: **a noticeable gap between the cute art style and the hardcore difficulty.**

To progress smoothly, players essentially have to master every unit's traits — which is far from the "lighthearted, enjoyable strategy game" I originally wanted *MoeArmy vs SuArmy* to be. A game that looks this adorable shouldn't be leaving most players stuck and frustrated in the main campaign.

That responsibility is mine.

## 3. To the hardcore players who already cleared the campaign

Before talking about changes, I want to say this specifically:

**To those of you who cleared the campaign through sheer skill — I genuinely admire your technique and patience.** Your achievements are not invalidated. There will still be dedicated challenge content going forward, giving players who love to dig deep and push limits a stage to perform on.

## 4. Upcoming adjustment directions

Future updates (rolling out from the next version onward) will focus on the following:

  • **Main campaign**: Rework the difficulty curve so that more players can progress smoothly and experience the full story and content.

  • **Extra campaign difficulty**: Preserved for hardcore players who love to optimize and challenge themselves.

  • **Skirmish mode**: Supports free difficulty adjustment, catering to players of all skill levels.

  • **Endless Defense (planned)**: Aimed at players who want to test their limits. The exact release date will be announced separately.

My goal: players who want relaxed strategy should be able to enjoy themselves, and players who want hardcore challenges should have a place for that too — instead of forcing everyone through the same difficulty grinder.

Specific adjustment details will be listed in each version's update notes. Feedback is always welcome.

## 5. Final thoughts

This has been a real lesson: **future difficulty testing will include players of varying skill levels.** I won't let a "veteran-only perspective" drive difficulty design again. I'm putting this in writing so you can all hold me to it.

Thank you to every player who has spent time on the campaign and been willing to share honest feedback. Every word you write helps make this game better.

See you in the next update.

-KumiLGames-

Source

Steam News / 20 July 2026

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