Update log
Full MycoRelic update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Store
- Events
- Balance
- Performance
Early Access Feedback So Far
For starters, thanks to everyone who has engaged with MycoRelic over the past couple weeks. Launching into Early Access has been a fun, but stressful, ride for us and we are thrilled to see you playing our game. In spite of some frustrating bugs, crashes, and the like, it has been encouraging for us to see just how many of you are having fun. Of course we continue to monitor all of your feedback and have a backlog of issues to fix. Every critique, positive or negative, gives us more data on how we can improve the game.
We will be squashing bugs and making the game more stable throughout Early Access and beyond, but today we want to focus on how we plan to grow the world of MycoRelic over the next year.
Into the Protochasm
The first item on our roadmap is to refine and expand on the Protochasm, which is the procedural dungeon found under the central main island village. We have two main goals for this activity. First, we want the Protochasm to lean into the gameplay of being repeatable with a large variety of rewards to equip players for later areas of the game. Additionally, we want it to act as a controlled environment for us to test bite-sized pieces of content that we can extend and refine over the course of Early Access. Each module takes us very little time to build and test, so the procedural nature of the activity helps us meet that goal.
To start, The Golem is a pushover fight for certain builds and we have recorded several bugs. We want to expand the mechanics of this fight and match the difficulty and detail of The Inheritor. Many players elect to skip as much of the dungeon as possible and rush towards the boss, to try to maximize rewards and minimize downtime. We are aiming to slow this behavior and incentivize exploration and full clears of the dungeon.
The loot system in the current version also needs to be improved. Without going into too much detail, there are currently 5 total reward chests that you may receive at the end of the dungeon. After successful extraction from the dungeon, all of the Osseous Shards in every player's inventory are tallied up and combined to determine the reward chests that will spawn depending on the depth extracted at. We feel that this system is hard for players to grasp and we want to fix that before delving too deep into development. Here is a rough plan for Protochasm improvements in this update:
Golem boss mechanics, difficulty refinement, and visual polish
Encounters and dungeon layout improvements
Revise the reward system to be easier to understand and to encourage exploration
And a few of the planned Protochasm features we plan on testing before 1.0:
In-dungeon vendors
Buff shrines that have a cost
Debuff shrines that improve rewards
Minibosses and challenge rooms
We plan to fix some of the major issues with The Protochasm as soon as possible, and keep in mind that we aim to release content for this area with every major update, so that it can grow and evolve alongside the rest of the game.
Steam Cloud Save API
This one is high on our list so that players have access to several backups in the event of some kind of major failure or crash. Additionally, we are tracking a few issues that cause deleted characters, items, or inventory issues as well. Our hope is that the
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