In this update2
Full notes
Full Naxia update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Store
Naxia changes
Naxia is a game in active development.
This means that we are constantly working on this game while improving both the game and ourselves as game developers, based on the feedback that we receive from our community.
Needless to say, the process is challenging, and yet, we are eager to tackle this challenge and are striving to make the best possible game.
One aspect of this challenge that we haven't yet been able to overcome, is to continuously deliver meaningful changes and improvements to the game.
To reach and overcome this challenge, we have shifted our approach to the development and are treating The current version of Naxia as a pre-production version of the game!
While our top priority at this moment is to refactor the project, to be able to deliver monthly updates, we can't give an accurate estimate on when we can present a roadmap and release updates based on it.
For this reason, we decided to release the current updated version of the game as a Free To Try prologue.
We have to emphasize that this prologue is currently identical to the paid version of the game and while by purchasing this game, you will receive the same version, you will receive all of our future content updates and will support us to reach our vision of Naxia.
In the current updated version of the game, we have changed our approach to combat. Previously, Ajira's attacks were stiff, had a small hitbox and her mobility was limited. This was mostly because we had focused on Ajira's skills, abilities, and her "Rage Form" to engage in combat.
During our playtests and from the feed-backs we received from the community, we realized that Our current control scheme, Where you can't use your mouse pointer to move the character like traditional isometric ARPGs And you can only use your mouse pointer to aim your skills and attacks, Ajira's attacks should be reworked to feel more fluid and responsive. Furthermore, we realized that we wanted to sell the idea that "Ajira is an agile and deadly Rouge!".
For These reasons, we decided to focus on one weapon (her deadly daggers) and try to make the best combat experience using them. By doing so, we had to redesign our enemies and skills to better suit the combat experience that we were trying to design.
While we are satisfied with the results that we have achieved, we had to move some of our systems (skill tree, Quests, etc.) to in-development status to be able to solely focus on the combat changes.
tl;dr
New Combat Systems
Ajira attacks are wider and faster
her mobility is vastly improved
Players can now perform animation canceling mid-combo to use skills or dashes
Ajira can Execute Enemies by dashing toward them
New Skills, designed for the new combat system
Stab
Cloak and dagger
Golden Star
Redesigned enemies for the new Combat System
Melee and Range Skeletons
Elite Melee Skeletons
Shrieker
Beckoner
New Boss, Mir-Baba
New Tileset, Hadhir Forest
New Hub Area, Hadhir Village
Order System
Replayable quests
For other information and to talk about the game Join Us on Discord
Source
Changelog.gg summarizes and formats this update. How we read updates.
