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Steam News9 May 20251y ago

Content Update: Combat & Difficulty

Bug Fixes A new script has been written to check for initialization errors on start-up. Some game data is only written at the start of new game.

Full notes

Full Neverspring Chronicles update

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

What changed

3 fixes4 additions5 changes0 removals
  • Gameplay
  • Balance
  • Performance
  • Events
  • UI and audio
  • Fixes
addedA new script has been written to check for initialization errors on start-up. Some game data is only written at the start of new game. This background process will fire off when loading a save file and check for missing or undefined data and, if detected, will force a reinitialization. This should help older save files, especially Early Access ones, run smoother.
fixedThe skill mastery feature was not working properly. This has been fixed. Skills can once again level up the more you use them. Higher level skills cost less and deal more damage/healing.
changedMore code clean up efforts for improved performance.
addedFullscreen/Window mode has been upgraded. Pressing F4 still toggles between Fullscreen and Window mode but now there is also a new setting in the options/config menu. The game now remembers your Fullscreen/Window mode between play sessions.
addedThe enemy database has been updated. Enemies now have their own leveling system. They have been reworked to level up as the player progresses. This should help bolster their stats for a more challenging combat experience.
addedA new Difficulty setting has been added to the options/config menu. Increasing the difficulty will make enemies stronger. Right now this only effects enemies and combat but the system has been set up for future updates so that it will later effect overall gameplay in a more dynamic way. (Planned Feature Example: Higher difficulties unlock new achievements, special challenge zones, expanded lore, etc)

Neverspring Chronicles changes

addedA new script has been written to check for initialization errors on start-up. Some game data is only written at the start of new game. This background process will fire off when loading a save file and check for missing or undefined data and, if detected, will force a reinitialization. This should help older save files, especially Early Access ones, run smoother.
fixedThe skill mastery feature was not working properly. This has been fixed. Skills can once again level up the more you use them. Higher level skills cost less and deal more damage/healing.
changedMore code clean up efforts for improved performance.
addedFullscreen/Window mode has been upgraded. Pressing F4 still toggles between Fullscreen and Window mode but now there is also a new setting in the options/config menu. The game now remembers your Fullscreen/Window mode between play sessions.
addedThe enemy database has been updated. Enemies now have their own leveling system. They have been reworked to level up as the player progresses. This should help bolster their stats for a more challenging combat experience.

Bug Fixes

  • A new script has been written to check for initialization errors on start-up. Some game data is only written at the start of new game. This background process will fire off when loading a save file and check for missing or undefined data and, if detected, will force a reinitialization. This should help older save files, especially Early Access ones, run smoother.

  • A reminder to players attempting to load Early Access save files from before March of 2022: the Phoenix Down update in 2022 marked the start of a complete rewrite of the entire game. Save files older than March of 2022 are not salvageable because they will attempt to access deactivated content and a completely different database.

  • The skill mastery feature was not working properly. This has been fixed. Skills can once again level up the more you use them. Higher level skills cost less and deal more damage/healing.

  • More code clean up efforts for improved performance.

Content Updates

  • Fullscreen/Window mode has been upgraded. Pressing F4 still toggles between Fullscreen and Window mode but now there is also a new setting in the options/config menu. The game now remembers your Fullscreen/Window mode between play sessions.

  • The enemy database has been updated. Enemies now have their own leveling system. They have been reworked to level up as the player progresses. This should help bolster their stats for a more challenging combat experience.

  • A new Difficulty setting has been added to the options/config menu. Increasing the difficulty will make enemies stronger. Right now this only effects enemies and combat but the system has been set up for future updates so that it will later effect overall gameplay in a more dynamic way. (Planned Feature Example: Higher difficulties unlock new achievements, special challenge zones, expanded lore, etc)

  • Some UI elements have been updated. Most notably the party menu screen and the combat HUD.

Works In Progress

  • The casual shoes are still undergoing changes so sprint/dash is still in the works.

  • There is a problem with the Scan/Lore ability that is causing it not to work properly. This is still being fixed.

  • Actively testing the combat upgrades. It's tough to do it solo since I made the game and I know all the enemy weaknesses and whatnot so please don't hesitate to leave feedback on whether the changes feel too weak or too strong.

Developer Notes

  • The combat balancing has been tricky. I moved the enemy levels and difficulty setting to the top of the priority list because as tweaks and fixes stacked up, the combat fell out of balance and became laughably easy throughout the second half of the game. Some players were able to beat some mid and late game bosses in just 1 turn cycle.

  • I already felt like the lack of challenge could taint a player's story experience (like face-rolling a boss then having to listen to it talk big after the fight lol) but when I saw that one player was able to beat the game in 11 to 12 hours I realized it was also shaving down the game's playtime considerably.

  • Just for comparison, on a walk-through test where I can walk through walls and skip every fight it takes about 9 or 10 hours. So having the combat become so trivial was a problem that needed to be fixed right away.

  • I apologize for the string of back-to-back updates. I try to fix any reported bugs as fast as possible and so I wind up posting fixes and requests as they come. I just can't stand the idea that someone might pay money for a game and then it sits there with a known bug for weeks/months. It just feels wrong so I try not to let it happen if I can. Thank you to everyone who has played so far! The feedback and bug reports have been invaluable.

Just a reminder to all players! Sometimes Steam does not give an automatic update if it is too small. Code change updates don't do much to the file size so if you're ever in doubt, simply verify your game files. It will force an update, no matter how small, and you can be confident you have the most up-to-date version.

Source

Steam News / 9 May 2025

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