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Steam News12 May 20261mo ago

Dev Log 3 | I Finally Nailed Down the Tactical Panel and Save System!

Update Report For this update, I poured a tremendous amount of effort into refining the gameplay experience.

In this update5

Full notes

Full Nexus of the Dead God: The Microcosm update

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

What changed

0 fixes2 additions10 changes1 removal
  • Store
  • Balance
  • Gameplay
  • UI and audio
  • Maps
changedUpdate ReportFor this update, I poured a tremendous amount of effort into refining the gameplay experience. These aren't just cosmetic tweaks; they represent tangible improvements to the game's "feel"—my hope is that everyone finds the controls smoother and more comfortable to use.
changedMajor Combat Mechanism OverhaulPreviously, if you failed to finish a pre-battle encounter, it was automatically counted as a loss. That has now changed: as long as your party isn't completely wiped out, the remaining HP for both sides will be preserved. You can now regroup and re-engage in combat. "War of Attrition" and "Chip Damage" tactics are now viable strategies.
changedMajor Tactical Panel Update*Intuitive Skill Status Display:** When loading a previously saved configuration, any skills included in that setup that have not yet been unlocked—and are therefore unusable—will now be clearly marked with an "unavailable" status.
changedComprehensive Upgrade to Combat Visuals & FeelCombat health bars now directly display HP values ​​+ Character Levels .
addedComprehensive Upgrade to Combat Visuals & FeelAdded Entrance Animations for both allied and enemy characters.
changedComprehensive Upgrade to Combat Visuals & FeelOptimized the camera for melee combat to resolve issues where characters would overlap and obstruct each other from view.

Nexus of the Dead God: The Microcosm changes

changedFor this update, I poured a tremendous amount of effort into refining the gameplay experience. These aren't just cosmetic tweaks; they represent tangible improvements to the game's "feel"—my hope is that everyone finds the controls smoother and more comfortable to use.
changedPreviously, if you failed to finish a pre-battle encounter, it was automatically counted as a loss. That has now changed: as long as your party isn't completely wiped out, the remaining HP for both sides will be preserved. You can now regroup and re-engage in combat. "War of Attrition" and "Chip Damage" tactics are now viable strategies.
changed*Intuitive Skill Status Display:** When loading a previously saved configuration, any skills included in that setup that have not yet been unlocked—and are therefore unusable—will now be clearly marked with an "unavailable" status.
changedCombat health bars now directly display HP values ​​+ Character Levels .
addedAdded Entrance Animations for both allied and enemy characters.

Update Report

For this update, I poured a tremendous amount of effort into refining the gameplay experience. These aren't just cosmetic tweaks; they represent tangible improvements to the game's "feel"—my hope is that everyone finds the controls smoother and more comfortable to use.

Major Combat Mechanism Overhaul

Previously, if you failed to finish a pre-battle encounter, it was automatically counted as a loss. That has now changed: as long as your party isn't completely wiped out, the remaining HP for both sides will be preserved. You can now regroup and re-engage in combat. "War of Attrition" and "Chip Damage" tactics are now viable strategies.

Major Tactical Panel Update

**Global Saves Across Playthroughs:** Each character class now comes with 5 dedicated slots for saving tactical configurations, which are linked to a global save file accessible across different game saves.

**One-Click Skill Disable/Enable:** Every individual skill within a tactical setup now features a toggle switch, allowing you to quickly enable or disable specific abilities.

**Intuitive Skill Status Display:** When loading a previously saved configuration, any skills included in that setup that have not yet been unlocked—and are therefore unusable—will now be clearly marked with an "unavailable" status.

Comprehensive Upgrade to Combat Visuals & Feel

Combat health bars now directly display HP values ​​+ Character Levels.

Added Entrance Animations for both allied and enemy characters.

Optimized the camera for melee combat to resolve issues where characters would overlap and obstruct each other from view.

Redesigned the Level-Up Settlement Animation: The EXP bar now fills smoothly and gradually; once full, the level automatically increments.

If a character levels up multiple times consecutively, the bar-filling process accelerates, and the level increments rapidly, one by one.

Text, Map, & Detail Optimizations

All text regarding tactical conditions has been rewritten in plain, straightforward language —I personally feel it reads much more smoothly now.

Enemies on the map now directly display their levels.

You no longer need to approach an enemy to gauge their strength, making the selection of challenge targets much more intuitive.

This feature utilizes a numerical texture rendering solution, ensuring stable performance with no stuttering or frame rate drops.

Optimized the display for empty Hero List slots and made overall minor tweaks to the layout of the Tactical Panel.

Added a significant amount of new story dialogue. I am gradually fleshing out the game's world-building and character backstories, hoping to help everyone gain a deeper understanding of this miniature world.

Finally, thank you once again for playing!

Source

Steam News / 12 May 2026

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