In this update6
Full notes
Full OVIS LOOP update
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What changed
- Fixes
- Performance
- Balance
- UI and audio
- Store
- Gameplay
OVIS LOOP changes
Announcement
Hi protectors! This is LIFUEL. This update primarily focuses on usability improvements and fixes several critical bugs. We've finally addressed all the feedback that remained unresolved since the last update. Thank you all for your continued input and support.
Additionally, we'd like to share an update on the remake of the ""Omega Project (Meta-Progression System)"" currently in development through this dev log.
UI Optimization
You can now view each weapon's modification points and their corresponding effects in the Armory, Backpack, and Log.
Weapon tabs in the Backpack will be adjusted:
The original status information will be separated into a new ""Status"" tab.
Weapon tabs will adopt the same UI display as the Armory.
Hover your cursor to view more detailed information.
Bug Fixes
Fixed an issue where combo skills occasionally became unusable when previewing skills, and another issue causing the game to force close during screen transitions.
Fixed an issue where previewing a skill under the ""Optimized Workflow"" modification state would cause its energy to reset to 0.
Fixed a crash occurring when using skills immediately after throwing a Wire Ax but before auto-retrieval.
Fixed the Doctor's Eye's ambush cooldown not resetting after using the ability.
Optimized occasional crashes caused by memory corruption issues.
Fixed test bots appearing above UI indicators when previewing combo skills in the shop.
Other
Achieved consistency in the English version for the term ""Normal Attacks"" (basic → normal).
Standardized certain color keywords .
Corrected several translation errors.
*If you notice any translations that require adjustment, please let us know anytime!
Omega Project Remade
We've decided to remake the Omega Project (the Meta-Progression System). This idea has actually been brewing for quite some time. With the planning and UI/UX direction now largely finalized, we feel it's the right moment to formally explain why we're undertaking this remaster and what changes you can expect moving forward.
Background
Initially, we planned to keep the Omega Project relatively lightweight:
The primary focus was on tutorials and feature unlocking, rather than progression.
We aimed to avoid the roguelike fatigue caused by excessive collection mechanics.
Considering these two conditions and the development timeline, we opted for a streamlined development approach.
Consequently, the UI/UX adopted a linear structure, incorporating a few special features midway to influence the core gameplay experience.
Issues
However, numerous issues have emerged surrounding these designs. Based on player feedback, we've summarized the following problems:
Lack of Fun
With only tutorials and feature unlocks, the content feels predictable and lacks unique experiences.
The game is overly difficult for newcomers, and even repeated playthroughs fail to deliver the joy of progression.
Battle mechanics offer little room for extreme customization, resulting in monotonous combat that quickly becomes tedious.
Insufficient collection elements.
Low sense of value
Once everything is unlocked, there's almost nothing left to do.
Minimal numerical changes and weak perceptible impact.
Compared to purchasing weapons, the difference in progression feels insufficiently pronounced.
We've received an overwhelming amount of feedback, with many games recommended that helped us understand the specific ""fun points"" everyone experienced.
After compiling all the suggestions, we realized that under its current structure, the Omega Project cannot address these issues. While we never intended for it to deliver a particularly immersive gaming experience, the expectations you've placed on it far exceed what we originally envisioned.
Solution
Therefore, we have decided to rework the production. The future direction is as follows:
Skill Tree
Transitioned from a linear progression structure to a freely selectable skill tree system. Players can develop the builds based on preferred build paths.
The foundational structure is divided into three major categories: Attack, Defense, and Support.
Omega Points
Pursuing a specific skill path requires consuming points. The maximum point capacity can be enhanced using Manium Crystals, enabling more powerful upgrades later on.
Points can be redistributed at any time via the reset button.
Growth Factors
The original growth rate was relatively low. In the new design, we will incorporate multiple conditions and more powerful effects, aiming to provide more diverse paths that better reflect each player's style.
Conclusion
The exact timeline for the Omega Project update remains uncertain at this time. Given its direct impact on player attributes, this is a major undertaking that will significantly affect the entire game.
Therefore, we will release another progress update via Steam, Discord in early December.
Additionally, if you have any feedback, suggestions, or ideas regarding the remake, please feel free to share them. We will evaluate whether they can be incorporated during development.
We look forward to your valuable input!
Thank you all!
Source
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