In this update3
Full notes
Full OVIS LOOP update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone, this is LIFUEL.
What changed
- Maps
- Gameplay
- UI and audio
- Performance
- Balance
OVIS LOOP changes
First, we would like to share an important adjustment regarding our update schedule: we plan to integrate the originally scheduled 0.5.1 minor update into the 0.6.0 major update and release them together.
Following the complet
ion of the 0.5.0 update, we have been parallelly advancing the development of contents for both version 0.6.0 and version 0.5.1. However, during the actual development process, because we were working on too many things simultaneously, some version conflicts occurred at the system level. More importantly, we only discovered this issue after version 0.5.1 had already been developed to a certain stage. Looking back, we were indeed complacent and short-sighted in our planning.
Therefore, the skills and modules originally scheduled to be added in version 0.5.1 will be adjusted and integrated into version 0.6.0, releasing alongside the Map system and the Ore system.
About Alpha Memory
Taking this opportunity, we would also like to explain an important system currently being adjusted—Alpha Memory.
To understand Alpha Memory, we first need to briefly review the development background of Omega Project. In Project Omega, there are several systems that function as "basic and essential" features, such as skill slot expansion, the recycle function, and downward attacks. In the initial design, these contents existed as permanent systems.
However, during the subsequent renewal and restructuring process, Project Omega was adjusted to take on a more "optional structure" system form. This led to a conflict between these basic features and the new system structure. As some players might remember, during its remake stage, Omega Project underwent a massive overhaul that completely consumed about two months of development time. Under the development pace at that time, taking a separate period to split and process these permanent basic systems one by one would have significantly slowed down the overall update progress.
Therefore, while continuing to collect feedback afterward, we used our spare time to redesign the UX structure. In this update, we have formally introduced the related system separation along with UI/UX adjustments.
From now on, these contents deemed as "basic features" will be permanently unlocked and managed under a completely new system called"Alpha Memory."
(The image in progress is here)
Steam post imageSteam post image
The above is the interface effect currently under development. Furthermore, because of this structure, it opens up more space for us to expand and add further content in the future.
About New Content: Potion System
While organizing the system structure, some new design ideas naturally branched out, one of which is the "Potion System." In our discussions, we referenced the design philosophy of games like Dead Cells and tried to introduce a consumable system that can grow step by step.
Currently, this system is still in development, with its base form being a "usable recovery item." In the future, we plan to add upgrade mechanisms, such as increasing the number of uses and enhancing the recovery effect. The name is currently undecided, as we are still trying to find a name that feels more sci-fi to replace the concept of a "potion."
Balance Adjustment Plans
Electric
The usability and convenience of the Electric effect will be optimized.
In theory, this mechanism performs well in terms of accumulated damage. However, when stacks get high, the lightning strikes do not trigger stably, making the actual experience feel weak. Therefore, we plan to provide a adjustment where the higher the accumulated stacks, the faster and more smoothly the lightning will strike, thereby improving the overall feel and stability.
Burst Blade
This weapon is scheduled for a buff.
The fundamental issue with this weapon is that its growth mechanism is strictly limited to increasing damage, and even that does not feel powerful enough, leaving it with a weak presence in the late game. We plan to develop it in a direction where the final modification node yields more clear growth benefits, giving it more explosive power in late-game combat.
In addition to this, we also want to optimize the performance of weapons like the Electro Rapier and continue making improvements to overall balance. Your feedback has been incredibly helpful in these areas. Thank you very much for your opinions.
Schedule and Timeline
The Map system and Ore system originally planned are still under continuous development. However, because we have been working on multiple systems in parallel, conflicts occurred in the intermediate structure, so we need to split certain parts of the development workflow to ensure overall quality and stability.
We are currently aiming for the 0.6.0 update to launch in early July. However, depending on subsequent development conditions, we may need a little more time for adjustments and polishing.
To summarize, the update list will look like this:
Add Map System (Major Update)
Add New Skills and Modules
Add Alpha Memory System
Migration of existing basic functions & structural adjustments to Omega Project
Add Potion System
Balance Adjustments
Electric optimization
Burst Blade buff
Regarding the details of the Map update, we will introduce the systems and features thoroughly in the next update notice instead of now. Also, we regret to inform you that the development of the Ore system, which was scheduled to release at the same time, will be pushed to a minor update following 0.6.0 to ensure that our update pipeline proceeds continuously and without interruption.
We deeply apologize for the unavoidable schedule changes. Instead, we will undergo further refinement to deliver a more complete experience with this update.
Thank you for your continuous support and understanding.
Source
Changelog.gg summarizes and formats this update. How we read updates.
