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Steam News9 April 20251y ago

Major gameplay update

We listened to the feedback and made some changes! The most overwhelming feedback we got so far fell into two categories: lacking a tutorial and the game not being fun enough. We addressed them both.

Full notes

Full Quest of the Hero update

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

What changed

1 fix1 addition3 changes0 removals
  • Fixes
  • Gameplay
  • Events
  • Balance
fixedWe addressed them both. Here's how:
addedLack of tutorial: we added some tutorial screens that explains a but about what everything means around the screen. This should be enough for anyone to get an idea about what they can do.
changedGame to be more fun: we acknowledge that the initial game lacked the proper incentives to make progress and make that progress feel fun, as it was centered around negative feedback loops (avoiding and minimizing bad effects) when usually fun games offer satisfaction through rewards and positive feedback loops.
changedWe redid the core gameplay loop, and now instead of getting three unrelated cards each turn with negative effects, you get a set of three cards: one green, one yellow, one red. The green one is the "safe option" which offers a small reward, the yellow one is a moderate risk one, which offers a bigger reward but also has a small negative attached to it, and the red one is a high risk high reward option.
changedOh yeah, and choosing the easy option too often is a recipe for getting Doomed and getting hit with a nasty and unfair debuff.

Quest of the Hero changes

fixedWe addressed them both. Here's how:
addedLack of tutorial: we added some tutorial screens that explains a but about what everything means around the screen. This should be enough for anyone to get an idea about what they can do.
changedGame to be more fun: we acknowledge that the initial game lacked the proper incentives to make progress and make that progress feel fun, as it was centered around negative feedback loops (avoiding and minimizing bad effects) when usually fun games offer satisfaction through rewards and positive feedback loops.
changedWe redid the core gameplay loop, and now instead of getting three unrelated cards each turn with negative effects, you get a set of three cards: one green, one yellow, one red. The green one is the "safe option" which offers a small reward, the yellow one is a moderate risk one, which offers a bigger reward but also has a small negative attached to it, and the red one is a high risk high reward option.
changedOh yeah, and choosing the easy option too often is a recipe for getting Doomed and getting hit with a nasty and unfair debuff.

We listened to the feedback and made some changes!

The most overwhelming feedback we got so far fell into two categories: lacking a tutorial and the game not being fun enough.

We addressed them both. Here's how:

  1. Lack of tutorialwe added some tutorial screens that explains a but about what everything means around the screen. This should be enough for anyone to get an idea about what they can do.
  2. Game to be more fun: we acknowledge that the initial game lacked the proper incentives to make progress and make that progress feel fun, as it was centered around negative feedback loops (avoiding and minimizing bad effects) when usually fun games offer satisfaction through rewards and positive feedback loops.

We redid the core gameplay loop, and now instead of getting three unrelated cards each turn with negative effects, you get a set of three cards: one green, one yellow, one red. The green one is the "safe option" which offers a small reward, the yellow one is a moderate risk one, which offers a bigger reward but also has a small negative attached to it, and the red one is a high risk high reward option.

Oh yeah, and choosing the easy option too often is a recipe for getting Doomed and getting hit with a nasty and unfair debuff.

Source

Steam News / 9 April 2025

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