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Full Re:course update
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What changed
- Balance
- Maps
- UI and audio
- Gameplay
Re:course changes
Hey everyone! The Supa Doge team here with our first official dev log for Re:course.
So we've been heads-down for a while now building our next game, and we figured it's time to start showing you what we've been up to. If you know us from Overlewd, Re:course is us taking everything we learned and going way deeper into tactical RPG territory - darker tone, crunchier combat systems, and a whole lot more dungeon crawling. For everyone else just discovering us: welcome! Get ready, things are getting serious!
Character Design Evolution
One of the most exciting parts of development has been watching our characters come to life - and we want to share a bit of this excitement with you! We've gone through multiple iterations to nail the right aesthetic that balances our vision with functionality in combat.
The Main Character's Journey
Our protagonist has undergone several transformations. We started with different armor concepts and magical elements, experimenting with asymmetrical designs and various color palettes.
The final version (rightmost in the images) strikes the balance we were looking for - armored but agile, mysterious but approachable.
Girlies
We've also been refining our roster of girls. Each one needed to feel distinct at a glance since you'll be commanding them in 4x4 battles. We wanted silhouettes (hehe) that pop on the battlefield and personalities (hehehe) that shine through their design.
The iteration process was wild. Some designs looked amazing in isolation but totally clashed when we put them in actual combat formations. Others had too much going on and made the UI look messy. Each version got us closer to characters that are both gorgeous and actually work in battle.
Battles and Factions
There'll be all kinds of enemies in Re:course. The battle system we're creating will let us try out a lot of really interesting ideas we had brewing while working on our other projects. So words like 'Synergy', 'Classes', 'Factions', 'Character placement in battle' and 'Make this damn taunt work as intended' will really matter to us.
We're building something where positioning isn't just a nice-to-have - it really matters, and not just for looks. Your tank in the front row protecting your squishy mage? That's the dream. Your rogue scratches enemie’s ribs not minding the formation at all? Chef's kiss. Enemy tank taunt not letting you reach that big booby archer? You’ll get it.
What's Coming Next
In future devlogs we'd like to dive deeper into the different kinds of enemies you'll meet in Re:course and share more details on the various factions in the game. Trust us, there's some cool lore brewing behind all this tactical mayhem.
So stick with us and wishlist Re:course on Steam - this is really important to us! We'll be posting regular updates as development continues.
See you next time!
The Supa Doge Team
Source
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