Full notes
Full Roots Devour update
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Repeated intro
Hello everyone!
What changed
- Gameplay
- Maps
- Performance
Regarding the frequently requested feature of “adding an in-run save option,” we’ll start with the conclusion: we are working on it.
We understand that this is not a small issue.
For a game like Roots Devour, where a single run can last quite a while and exploration and decision-making are highly continuous, not being able to save progress at the right moment can indeed be inconvenient and affect the overall experience. We completely understand the frustration and urgency many players have expressed.
At the moment, the in-run save feature has already reached some early development milestones, but the implementation has turned out to be more complex than we initially anticipated.
Because the game involves a large number of map states, event progressions, and interactions between cards and branching outcomes, making this feature truly stable and reliable requires additional fine-tuning and repeated testing. As a result, it will still take some time before it’s ready.
This is not something we will put aside, nor will we rush it out prematurely just to meet expectations. Instead, we will continue working on it carefully and aim to deliver it properly while ensuring stability.
Thank you to every player who has taken the time to leave comments, share suggestions, and point out issues. We read all of your feedback carefully, and it continues to push us to improve the game.
In addition, the game is currently participating in the Steam Spring Sale, and is available at 10% off for a limited time. If you’ve been considering picking it up, now is a great opportunity—and we’d love to hear your impressions and suggestions after playing.
We’ll share further updates on the in-run save feature as soon as we have clearer progress to report.
Thank you for your understanding, and thank you for continuing to support us as we work to make the game better.
Source
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