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Full Shop-Like - The Rogue-Like Item Shop Experience update
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Repeated intro
Hey everyone! Thanks to coming to my TED-Talk Devlog!
What changed
- Server
Shop-Like - The Rogue-Like Item Shop Experience changes
In this Devlog, I want to discuss the first 36 hours since launch and the future of the game.
Thanks to all of you, I've already been able to address some minor bugs and perform balancing adjustments through the first two patches. The reception of the game has been amazing so far, and seeing people love it is incredibly important to me.
Ideas and suggestions are pouring in on the community hub in Steam and on the Discord server, which only fuels my excitement to further improve the game.
But what do I have planned for the future? What's to come?
While I have numerous ideas for quality-of-life changes (such as a sortable inventory), I have two major ideas for the 1.1 version.
Overhaul of the Adventure System
Primarily, I want to revamp how the quests work. Perhaps give them a graphical enhancement for a more visually pleasing experience. The concept of Adventure day is fine and will likely remain, but I want to introduce the option to send heroes on adventures, giving players more control over the wealth and haggling skills of their customer pool.
Enhanced Sandbox Mode
The current sandbox mode was always intended as a temporary solution. Firstly, I believe it should be available right from the start, rather than as the last town to uncover. Secondly, I would like to implement a system where players can create their own scenarios. You'll be able to set your starting money, debts, day limit, and starting items. Additionally, the system will generate a code for you to share with other players or to create challenges with your friends.
That's essentially what I have in mind at the moment. I can't make any promises as it depends entirely on how the launch week goes.
Thank you all for your support and enthusiasm! Let's see what the future holds.
Source
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