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Steam News25 May 20261mo ago

Still Alive

Hey folks, Thanks for the patience this year - I recently became a father so between adjusting to that and general career happenings, development has been slow.

Full notes

Full Siphonogore update

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

Repeated intro

Hey folks,

What changed

0 fixes3 additions1 change0 removals
  • Balance
  • Gameplay
changedA concept from Act bosses that I wanted to implement across the board, these are short story-intros to the combat sections that properly introduce a glimpse of the enemy, which allow you to modify the fight in one of 4 ways. For instance, your choices may make an enemy act quicker but deal less damage, handicap a move but change how it targets characters, or change an enemy's attack patterns.
addedI'm planning on playing with some of the adaptations, there's a few too many that I feel are small and require compounding growth; that type of upgrade is cool, but having them ALL be that way removes the fun of getting a real big "swing" type of kit. I'm going to try and update some loot to be far more powerful, and modify the cost of the adaptations to be dynamically weighted for how strong the upgrade is. I also want to rewrite a few descriptions so I can specify when something is added vs multiplied.
addedOne of the things I'm realizing during this update drought is that with the playtest I might not be taking advantage of the format well enough - while I love giving players a polished fight or encounter, I might start adding in encounters or fights that are draft-versions (key art only, main concepts/rough drafts, etc), to hash out their core behaviors, quality, or balancing, before committing to art or getting the prose down. That should allow me to do updates in smaller chunks, tackle bugs earlier, and hopefully get content out more consistently.
addedThanks again for the support and patience, hope to get new content into your hands soon!

Siphonogore changes

changedA concept from Act bosses that I wanted to implement across the board, these are short story-intros to the combat sections that properly introduce a glimpse of the enemy, which allow you to modify the fight in one of 4 ways. For instance, your choices may make an enemy act quicker but deal less damage, handicap a move but change how it targets characters, or change an enemy's attack patterns.
addedI'm planning on playing with some of the adaptations, there's a few too many that I feel are small and require compounding growth; that type of upgrade is cool, but having them ALL be that way removes the fun of getting a real big "swing" type of kit. I'm going to try and update some loot to be far more powerful, and modify the cost of the adaptations to be dynamically weighted for how strong the upgrade is. I also want to rewrite a few descriptions so I can specify when something is added vs multiplied.
addedOne of the things I'm realizing during this update drought is that with the playtest I might not be taking advantage of the format well enough - while I love giving players a polished fight or encounter, I might start adding in encounters or fights that are draft-versions (key art only, main concepts/rough drafts, etc), to hash out their core behaviors, quality, or balancing, before committing to art or getting the prose down. That should allow me to do updates in smaller chunks, tackle bugs earlier, and hopefully get content out more consistently.
addedThanks again for the support and patience, hope to get new content into your hands soon!

Thanks for the patience this year - I recently became a father so between adjusting to that and general career happenings, development has been slow. Here's what'll be coming down the pipe hopefully soon:

Combat Intros:

A concept from Act bosses that I wanted to implement across the board, these are short story-intros to the combat sections that properly introduce a glimpse of the enemy, which allow you to modify the fight in one of 4 ways. For instance, your choices may make an enemy act quicker but deal less damage, handicap a move but change how it targets characters, or change an enemy's attack patterns.

Each of the 4 outcomes creates a slightly unique twist on the core encounter, allowing for an additional layer of planning to come about during runs. The goal with these is to try and keep runs interesting by giving variations that players might be better or worse equipped for based on their loot. It'll also mean if I have an idea for an enemy that's slightly different but mechanically similar, I can just create a variant of the fight vs making a whole other enemy.

Progress: Almost complete, the art, writing, and outcomes are completed for 2/3 combats, and the final one just needs its outcomes programmed and tested.

Adaptation rework:

I'm planning on playing with some of the adaptations, there's a few too many that I feel are small and require compounding growth; that type of upgrade is cool, but having them ALL be that way removes the fun of getting a real big "swing" type of kit. I'm going to try and update some loot to be far more powerful, and modify the cost of the adaptations to be dynamically weighted for how strong the upgrade is. I also want to rewrite a few descriptions so I can specify when something is added vs multiplied.

Progress: Still in the drafting phase.

Workflow changes:

One of the things I'm realizing during this update drought is that with the playtest I might not be taking advantage of the format well enough - while I love giving players a polished fight or encounter, I might start adding in encounters or fights that are draft-versions (key art only, main concepts/rough drafts, etc), to hash out their core behaviors, quality, or balancing, before committing to art or getting the prose down. That should allow me to do updates in smaller chunks, tackle bugs earlier, and hopefully get content out more consistently.

Thanks again for the support and patience, hope to get new content into your hands soon!

Source

Steam News / 25 May 2026

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