June Updated Features pushed ahead to April Launch!
We had over 200 people play Tether before launch. The hunt loop worked. The combat worked. But something was missing. Players were hunting Magnolia because the game told them to.
In this update4
Full notes
Full Soluna Explorers: Tether Curse of Slimus update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix2 additions3 changes0 removals
Gameplay
UI and audio
Balance
Fixes
Maps
changedWe had over 200 people play Tether before launch. The hunt loop worked. The combat worked. But something was missing. Players were hunting Magnolia because the game told them to. We wanted them to hunt because Solunus gave them a reason. So we moved everything forward.
changedSound RedesignedSound was the thing players felt but couldn't name. The game felt thin. We partnered with Mafan Studio in Taiwan to rebuild it from scratch. That wasn't optional. it was the difference between playing a game and being inside one.
addedStats BalancedRaw stats scared people away. Honestly, they should have. We replaced the whole system with a branching visual skill tree. Leveling up isn't a number changing anymore. It's a goal you can actually see. We also added percentage health damage and AOE nova skills because flat damage everywhere makes every build feel the same after a while.
fixedStats BalancedDefensive stats just didn't work. Players building tanky were getting punished and had no idea why. We fixed it.
addedRed Beard CompassThe Red Beard Compass lets you scale the danger of the wild yourself. Crafting now has its own progression level — the more you invest in it, the more it pays back. Explorer forces learn from your raids now and will ambush you if you push too hard. Success should have a cost.
changedRed Beard CompassWe have three maps. That's intentional. Before Solunus grows, every system needs to earn its place on those three maps first. Once it does, I'll then expand on the world.
Soluna Explorers: Tether Curse of Slimus changes
changedWe had over 200 people play Tether before launch. The hunt loop worked. The combat worked. But something was missing. Players were hunting Magnolia because the game told them to. We wanted them to hunt because Solunus gave them a reason. So we moved everything forward.
changedSound was the thing players felt but couldn't name. The game felt thin. We partnered with Mafan Studio in Taiwan to rebuild it from scratch. That wasn't optional. it was the difference between playing a game and being inside one.
addedRaw stats scared people away. Honestly, they should have. We replaced the whole system with a branching visual skill tree. Leveling up isn't a number changing anymore. It's a goal you can actually see. We also added percentage health damage and AOE nova skills because flat damage everywhere makes every build feel the same after a while.
fixedDefensive stats just didn't work. Players building tanky were getting punished and had no idea why. We fixed it.
addedThe Red Beard Compass lets you scale the danger of the wild yourself. Crafting now has its own progression level — the more you invest in it, the more it pays back. Explorer forces learn from your raids now and will ambush you if you push too hard. Success should have a cost.
We had over 200 people play Tether before launch. The hunt loop worked. The combat worked. But something was missing. Players were hunting Magnolia because the game told them to. We wanted them to hunt because Solunus gave them a reason. So we moved everything forward.
Faction Update
Factions were always planned, just not for day one. But play testers kept asking the same question: why does any of this matter beyond Magnolia? That question haunted us. The World Mirror is our answer: send gold to factions, shift regional control, shape the world around you. Help a faction and they'll fight beside you. Cross them and they'll send assassins mid-hunt. It was supposed to come in June. The game needed it on day one.
Sound Redesigned
Sound was the thing players felt but couldn't name. The game felt thin. We partnered with Mafan Studio in Taiwan to rebuild it from scratch. That wasn't optional. it was the difference between playing a game and being inside one.
Stats Balanced
Raw stats scared people away. Honestly, they should have. We replaced the whole system with a branching visual skill tree. Leveling up isn't a number changing anymore. It's a goal you can actually see. We also added percentage health damage and AOE nova skills because flat damage everywhere makes every build feel the same after a while.
Defensive stats just didn't work. Players building tanky were getting punished and had no idea why. We fixed it.
Red Beard Compass
The Red Beard Compass lets you scale the danger of the wild yourself. Crafting now has its own progression level — the more you invest in it, the more it pays back. Explorer forces learn from your raids now and will ambush you if you push too hard. Success should have a cost.
We have three maps. That's intentional. Before Solunus grows, every system needs to earn its place on those three maps first. Once it does, I'll then expand on the world.
Hunt the explorers. Break the curse. Find Magnolia.