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Full notes
Full 星火燎原( SPARK IGNITES) update
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What changed
- Fixes
- UI and audio
- Store
- Balance
- Maps
- Gameplay
星火燎原( SPARK IGNITES) changes
To everyone following and supporting Spark Ignites:
Hello, this is Ignicorvus Studio.
It’s been two weeks since launch. We’ve barely stopped – either fixing bugs or reading your comments. Some have jokingly called us “the studio that listens the most,” others said “the game has a solid foundation but needs more polish.” And yes, we’ve also been called “trash”. We’ve seen every single piece of feedback – even complaints about a misplaced punctuation mark – all noted on that ever-growing to-do list.
To be honest, we were nervous before release. Even though we’d already fixed hundreds of issues across two demo rounds before Early Access, we still felt uncertain. We were afraid of letting down those who’ve been following us, and disappointing the players who’ve been so supportive and patient. That’s why we tried to be upfront about our situation before launch – but even we didn’t expect you to be more understanding than we imagined.
So here’s where we stand after the first week:
First, thank you
Thank you to those who stayed up late helping us track down combat lag, UI issues, and audio glitches – recording videos, writing step‑by‑step reproductions, even drawing diagrams. Thank you to those who wrote long posts analyzing the story, character development, and system depth. And thank you to those who straight up yelled “the tutorial is terrible” or “mouse/keyboard controls are anti‑human.” Also, a thank you to those who bought the game early out of support but haven’t had time to play yet – we’d still love for you to jump in when you can, even if just for a couple of hours, and tell us what else we’ve missed.
Now, the issues
Here are the most common points of feedback we’ve organized:
Controls & Interface
The mouse/keyboard control scheme is being reworked for proper mouse interaction. The shop interface will also allow you to preview equipment stats before purchasing, the interaction process between the backpack and saved files has also been optimized. These are expected to arrive in the May update.
Audio & Immersion
Combat and ambient sound effects are our top priority. Attack, skill, and environmental interaction sounds are being produced in batches – the first set will arrive with the May update, with more to follow in subsequent patches.
Tutorials & Balance
Some system tutorials are still unclear (e.g., Starstone allocation, skill descriptions) and are being corrected one by one. Combat balance is also being adjusted based on real player progression data to make each fight more challenging and thought‑provoking.
Performance
We’re investigating and optimizing frame drops and loading transitions in certain areas. We’re also adding a run function and improving map navigation. As a temporary workaround, lowering “Shadow Quality” to “Medium” in settings can help with frame drops.
What we’re working on
We promise to deliver the full version with over 40 hours of content within 9 to 15 months. That’s not just talk – we’ll release a stable update every month, adding content and making improvements. To give you a better experience, we’ve decided to devote most of our energy from mid‑April to mid‑May to overall polish.
Here’s our near‑term update roadmap:
April – Polish
Improve current UI issues (e.g., missing item info in shops)
Performance and loading improvements in some scenes
Focused bug fixes
May – Controls & Interface Upgrade, Audio Update
Brand new mouse/keyboard control scheme
Extended boss challenge content
More sound effects added continuously
UI optimizations
New side quests
Depth‑of‑field and brightness adjustments
June & beyond – Content Expansion
New story chapters unlocked
New areas, enemies, and bosses
Companion‑specific side stories
Ongoing balance and experience tweaks based on player feedback
Further down the road, we’re also exploring even richer gameplay systems
One last thing
What scares us most as indie developers isn’t being criticized – it’s being ignored. The fact that so many of you bought the game in the first week, took the time to give feedback, and helped spread the word – that already means the world to us.
We’re still far from being a great team, and the game is far from perfect. But one thing we’re sure of: this game is getting better, little by little, together with all of you.
Keep the feedback coming – we’re always here
Email: suggestion@ignicorvus.com
Discord: Ignicorvus Studios
Steam Community Hub
YouTube: @IgnicorvusStudios-666
The road ahead is still long. The flame has already lit – we’ll make it burn brighter and longer.
Thank you to everyone who chose to believe in us when the flame was still faint.
Ignicorvus Studio
April 17, 2026
Source
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