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Steam News22 May 20261mo ago

SPARK IGNITES Dev Log & Announcement – 2026/05/22

Recently, we've released updates including the new keyboard and mouse system, new dungeons, and various optimizations to improve the gameplay experience. Many of these changes are quite detailed and incremental.

Full notes

Full 星火燎原( SPARK IGNITES) update

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

What changed

0 fixes4 additions7 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
  • Maps
addedRecently, we've released updates including the new keyboard and mouse system, new dungeons, and various optimizations to improve the gameplay experience. Many of these changes are quite detailed and incremental. Meanwhile, the continuation of Chapter 2 and all of Chapter 3—which everyone is most eager to see—are still in development.
changed(We've made further optimizations compared to the previous previews we showed you.)
changedPreviously, some effects made sense from an internal mechanics perspective, but when players saw them, they might not have known exactly what they did. For example, if a skill says it can dispel buffs – which buffs exactly does it dispel? Another skill might say it purifies control effects – which specific control effects does that include?
changedScene music and sound effects are being fleshed out.
changedPreviously, the in-game BGM was relatively limited and didn't help with immersion. Now, we're gradually adding different ambient sounds for different areas – wind sounds here, crowd noises there, cave echoes elsewhere. However, because there are so many scenes, this is an ongoing process that we're steadily moving forward with. Once the ambient audio is taken care of, we'll move on to UI sound effects and combat audio, which players have been giving us ongoing feedback about. We'll roll out updates as we make progress.
addedRegarding the new dungeon and KBM update – we've received a lot of feedback and ideas. Here's our response:

星火燎原( SPARK IGNITES) changes

addedRecently, we've released updates including the new keyboard and mouse system, new dungeons, and various optimizations to improve the gameplay experience. Many of these changes are quite detailed and incremental. Meanwhile, the continuation of Chapter 2 and all of Chapter 3—which everyone is most eager to see—are still in development.
changed(We've made further optimizations compared to the previous previews we showed you.)
changedPreviously, some effects made sense from an internal mechanics perspective, but when players saw them, they might not have known exactly what they did. For example, if a skill says it can dispel buffs – which buffs exactly does it dispel? Another skill might say it purifies control effects – which specific control effects does that include?
changedScene music and sound effects are being fleshed out.
changedPreviously, the in-game BGM was relatively limited and didn't help with immersion. Now, we're gradually adding different ambient sounds for different areas – wind sounds here, crowd noises there, cave echoes elsewhere. However, because there are so many scenes, this is an ongoing process that we're steadily moving forward with. Once the ambient audio is taken care of, we'll move on to UI sound effects and combat audio, which players have been giving us ongoing feedback about. We'll roll out updates as we make progress.

Recently, we've released updates including the new keyboard and mouse system, new dungeons, and various optimizations to improve the gameplay experience. Many of these changes are quite detailed and incremental. Meanwhile, the continuation of Chapter 2 and all of Chapter 3—which everyone is most eager to see—are still in development.

First, here's a sneak peek at a few scenes from Chapter 3:

Huihui Town – a location everyone has been eagerly anticipating.

(We've made further optimizations compared to the previous previews we showed you.)

Steam post imageSteam post imageSteam post imageSteam post imageSteam post imageSteam post image

On the combat side, we're continuing to sort things out.

Previously, some effects made sense from an internal mechanics perspective, but when players saw them, they might not have known exactly what they did. For example, if a skill says it can dispel buffs – which buffs exactly does it dispel? Another skill might say it purifies control effects – which specific control effects does that include?

So this week, we reorganized the major categories of status effects. Stat effects, buffs, debuffs, abnormal statuses, control effects, and a few special status types – all need clearer boundaries. We're also considering how these status types will be reflected in icons, text colors, skill descriptions, and so on.

We also did another round of review and refinement for the Resonance system, making sure nothing was missed. At the same time, we're actively collecting player feedback as we work to make the "build crafting" aspect of the game more interesting.

Scene music and sound effects are being fleshed out.

Previously, the in-game BGM was relatively limited and didn't help with immersion. Now, we're gradually adding different ambient sounds for different areas – wind sounds here, crowd noises there, cave echoes elsewhere. However, because there are so many scenes, this is an ongoing process that we're steadily moving forward with. Once the ambient audio is taken care of, we'll move on to UI sound effects and combat audio, which players have been giving us ongoing feedback about. We'll roll out updates as we make progress.

Finally...

Much of what we've been working on recently is still in development and testing, so it may not all appear in the very next update. We don't want to over-promise on things that aren't stable yet. If something doesn't meet our expectations, we'll continue to optimize it until we can release a version that gives players a good experience.

Thank you to everyone who keeps pointing out things that "feel a bit off." Many of these aren't major bugs, but they do affect the overall feel of the game. We'll keep chipping away at them, little by little, so that in the end the entire game flows more smoothly.

Regarding the new dungeon and KBM update – we've received a lot of feedback and ideas. Here's our response:

New keyboard & mouse support. One of the most common suggestions is the inability to click during dialogue (we'll continue optimizing this in future updates). In the meantime, you can try these two workarounds:

  • Move the mouse into the dialogue box and click.

  • Get close to a character, wait for the UI prompt to appear, and press Space to interact.

Dungeon unlock areas – three maps are currently available:

  • Midgard Cave – Floor 3

  • Cherry Blossom Grove

  • Mirror Forest

We won't spoil the new side quests here. Feel free to explore them on your own (a quest reminder feature is in the works). If you run into any issues, you can DM us anytime in the community or on our social channels, and we'll answer your questions directly.

We will continue optimizing keyboard & mouse + controller operation and interaction experience. While ensuring we can still deliver content on schedule, we will do our best to provide a good experience for everyone.

Please keep your feedback coming – we're always listening.

Email:

suggestion@ignicorvus.com

Fire Crow Studio May 22, 2026

Source

Steam News / 22 May 2026

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