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Steam News21 June 202615d ago

Demo v1.4.0 — and what comes next

Demo v1.4.0 — and what comes next This is Nemora Games. Thank you so much to everyone who played the demo, and to those who shared their thoughts and bug reports. Our wishlist has also passed 13,000.

In this update7

Full notes

Full Spirit Dungeon update

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

What changed

1 fix3 additions7 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
  • Performance
  • Maps
changedDemo v1.4.0 — and what comes nextI've been amazed that so many people have taken an interest — it truly means a lot to me. At the same time, I left too little time between Steam Next Fest and the Early Access launch, and I wasn't able to act on as much of your feedback as I'd hoped before launch. With the Early Access launch coming up on June 26, I'd like to share a little about what I've already changed, what I feel still needs work, and where things are headed.
changedDemo v1.4.0 changesUpdated with your feedback in mind.
addedNewAdded a spirit leveling & EXP system — spirits now grow as they fight. This is just a first step, and I'll keep refining the balance and how it works over time.
changedAdjustmentsTuned the early-game balance.
addedAdjustmentsYou can now cancel when releasing a spirit.
changedAdjustmentsImproved Korean and Chinese (Simplified / Traditional) font readability.

Spirit Dungeon changes

changedI've been amazed that so many people have taken an interest — it truly means a lot to me. At the same time, I left too little time between Steam Next Fest and the Early Access launch, and I wasn't able to act on as much of your feedback as I'd hoped before launch. With the Early Access launch coming up on June 26, I'd like to share a little about what I've already changed, what I feel still needs work, and where things are headed.
changedUpdated with your feedback in mind.
addedAdded a spirit leveling & EXP system — spirits now grow as they fight. This is just a first step, and I'll keep refining the balance and how it works over time.
changedTuned the early-game balance.
addedYou can now cancel when releasing a spirit.

Demo v1.4.0 — and what comes next

This is Nemora Games.

Thank you so much to everyone who played the demo, and to those who shared their thoughts and bug reports. Our wishlist has also passed 13,000.

I've been amazed that so many people have taken an interest — it truly means a lot to me. At the same time, I left too little time between Steam Next Fest and the Early Access launch, and I wasn't able to act on as much of your feedback as I'd hoped before launch. With the Early Access launch coming up on June 26, I'd like to share a little about what I've already changed, what I feel still needs work, and where things are headed.

Demo v1.4.0 changes

Updated with your feedback in mind.

New

  • Added a spirit leveling & EXP system — spirits now grow as they fight. This is just a first step, and I'll keep refining the balance and how it works over time.

Adjustments

  • Tuned the early-game balance.

  • You can now cancel when releasing a spirit.

  • Improved Korean and Chinese (Simplified / Traditional) font readability.

  • Adjusted the flee confirmation and some other display and control details.

Fixes

  • Fixed an issue where parts of the UI could stop responding to input.

  • Made various stability improvements.

A few things I'd like to be open about

As the game heads into Early Access, there are a few things I'd like to share openly. The core experience — party building, deckbuilding, auto-battle, dungeon exploration, and boss fights — is playable from beginning to end. But as many of you noted, some parts aren't as polished as I'd like just yet:

  • Combat and exploration can feel repetitive.

  • Cards and spirit synergies don't offer enough interesting, difficult choices.

  • There's little to do with the resources you earn, such as currency and energy.

  • Dungeon exploration and the home base are still shallow.

Your feedback helped me see these more clearly, and I'd like to take care of them, one at a time.

What I'd like to work on next

I think there's still a lot of potential in this game. Here's what I'm hoping to improve:

  • Reducing the overall sense of repetition.

  • Making dungeon exploration genuinely enjoyable.

  • Building out the home base.

These are all connected, so the systems around currency and resources will be revisited along the way. The details are still coming together, but I'll start with the bigger things — the repetition, and how thin exploration and the base feel right now.

If you're thinking about buying

The game is still in development, and adjustments and improvements will continue for some time.

If you'd rather wait for a more complete experience, I'd be really happy if you added it to your wishlist and followed along. Hearing what you'd like to see improved is a huge help. And if you'd enjoy following the game as it grows from this early stage, I'd love to have you along. Anything you choose to share will be a valuable reference for me as I keep working on it.

I've tried to describe where things stand as honestly as I can, so you can enjoy the game in whatever way suits you best.

I'll keep working on Spirit Dungeon, making it better step by step. I'd be glad to have you watch that journey unfold alongside me, and I hope you'll look forward to what's ahead.

— Nemora Games

Source

Steam News / 21 June 2026

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