In this update4
Full notes
Full Stealth-Rogue-Escape update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Maps
- Balance
- UI and audio
Stealth-Rogue-Escape changes
The following was translated from Japanese by Google.
This game was released in February 2026 as a graduation project by two students from a creative vocational school. The primary objective of the project was to achieve a public release by that deadline. As a result, the current version implements only the core systems, and the gameplay experience is not yet fully developed.
Our immediate goal is to refine and expand the game to establish a cohesive and satisfying gameplay experience by March 2026. We then aim to complete the project and deliver the full version by the end of 2026.
To achieve this, we plan to prioritize the following areas of development.
1. Expansion to a Five-Floor Progression Structure
A single playthrough of the game is currently defined as progressing through five floors of gradually increasing difficulty and clearing the final challenge that awaits beyond them.
At present, only two floors have been implemented. While this structure may evolve in the future with the addition of new modes or difficulty settings, our immediate goal is to complete this five-floor, single-challenge framework and shape it into a sufficiently varied and engaging experience.
2. Expansion of Weapons, Perks, and Stages
Although the foundation of a top-down stealth game is in place, the roguelike dimension remains underdeveloped. Since the game is built around the integration of stealth, roguelike, and escape mechanics, expanding these systems is essential.
Planned improvements include:
Weapons: Introduction of grenades, smoke devices, throwable items, and weapons with randomized enhancements.
Perks: Greater emphasis on synergy across stealth, elimination, and area control.
Stages: Environmental variations that meaningfully interact with specific items and perk combinations.
3. Permanent Progression and Collectibles
To enhance replayability, we plan to introduce permanent upgrades and collectible elements that persist across playthroughs.
This may include unlockable content such as galleries featuring settings, models, and other in-game assets.
4. Difficulty and Tension Adjustments
We will continue refining balance and AI behavior to create a more tense and strategically demanding experience.
Planned adjustments include:
Enemies: Heightened sound detection, coordinated reinforcement behavior, and the introduction of formidable special enemies.
Escape Sequences: Stricter time constraints and scenarios requiring rapid decision-making under pressure.
Development will proceed in stages, with priority given to the core gameplay elements described in Sections 1 and 2. We will continue refining the project throughout 2026 toward its full completion.
Source
Changelog.gg summarizes and formats this update. How we read updates.
