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Steam News22 September 20259mo ago

The Crossroads Ahead

TL;DR: Based on feedback you've given us, we've decided to go for a major overhaul of the game—new mechanics, weapon themes, and skill themes. It's been four days since our playtest launched with the new trailer.

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What changed

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  • Gameplay
addedTL;DR: Based on feedback you've given us, we've decided to go for a major overhaul of the game—new mechanics, weapon themes, and skill themes.
addedIt's been four days since our playtest launched with the new trailer. I've asked for feedback on various Reddit subs, and right now, the overall vibe for our game is leaning negative. Our Wishlist count is increasing by a few each day (A BIG THANK YOU!) , but the growth is slower than we'd hoped.
changedRefreshingly, one criticism I don't see anymore is about the graphics. The very first trailer had a mix of different graphical styles for heroes and villains, and most icons were still placeholder assets. In the past few months, we went through a major overhaul, and the visuals are now much more cohesive. That said, it looks like our weapon attack graphics still need some work.
added#3: Muddled themes. I've been mixing too many themes that don't blend well together. The backstory for the Stranger Heroes is that they are modern-day incarnations of lesser-known heroes from myths around the world (e.g., the character "Ike Russell" is Icarus). The heroes awoke during the "incident" and are now seeking to right the wrongs they've suffered. So far, so good. But when you add in a secretive research lab, conscious AIs, cloning, and mind transfusion experiments, the theme loses its integrity. Concretely, when you rescue Ike for the first time, he starts with a feather boomerang. This makes sense for his mythological background but is totally out of tune with the rest of the game's vibe.
addedWe are planning a major pivot, starting with the mechanics. We'll be cutting down the mythological part of the game considerably and embracing the AI, cloning, and psychic elements. I still love the time-based spawning and escalation mechanics but have some new ideas on how to differentiate them.

Stranger Heroes changes

addedTL;DR: Based on feedback you've given us, we've decided to go for a major overhaul of the game—new mechanics, weapon themes, and skill themes.
addedIt's been four days since our playtest launched with the new trailer. I've asked for feedback on various Reddit subs, and right now, the overall vibe for our game is leaning negative. Our Wishlist count is increasing by a few each day (A BIG THANK YOU!) , but the growth is slower than we'd hoped.
changedRefreshingly, one criticism I don't see anymore is about the graphics. The very first trailer had a mix of different graphical styles for heroes and villains, and most icons were still placeholder assets. In the past few months, we went through a major overhaul, and the visuals are now much more cohesive. That said, it looks like our weapon attack graphics still need some work.
added#3: Muddled themes. I've been mixing too many themes that don't blend well together. The backstory for the Stranger Heroes is that they are modern-day incarnations of lesser-known heroes from myths around the world (e.g., the character "Ike Russell" is Icarus). The heroes awoke during the "incident" and are now seeking to right the wrongs they've suffered. So far, so good. But when you add in a secretive research lab, conscious AIs, cloning, and mind transfusion experiments, the theme loses its integrity. Concretely, when you rescue Ike for the first time, he starts with a feather boomerang. This makes sense for his mythological background but is totally out of tune with the rest of the game's vibe.
addedWe are planning a major pivot, starting with the mechanics. We'll be cutting down the mythological part of the game considerably and embracing the AI, cloning, and psychic elements. I still love the time-based spawning and escalation mechanics but have some new ideas on how to differentiate them.

TL;DR: Based on feedback you've given us, we've decided to go for a major overhaul of the game—new mechanics, weapon themes, and skill themes.

It's been four days since our playtest launched with the new trailer. I've asked for feedback on various Reddit subs, and right now, the overall vibe for our game is leaning negative. Our Wishlist count is increasing by a few each day (A BIG THANK YOU!), but the growth is slower than we'd hoped.

Refreshingly, one criticism I don't see anymore is about the graphics. The very first trailer had a mix of different graphical styles for heroes and villains, and most icons were still placeholder assets. In the past few months, we went through a major overhaul, and the visuals are now much more cohesive. That said, it looks like our weapon attack graphics still need some work.

So, here are my takeaways:

#1: "Survivor-like fatigue."Many players have commented that they're just not looking to play this genre anymore. In hindsight, it's obvious that a hit like Vampire Survivors would generate a thousand clones, but when I started development (~2 years ago), this wasn't the case.

#2: Lack of differentiation. For players who do want to play another survivor-like, they want to see what makes our game different. This is where I feel we fall a bit flat. My initial idea was to recreate the VS formula within an alternate sci-fi/psychic setting that I love and don't see often in games (think Control and, to some extent, Stranger Things). While there's certainly a place for this setting, a "reskin" isn't enough.

#3: Muddled themes. I've been mixing too many themes that don't blend well together. The backstory for the Stranger Heroes is that they are modern-day incarnations of lesser-known heroes from myths around the world (e.g., the character "Ike Russell" is Icarus). The heroes awoke during the "incident" and are now seeking to right the wrongs they've suffered. So far, so good. But when you add in a secretive research lab, conscious AIs, cloning, and mind transfusion experiments, the theme loses its integrity. Concretely, when you rescue Ike for the first time, he starts with a feather boomerang. This makes sense for his mythological background but is totally out of tune with the rest of the game's vibe.

We are planning a major pivot, starting with the mechanics. We'll be cutting down the mythological part of the game considerably and embracing the AI, cloning, and psychic elements. I still love the time-based spawning and escalation mechanics but have some new ideas on how to differentiate them.

Let us know what you think!

Onwards...

Off North

Source

Steam News / 22 September 2025

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