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Steam News2 May 20242y ago

Tearfallen Monthly Devlog: May 2024

Hey everyone! Welcome to our first Monthly Devlog! Here, we’ll break down everything we’ve implemented or designed in the past month and discuss all the new challenges we’re looking to tackle in the next ones.

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Hey everyone!

What changed

0 fixes6 additions0 changes0 removals
  • Gameplay
  • Balance
addedWelcome to our first Monthly Devlog! Here, we’ll break down everything we’ve implemented or designed in the past month and discuss all the new challenges we’re looking to tackle in the next ones.
addedBuilding our Combat FoundationWe also diversified our Slime enemies into Melee, Ranged, and the glass cannon "Hunter Slime." These let us design a more dynamic and strategic combat experience that requires quick thinking and agility. We're excited for you to try out these new challenges!
addedExpanding In-game ContentBeyond combat, we’ve focused on fleshing out our world. Part of that is developing the Town Hub, Fort Solara. We've added new buildings, a revamped spawn point, and streamlined the layout to enhance your pre-expedition preparations.
addedExpanding In-game ContentOn the Expedition side, our level designers have also introduced new room types and enemy encounters to ensure each run feels unique and engaging. For some added flavor, Our composer has been crafting new musics to enrich your experience, with ambient tracks for the Town Hub and thrilling themes for combat and downtime in expeditions.
addedWhat We’re Working on NextLooking ahead, we're expanding our class system to include a Ranged Classes, taking advantage of what we learned in our melee approach, as well as implementing Class Ultimates for some extra spice. The goal here is to widen the combat experience and make sure you’ll find a Class that suits your style! Our monster family is growing too, where new foes like Dire Wolves, Ghouls, Flying Skulls, and Skeletons, promise epic battles in our Cemetery Expedition.
addedWhat We’re Working on NextOn the progression front, we’re implementing a Quest system to add meaningful context and objectives to Expeditions. Alongside this, we’re developing both in-run upgrades and a meta-progression system to balance replayability and randomness with meaningful long-term progression.

Tearfallen changes

addedWelcome to our first Monthly Devlog! Here, we’ll break down everything we’ve implemented or designed in the past month and discuss all the new challenges we’re looking to tackle in the next ones.
addedWe also diversified our Slime enemies into Melee, Ranged, and the glass cannon "Hunter Slime." These let us design a more dynamic and strategic combat experience that requires quick thinking and agility. We're excited for you to try out these new challenges!
addedBeyond combat, we’ve focused on fleshing out our world. Part of that is developing the Town Hub, Fort Solara. We've added new buildings, a revamped spawn point, and streamlined the layout to enhance your pre-expedition preparations.
addedOn the Expedition side, our level designers have also introduced new room types and enemy encounters to ensure each run feels unique and engaging. For some added flavor, Our composer has been crafting new musics to enrich your experience, with ambient tracks for the Town Hub and thrilling themes for combat and downtime in expeditions.
addedLooking ahead, we're expanding our class system to include a Ranged Classes, taking advantage of what we learned in our melee approach, as well as implementing Class Ultimates for some extra spice. The goal here is to widen the combat experience and make sure you’ll find a Class that suits your style! Our monster family is growing too, where new foes like Dire Wolves, Ghouls, Flying Skulls, and Skeletons, promise epic battles in our Cemetery Expedition.

Welcome to our first Monthly Devlog! Here, we’ll break down everything we’ve implemented or designed in the past month and discuss all the new challenges we’re looking to tackle in the next ones.

Enjoy this peek behind the scenes!

Building our Combat Foundation

Last month, we made significant progress on our combat systems. As a class-based action roguelite, starting with a strong foundation is crucial, and we’ve done just that by beginning with Melee Class design. This will serve as the base for any more advanced melee classes we’ll spin up in time.

We also diversified our Slime enemies into Melee, Ranged, and the glass cannon "Hunter Slime." These let us design a more dynamic and strategic combat experience that requires quick thinking and agility. We're excited for you to try out these new challenges!

Expanding In-game Content

Beyond combat, we’ve focused on fleshing out our world. Part of that is developing the Town Hub, Fort Solara. We've added new buildings, a revamped spawn point, and streamlined the layout to enhance your pre-expedition preparations.

On the Expedition side, our level designers have also introduced new room types and enemy encounters to ensure each run feels unique and engaging. For some added flavor, Our composer has been crafting new musics to enrich your experience, with ambient tracks for the Town Hub and thrilling themes for combat and downtime in expeditions.

What We’re Working on Next

Looking ahead, we're expanding our class system to include a Ranged Classes, taking advantage of what we learned in our melee approach, as well as implementing Class Ultimates for some extra spice. The goal here is to widen the combat experience and make sure you’ll find a Class that suits your style! Our monster family is growing too, where new foes like Dire Wolves, Ghouls, Flying Skulls, and Skeletons, promise epic battles in our Cemetery Expedition.

On the progression front, we’re implementing a Quest system to add meaningful context and objectives to Expeditions. Alongside this, we’re developing both in-run upgrades and a meta-progression system to balance replayability and randomness with meaningful long-term progression.

That about wraps up our first Monthly Devlog! If you enjoyed it, don’t forget to Wishlist Tearfallen and Follow our Steam Page for more of these. If you want to jump into discussions about our game, the best place is in our Discord. We drop small updates in there and on our Twitter regularly.

Until next time!

Source

Steam News / 2 May 2024

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