In this update9
Full notes
Full The Book of Prosperity update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Gameplay
- Maps
- Fixes
- Compatibility
The Book of Prosperity changes
Hi everyone! It has been an unbelievable week. Since our public demo launched on June 2nd during the Best Indie Games Summer Showcase 2026, The Book of Prosperity has officially surpassed 1,000 wishlists on Steam! Seeing so many players dive into the neon streets of the Hong Kong-inspired world has been incredibly rewarding.
Alongside the showcase feature, I'm deeply grateful to have received widespread global media coverage across multiple languages. Outlets like INVEN Global, RPG Gamer, and Game Press featured our Western release, while top-tier Asian gaming sites including GNN (巴哈姆特), 每日遊戲新聞, QooApp, 獨立遊戲資訊網, GameSpark (Japan), Yahoo News Japan, and RULIWEB (Korea) brought the neon fantasy to local communities.
Streamers and YouTubers from different countries have also been streaming the demo! And it's so entertaining to see them enjoying my game!
Rapid Iteration: Patch Notes v0.1.4 to v0.1.6
I have been closely monitoring your streams, Discord discussions, and Steam forum feedback. To ensure the smoothest combat and game feel, I have pushed three consecutive updates over the past two weeks to address balance, inputs, and bugs directly requested by the community.
v0.1.6-demo — June 7, 2026
What's new
Added an option to skip both mini games during detention by sitting on a seat in the classroom.
Directional parry for hell hound jump-slash and Vionysus attacks — successful parries knock enemies back with a reaction animation.
Increased Volt Rush dash strength.
Blackboard minigame is tougher for mouse/keyboard: homework appears instantly at stage start and John writes lines faster.
Vionysus boss fight shows clearer phase feedback without an HP bar — defeat triggers a dramatic hit reaction and brief slow-mo.
Added dialogue lines to smooth plot flow.
Fixes
Board-decoration minigame now shows the mouse cursor while arranging posters.
Fixed repeated Clio hound-tutorial line in Traditional Chinese; added missing TW text for Cyrus and boss-room knight dialogue.
Fixed wrong speaker portrait in archive secret-room knight dialogue.
Fixed Clio clipping through a rock when leaving after the guards ambush.
v0.1.5-demo — June 3, 2026
What's new
- Skill-unlock tutorialsImproved tutorials, guiding players seamlessly through the pause-menu confirm and assign flow.
Skill menu control: The skill menu now accepts "Enter" on the keyboard for hold-to-confirm, tap-to-assign, and popup OK commands. The skill list cannot be accidentally selected during the close-menu tutorial step.
Dynamic controller glyphs: Pause-menu skill tutorials now dynamically display the correct button icons matching your active device (Keyboard, PlayStation, Xbox, or Switch).
Blackboard UI hint: The blackboard minigame now shows an on-screen erase hint for your input device; holding the erase button for 0.5 seconds will dismiss the hint.
- Parry text adjustmentUpdated the parry guide text to: "Face the enemy and parry."
Archive Room pacing: The Archive Room boss sequence now waits completely for combat states to finish before initiating the portal sequence; the player remains invincible through the portal until control returns.
Combo adjustments: Only pressing the same attack input too early now counts as a fail; letting the timing window expire or switching skills will not penalize the combo. The tutorial replays after 5 consecutive failures. Low-energy cancels will no longer soft-lock attack animations.
v0.1.4-demo — May 25, 2026
What's new
- Audio additionsAdded sound effects for falling into lava, UI menu/button confirmations, assigning emblems, and hell hound attacks. Added distinct audio feedback for successful restore landings and completed combos.
- Visual redesignsAdded original Cyrus sleeping pose artwork and completely redesigned the welcome main menu layout and art assets.
Parry mechanics tightening: Parry windows have been precision-tuned to only resolve strictly during the active timing window. On a successful parry, the player now gains approximately 1 second of invincibility, and rolling can be used immediately to cancel post-parry animation freeze.
- AI & Controls ExpansionEnemies will now detect the player from a longer range. Added full, native controller support for Xbox and Nintendo Switch pads.
Fixes
Fixed an edge-case bug where the Vionysus "unknown" portrait would fail to appear during specific narrative sequences.
Fixed Clio clipping through physical rock terrain when exiting map sectors.
Fixed a bug that allowed players to reset their skill trees prematurely during the opening tutorial sequence.
I'm still implementing some of the feedback to the game. Meanwhile, thank you all again for taking this 7-year journey with me. If you enjoy the demo, please continue to share your feedback and help support a solo developer by hitting that Wishlist button!
— SingKeys
Source
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