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Full The NOexistenceN of Morphean Paradox : The Forest of Silver Shallots update
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What changed
- Performance
- Gameplay
- Events
The NOexistenceN of Morphean Paradox : The Forest of Silver Shallots changes
What We’ve Been Working On (April & May)
The primary focus over the past two months has been centered on three core pillars:
1.Fixing Underlying Program Structures
2.Refactoring the Worldline and Narrative Outlines
3.Expanding Story Text
We believe that if the foundation isn't solid, anything built on top of it is unstable. Therefore, we dedicated significant time to rebuilding the program architecture to ensure the stability of the dialogue system, save system, and cross-playthrough data transmission.
Simultaneously, the worldline and all script outlines underwent a complete overhaul. This wasn't just a matter of "patching up" a few lines; we restructured the logic of every route and the motivations of every character from scratch. Based on this, the story text has been heavily remade, with the total word count now expanding to 500,000 words.
Narrative Changes
I. Massive Rewrite of New Game+ (NG+) Text
The first and second playthroughs no longer share the same set of dialogue. We have written a large amount of differentiated text for key scenes in the second playthrough. Rather than simple "If NG+, show B" logic, scenes will present subtle differences based on the specific choices you made in your first run. The same NPC might give the same greeting, but the tone may have shifted—you might not be able to put your finger on it, but the feeling will be different
II. Refined Branching Logic
Many "illusion of choice" moments (single-option prompts) have been broken down into true branches.
Each branch corresponds to different attitudes, affecting personality parameters.
Choices are no longer just "Choose A or B to reach different endings," but rather "What attitude do you use to face this situation?"
The bakery owner will say different things based on your past experiences.
The drunkard on the corner won’t offer help, but you can choose whether to speak to them or not.
These small details string together to define the "shape" you leave in this world.
III. Full Calibration of NPC Dialogue
We have revised and polished the dialogue of all major characters to better align with their personalities.
Each character has a unique, recognizable speaking style—you’ll be able to identify who’s talking just from the text.
June: EA Rebuild Launch
I.The June EA Build Will Be a Complete Version
Chapter 1 will be presented in its full form—not fragmented snippets, but a complete, self-contained story with a beginning and end.
We have removed all party recruitment restrictions. You can embark on the journey with anyone, or go it alone. Play as a lone wolf, adventure with Lilith, bring a full party, or even form unexpected combinations—all are viable ways to complete the EA chapter. Your party composition itself is a choice, and the world will remember who you chose to bring.
II. Functional Adjustments & New Gameplay
1.Cooking System: Now changed to manual activation so it no longer pops up automatically and interrupts the game flow.
2.Auto-Battle & Quick Results: New features currently in the testing phase; these will be unlocked after completing specific tasks.
3."Tower of Heaven" Mode: An endless trial mode where you challenge floors until you reach your limit. A perfect break when you want to step away from the main quest.
We will announce the exact release date as soon as it is confirmed.
We will announce the specific release date as soon as it is confirmed. Thank you to everyone who is still waiting; we’ll see you in June.
If you haven't experienced the game yet, feel free to wait a bit longer—we want to present a finished product, not something half-baked.
Source
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