In this update3
Full notes
Full The Player Who Can't Level Up update
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What changed
- Events
- Balance
- Gameplay
The Player Who Can't Level Up changes
| Steam post image | Hello, everyone! This is RomanticDev, PD of The Player Who Can’t Level Up.Before diving into our originally planned topic, I wanted to share a special update from the Beaver Rocks 2025 Festival! |
To be honest, this event was a game-changer for me. It really helped clear up a lot of development dilemmas.
You know those moments when everything seems like a good idea, but you’re stuck thinking, “Which direction will actually be fun?” Talking with all of you in person helped me finally say, “Eureka!”
So let me share some of the real feedback we received directly from players on site!
Player Feedback Spotlight
| Player | What They Loved | Suggestions & Improvements |
|---|---|---|
| Player A | Certified banger! The action + roguelite combo feels super fresh. | Using only the X key for attacks felt a bit repetitive. Adding more attack buttons could really elevate the action! |
| Player B | So much fun! Love how you worked in the original webtoon’s story! | I expected the interaction key to be F (kinda standard), so E threw me off. |
| Player C | The early game was a bit tough, but once I got used to it, super addictive! | I wanted to try out different weapon types… It felt like something was missing. |
| Player D | Evade animations feel so smooth! | Jump attacks could use a bit more power. Also, the HP bar was hard to notice. |
| Player E | The berserk QTE? Chef’s kiss! | Dialogue could use a little more flair. And there was a bug in the background visuals. Please fix! |
| Player F | Combat is insanely stylish! | Just Evade Counter needs to hit harder for that true ‘impact’. Also, Hermes felt a little underwhelming. |
Shared Themes & Key Takeaways
Every single person who played was incredibly engaged, and the best part? The universal response was: “It’s fun!”
On top of that, we got a goldmine of practical suggestions and design ideas. Many of which confirmed things we’d been debating internally.
We also heard that players really enjoyed the chance to speak directly with the dev team and hear our intentions firsthand. Real two-way communication. Mission accomplished!
A Heartfelt Thank You
Seriously! Thank you so, so much! We were overwhelmed in the best way possible.
As I’ve always said, The Player Who Can’t Level Up is a game we’re building together with our players. Your excitement and insight, they matter more than you know.
We’ll continue to refine and polish the game based on your amazing feedback, and you’ll see the results at our next showcase!
Oh and stay tuned for our next PD Note, where I’ll break down exactly how we’re incorporating all this feedback into future updates. Coming soon!
Thanks again, and see you next time!
Source
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