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Steam News1 March 201610y ago

First Month on Early Access (Recap)

Time goes by so fast, and it was busy times! Our first month in Early Access is over; time for a short recap. Overall, we made five updates to the game with a nice mix of bug fixes, balance changes and improvements.

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Full The Storm Guard: Darkness is Coming update

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What changed

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  • Balance
fixedTime goes by so fast, and it was busy times! Our first month in Early Access is over; time for a short recap. Overall, we made five updates to the game with a nice mix of bug fixes, balance changes and improvements. I'm quite happy with the progress, even though there's still a long list of todos and for every item resolved, a new one pops up. We have introduced new mechanics you guys suggested with the new zone of control and made the game more accessible to new players. A new hero, the Dwarven Priest, was added and probably will see a few minor changes. Balance-wise, I was hoping that after the first month, we'd be good and the game is definitely heading in the right direction, but I feel that a few balance tweaks will still be necessary over the next weeks. We will also have to talk about the end game at some point, particularly the dragon. Boss fights are always difficult to get right, and it will be important to walk the narrow line between a push-over and a frustrating experience. Also, the fight against the dragon must not reward a particular playstyle too much over another, or make the fight a breeze if you run skill X on character Y. Last but not least, big thanks to you guys in the community that have helped tremendously in shaping the game in the last month. Your feedback is much appreciated and helps a lot making this game as great as we all want it to be. Thanks for your dedication! Mark, Bitmen Studios.

The Storm Guard: Darkness is Coming changes

fixedTime goes by so fast, and it was busy times! Our first month in Early Access is over; time for a short recap. Overall, we made five updates to the game with a nice mix of bug fixes, balance changes and improvements. I'm quite happy with the progress, even though there's still a long list of todos and for every item resolved, a new one pops up. We have introduced new mechanics you guys suggested with the new zone of control and made the game more accessible to new players. A new hero, the Dwarven Priest, was added and probably will see a few minor changes. Balance-wise, I was hoping that after the first month, we'd be good and the game is definitely heading in the right direction, but I feel that a few balance tweaks will still be necessary over the next weeks. We will also have to talk about the end game at some point, particularly the dragon. Boss fights are always difficult to get right, and it will be important to walk the narrow line between a push-over and a frustrating experience. Also, the fight against the dragon must not reward a particular playstyle too much over another, or make the fight a breeze if you run skill X on character Y. Last but not least, big thanks to you guys in the community that have helped tremendously in shaping the game in the last month. Your feedback is much appreciated and helps a lot making this game as great as we all want it to be. Thanks for your dedication! Mark, Bitmen Studios.

Time goes by so fast, and it was busy times! Our first month in Early Access is over; time for a short recap. Overall, we made five updates to the game with a nice mix of bug fixes, balance changes and improvements. I'm quite happy with the progress, even though there's still a long list of todos and for every item resolved, a new one pops up. We have introduced new mechanics you guys suggested with the new zone of control and made the game more accessible to new players. A new hero, the Dwarven Priest, was added and probably will see a few minor changes. Balance-wise, I was hoping that after the first month, we'd be good and the game is definitely heading in the right direction, but I feel that a few balance tweaks will still be necessary over the next weeks. We will also have to talk about the end game at some point, particularly the dragon. Boss fights are always difficult to get right, and it will be important to walk the narrow line between a push-over and a frustrating experience. Also, the fight against the dragon must not reward a particular playstyle too much over another, or make the fight a breeze if you run skill X on character Y. Last but not least, big thanks to you guys in the community that have helped tremendously in shaping the game in the last month. Your feedback is much appreciated and helps a lot making this game as great as we all want it to be. Thanks for your dedication! Mark, Bitmen Studios.

Source

Steam News / 1 March 2016

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