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Steam News18 November 20257mo ago

World Map and QTE Triggers

So I haven't really found a world map that I think fits really well with the art style that I currently have for the game and I don't really have the budget to commission a new worldmap tileset at the moment.

Full notes

Full This Place at the End: An Apocalyptic RPG update

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What changed

0 fixes2 additions1 change0 removals
  • Maps
  • Balance
addedSo I haven't really found a world map that I think fits really well with the art style that I currently have for the game and I don't really have the budget to commission a new worldmap tileset at the moment. Those typically have a lot of custom pieces and will cost a fair bit of money, but I've been messing with using a 16x16 tileset for the worldmap where the party travels around in a vehicle of some kind, with signs to travel to different waypoints faster.
addedI also added QTE blocking to combat, allowing for some skill expression during combat. Tanks will have the ability to block an attack for 50% damage reduction with a larger window to time it, and then there's a smaller perfect block and perfect parry window at the end. Perfect block reduces damage down to 90%, and perfect parry is 100% + some TP generation. The perfect parry window is smallest with tanks, 1px, 2px for supports and 3px for DPS.
changedI need to decide between having QTEs on all normal attacks, with charged skills from enemies having no QTE, and using passive states to tag the grid nodes that are going to be hit, forcing you to reposition party members to avoid damage.

This Place at the End: An Apocalyptic RPG changes

addedSo I haven't really found a world map that I think fits really well with the art style that I currently have for the game and I don't really have the budget to commission a new worldmap tileset at the moment. Those typically have a lot of custom pieces and will cost a fair bit of money, but I've been messing with using a 16x16 tileset for the worldmap where the party travels around in a vehicle of some kind, with signs to travel to different waypoints faster.
addedI also added QTE blocking to combat, allowing for some skill expression during combat. Tanks will have the ability to block an attack for 50% damage reduction with a larger window to time it, and then there's a smaller perfect block and perfect parry window at the end. Perfect block reduces damage down to 90%, and perfect parry is 100% + some TP generation. The perfect parry window is smallest with tanks, 1px, 2px for supports and 3px for DPS.
changedI need to decide between having QTEs on all normal attacks, with charged skills from enemies having no QTE, and using passive states to tag the grid nodes that are going to be hit, forcing you to reposition party members to avoid damage.

So I haven't really found a world map that I think fits really well with the art style that I currently have for the game and I don't really have the budget to commission a new worldmap tileset at the moment. Those typically have a lot of custom pieces and will cost a fair bit of money, but I've been messing with using a 16x16 tileset for the worldmap where the party travels around in a vehicle of some kind, with signs to travel to different waypoints faster.

I also added QTE blocking to combat, allowing for some skill expression during combat. Tanks will have the ability to block an attack for 50% damage reduction with a larger window to time it, and then there's a smaller perfect block and perfect parry window at the end. Perfect block reduces damage down to 90%, and perfect parry is 100% + some TP generation. The perfect parry window is smallest with tanks, 1px, 2px for supports and 3px for DPS.

The tradeoff in this is that attacks (ignore the current balancing) will be pretty dangerous. I'm aiming for on level attacks to kill a DPS/Support class in 2 or so hits 100& hits, tanks 4-5 depending on the tank. Perfect blocks and parries help with this, but there's the risk of missing and taking the full hit. This is where taunts come in to play, as you can focus attacks to the tank.

I need to decide between having QTEs on all normal attacks, with charged skills from enemies having no QTE, and using passive states to tag the grid nodes that are going to be hit, forcing you to reposition party members to avoid damage.

For now, it's still an update.

Source

Steam News / 18 November 2025

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