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Steam News26 July 202621d ago

July 26 Weekly Update: Maps, Saves and Replays, and Faction Balance

Hello everyone! This is Tenkajin IceCream, developer of TOHOTOPIA! Here is our development update for July 20 to July 26.

In this update3

Full notes

Full 帝国幻想乡~TOHOTOPIA update

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Repeated intro

Hello everyone! This is Tenkajin IceCream, developer of TOHOTOPIA!

What changed

0 fixes0 additions6 changes0 removals
  • Performance
  • Compatibility
  • Gameplay
  • Maps
  • Balance
  • UI and audio
changedThis Week's ProgressWe carried out a comprehensive optimization pass on all six random map types. We reviewed their overall structure, generation stability, and moment-to-moment play experience. Our goal is to preserve the distinct identity of each map type while reducing unnecessary swings caused by extreme starting positions or terrain.
changedThis Week's ProgressWe continued developing the save and replay features and completed a substantial amount of work this week. These systems involve full match states, action records, and compatibility across versions, so we will keep testing their stability and refining the details.
changedFaction Feedback and AdjustmentsThe revised Komeiji Empire has now been available for one week, and we have received a great deal of detailed feedback. We are very happy that many players enjoy the new focus on Fear, the redesigned heroes, and the stronger interplay between units. At the same time, players have also pointed out remaining issues with strength, counterplay, and some of the new mechanics, while some feel that certain parts of the previous version were more direct or satisfying. We will not assume that either the old or new design is automatically correct. Instead, we will continue comparing actual play experiences, identify the parts that are genuinely fun in both versions, preserve what works, and improve what does not.
changedFaction Feedback and AdjustmentsThe Hakurei Empire currently has several clear problems. For example, its economy grows too quickly on naval maps, but it feels dull on other maps. Its design focus is also not clear enough, and some combinations of heroes, units, and faction mechanics create significant balance problems. This is especially noticeable in PvP, where these combinations can leave opponents with too little room for counterplay. Among the heroes, Suika currently has too much strength, mobility, and utility at the same time. Kasen's overall strength and the handling of her Beast Lure need improvement, while Sumireko and Aunn also have mechanics that are difficult to understand or operate. The Valkyrie is similarly polarized: its protection can be difficult to counter, but a zero-attack support unit can also feel awkward to use. Direct sea access, Raid, Landing Assault, and Aunn's teleportation are important parts of the faction's identity and should retain their core appeal, while Danegeld Diplomacy and Einherjar Runes need a more fundamental review. We are now designing the next round of Hakurei adjustments around clearer priorities, less excessive stacking, better counterplay, and a more focused faction experience.
changedFaction Feedback and AdjustmentsWe are also continuing to collect feedback and review balance for the Scarlet Empire. Some issues can be handled through numerical changes, while others require another look at the underlying play experience, so this work will continue alongside the Hakurei iteration.
changedOlder Factions and What's NextWe are also continuing the design and development of the Myouren Empire. Alongside these larger projects, our long-term work continues as usual: usability improvements, localization, bug fixes, balance adjustments, and reviewing feedback from the community and in-game surveys.

帝国幻想乡~TOHOTOPIA changes

changedWe carried out a comprehensive optimization pass on all six random map types. We reviewed their overall structure, generation stability, and moment-to-moment play experience. Our goal is to preserve the distinct identity of each map type while reducing unnecessary swings caused by extreme starting positions or terrain.
changedWe continued developing the save and replay features and completed a substantial amount of work this week. These systems involve full match states, action records, and compatibility across versions, so we will keep testing their stability and refining the details.
changedThe revised Komeiji Empire has now been available for one week, and we have received a great deal of detailed feedback. We are very happy that many players enjoy the new focus on Fear, the redesigned heroes, and the stronger interplay between units. At the same time, players have also pointed out remaining issues with strength, counterplay, and some of the new mechanics, while some feel that certain parts of the previous version were more direct or satisfying. We will not assume that either the old or new design is automatically correct. Instead, we will continue comparing actual play experiences, identify the parts that are genuinely fun in both versions, preserve what works, and improve what does not.
changedThe Hakurei Empire currently has several clear problems. For example, its economy grows too quickly on naval maps, but it feels dull on other maps. Its design focus is also not clear enough, and some combinations of heroes, units, and faction mechanics create significant balance problems. This is especially noticeable in PvP, where these combinations can leave opponents with too little room for counterplay. Among the heroes, Suika currently has too much strength, mobility, and utility at the same time. Kasen's overall strength and the handling of her Beast Lure need improvement, while Sumireko and Aunn also have mechanics that are difficult to understand or operate. The Valkyrie is similarly polarized: its protection can be difficult to counter, but a zero-attack support unit can also feel awkward to use. Direct sea access, Raid, Landing Assault, and Aunn's teleportation are important parts of the faction's identity and should retain their core appeal, while Danegeld Diplomacy and Einherjar Runes need a more fundamental review. We are now designing the next round of Hakurei adjustments around clearer priorities, less excessive stacking, better counterplay, and a more focused faction experience.
changedWe are also continuing to collect feedback and review balance for the Scarlet Empire. Some issues can be handled through numerical changes, while others require another look at the underlying play experience, so this work will continue alongside the Hakurei iteration.

Here is our development update for July 20 to July 26.

This Week's Progress

  • We carried out a comprehensive optimization pass on all six random map types. We reviewed their overall structure, generation stability, and moment-to-moment play experience. Our goal is to preserve the distinct identity of each map type while reducing unnecessary swings caused by extreme starting positions or terrain.

  • We continued developing the save and replay features and completed a substantial amount of work this week. These systems involve full match states, action records, and compatibility across versions, so we will keep testing their stability and refining the details.

Faction Feedback and Adjustments

The revised Komeiji Empire has now been available for one week, and we have received a great deal of detailed feedback. We are very happy that many players enjoy the new focus on Fear, the redesigned heroes, and the stronger interplay between units. At the same time, players have also pointed out remaining issues with strength, counterplay, and some of the new mechanics, while some feel that certain parts of the previous version were more direct or satisfying. We will not assume that either the old or new design is automatically correct. Instead, we will continue comparing actual play experiences, identify the parts that are genuinely fun in both versions, preserve what works, and improve what does not.

The Hakurei Empire currently has several clear problems. For example, its economy grows too quickly on naval maps, but it feels dull on other maps. Its design focus is also not clear enough, and some combinations of heroes, units, and faction mechanics create significant balance problems. This is especially noticeable in PvP, where these combinations can leave opponents with too little room for counterplay. Among the heroes, Suika currently has too much strength, mobility, and utility at the same time. Kasen's overall strength and the handling of her Beast Lure need improvement, while Sumireko and Aunn also have mechanics that are difficult to understand or operate. The Valkyrie is similarly polarized: its protection can be difficult to counter, but a zero-attack support unit can also feel awkward to use. Direct sea access, Raid, Landing Assault, and Aunn's teleportation are important parts of the faction's identity and should retain their core appeal, while Danegeld Diplomacy and Einherjar Runes need a more fundamental review. We are now designing the next round of Hakurei adjustments around clearer priorities, less excessive stacking, better counterplay, and a more focused faction experience.

We are also continuing to collect feedback and review balance for the Scarlet Empire. Some issues can be handled through numerical changes, while others require another look at the underlying play experience, so this work will continue alongside the Hakurei iteration.

We should also clarify that future adjustments will not be decided simply by counting survey votes, nor will we rely on surveys alone. We will also consider actual match behavior, internal testing, interactions between mechanics, and the long-term identity of each faction. However, surveys are the most direct way for players to tell us what feels fun, frustrating, clear, or difficult to counter. They are extremely helpful for locating problems and deciding priorities, and we sincerely appreciate every detailed response.

Older Factions and What's Next

The Scarlet, Hourai, and Moriya Empires were designed earlier in the game's development. Looking at them from the perspective of the current version, we can see that they still have shortcomings in areas such as pacing, faction identity, hero and unit synergy, and satisfying moment-to-moment play. We plan to audit them again in the order of Scarlet Empire, Hourai Empire, and Moriya Empire. The goal is not simply to make every faction equally strong on paper, but to make sure each one offers a distinct, smooth, and satisfying experience that fits the current game.

We are also continuing the design and development of the Myouren Empire. Alongside these larger projects, our long-term work continues as usual: usability improvements, localization, bug fixes, balance adjustments, and reviewing feedback from the community and in-game surveys.

Thank you to everyone who has taken the time to play, complete the surveys, and share detailed feedback. Your responses are helping us decide what to preserve, what to refine, and what to rebuild. Thank you as always for your support!

Source

Steam News / 26 July 2026

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