Full notes
Full Trials of Cascadia update
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What changed
- Gameplay
- Balance
- UI and audio
- Maps
- Events
Trials of Cascadia changes
Trials of Cascadia Development Update
It’s been a while since the last update, and I have been buried in development, so I wanted to share what I’ve been working on and where things are at.
I’m aiming for a Q3 2026 release, but that will depend on when the game actually feels finished. I started Trials of Cascadia back in mid 2021, and I’ve put over 10,000 hours into it (so far). I really want the final game to reflect all the time and care that’s gone into it, and for it to be playable all at once.
What's New?
Steam post image Subclasses: Each of the main characters will have a choice between two subclasses unique to them once reaching a certain level, and they can switch freely at any town or hub.
Talent Trees and Passive Perks: Every character now has their own talent tree and passive perks learned via experience. I wanted to give as much agency over builds as I could for characters with role-based skills.
Chain Gauge: This builds up stars during battle and can trigger duplicate attacks or rare bonus effects, like buffs or healing.
Cascade Gauge and Stagger System: Repeatedly hitting enemies pushes them through damage tiers (2x, 3x, 4x), opening up big windows for team combos and strategy.
Reactive Elements: Combine different elements on enemies to trigger new effects like Steam Explosion or Molten Rock. This adds a lot of depth and encourages experimenting with spells.
Assist Attacks: If two party members have matching TP, you can trigger bonus follow up attacks after actions.
Spell Priming: Hold down the action button while casting a spell to consume extra Pwr and boost its damage.
Weapon and Armor Rarity Tiers: There are now Epic, Legendary, and other rare gear types, each with unique stats and effects.
Gem Socketing: You can slot gems into weapons and armor for extra stats, utility, or elemental bonuses.
Dynamic Battle Camera: Battles now have more movement and focus, making turn-based combat feel livelier.
Full Voice Acting: All 30,000+ words of story and battle lines are fully voiced by over 20 professional actors to bring characters to life.
Content & World
350+ Maps: Cascadia is huge, with tons of regions, towns, dungeons, and secrets to find.
40+ Hidden Minigames: There are lots of optional minigames scattered throughout the world for extra challenges and rewards. Where Things Stand
The game is about 80 to 85 percent done. What’s left is:
Writing and finishing the endgame story
Stitching everything together into a smooth, complete experience
Importing all the voice lines and audio into the final scenes
Balancing combat and finalizing character and enemy data
Bug testing, polish, and quality control
I’m working a full-time job alongside this but still spend an average of 5 hours a night on the game. I’ve jumped around different parts of the project to keep things fresh, so now it’s mostly about filling in the gaps and tying everything together.
Thanks so much for following along and sticking with me. There’s more to come!
Source
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