In this update6
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Full Umigame update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone,
What changed
- Maps
- Gameplay
- Balance
- UI and audio
Umigame changes
We’re excited to launch Umigame into Early Access today. This version represents the core of our vision: fast-paced & smooth combat, unique playable characters, the symbiosis between the player and their Guardian, and a world mixing dark atmosphere with cute, mystical creatures.
What’s included in the Early Access release
The Early Access already features a polished and complete version of the game. You'll be able to experience all of the following from the start:
4 Guardians
Permanent Guardian progression
4 playable characters
18 enemies
150+ skills to unlock
9 Soulbounds (character meta-progression)
40+ items
3 biomes
24 levels
4 currencies
16 story quests
30 achievements
15 levels of Resonance (difficulty modifiers)
So why Early Access ?
Umigame is a systems-heavy roguelite, and community feedback is essential for balancing, content pacing, difficulty progression, and long-term replayability. EA will allow us to refine the experience with your help and ensure that the final version is extremely polished, cohesive and most importantly, fun!
What’s coming next
The final world, with its own enemies, biomes, bosses, and mechanics
New skills, items, augments, consumables, and character upgrades
More visual effects, animations, and refinements
Additional Guardians
Balancing passes based on your feedback
The exact order of upcoming updates isn’t fully set yet. It will partly depend on what players want to see first. We’ll prioritize features, improvements, and content based on your feedback to make the game the best it can be.
A few months ago… our first forum
Some of you might remember that a few months back, we attended our very first forum as a team in France. It was the first time we presented Umigame publicly, outside of our screens and comfort zone.
Steam post image Dragging the banner across the whole forum just for one epic shot. Worth it
Seeing our game displayed on a big banner, meeting players face-to-face, and hearing players' reactions in real time was surreal for us. For a small team, moments like these hit hard, in the best possible way.
Steam post image Back when we were surprised the game actually already looked… good?
Watching people try the game, get surprised, struggle, and then smile when they found synergies… it gave us an enormous boost. Those days shaped many of the decisions that led to today’s EA release.
After that, we’ve had the chance to showcase Umigame at several festivals: Tiny Teams, Debut Festival, Hungry Ghost Festival, No Time to Loot, Beat ’Em Up, and finally Steam Fest. Each event gave us the opportunity to show the game to players online, see their reactions, and learn a lot about how players experience the game.
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Built together with the community
We’ve spent the last months playtesting Umigame over and over, both internally and with many of you. Your feedback helped us refine balance, clarify mechanics, and even choose a price that felt fair for the Early Access content. Thank you for testing, commenting, and guiding us.
Along the way, we also dealt with our share of headaches: widespread audio issues, multiplayer bugs that appeared at the worst times, and strange loading problems. Thanks to your reports, we tracked them down and fixed them. Your support made a huge difference.
Umigame is mostly created by the two of us, two brothers, but we’ve been lucky to get support from talented people along the way: music, translations, chinese publishing, advertising, playtesting. While the core of the game remains our work, these contributions have helped it shine even brighter.
How you can help
If you encounter bugs, balance issues, or have suggestions, as usual please use the Steam forums, the in-game form (F8) or our Discord. Your feedback will strongly influence the game during EA.
Thank you for joining us on this journey. We hope you’ll enjoy exploring the world of Umigame, and helping us shape it.
Source
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