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Steam News6 March 20264mo ago

V.E.D.A – The Final Chapter of a Major Transformation

Hello Agents! Today we’re presenting the final chapter of the “Changes of V.E.D.A.” Although there were constant small changes, the core pillars of the current version had been completed.

In this update3

Full notes

Full V.E.D.A: The Awakening of Souls update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Agents!

What changed

1 fix3 additions2 changes0 removals
  • Gameplay
changedOverall Body Ratio ChangesTo emphasize the action gameplay feel, we decided to change the body ratio of the protagonist.
addedMonsters Also Went Through ChangesMatching with this new Alces design, new types of monsters were added.
addedOther System ChangesDiscarded Agent’s “part changing” system Simplified each “parts” to Gear, armament, and shields and improved the quality of each item Designed each item to have add-ons in mind
changedOther System ChangesIntegrated Agent’s system to the monsters, allowing various movement and expressions
fixedOther System ChangesReduced roguelike/roguelite elements As the dev team had their limits to fully complete the roguelike/roguelite system, core system was left untouched but reduced the overall content amount. Temporally limited the procedurally generated level generation system(the system is intact and is in improvement!) Excluded roguelike/roguelite equipment selection and switched to an Armory(inventory) system The Armory can be accessed in specific areas. Reorganized levels to a ‘mission’ based system. Currently, instead of a procedurally generated levels, each mission levels will have a fixed-type levels. Specified each levels by their difficulty to diversify gameplay experiences. Anyone can access the Tutorial mission to practice and learn the basic controls and gameplay flow.
addedOther System ChangesIn Korea, the Lunar New Year is a national holiday, thus the overall content of this post may feel less than previous posts.

V.E.D.A: The Awakening of Souls changes

changedTo emphasize the action gameplay feel, we decided to change the body ratio of the protagonist.
addedMatching with this new Alces design, new types of monsters were added.
addedDiscarded Agent’s “part changing” system Simplified each “parts” to Gear, armament, and shields and improved the quality of each item Designed each item to have add-ons in mind
changedIntegrated Agent’s system to the monsters, allowing various movement and expressions
fixedReduced roguelike/roguelite elements As the dev team had their limits to fully complete the roguelike/roguelite system, core system was left untouched but reduced the overall content amount. Temporally limited the procedurally generated level generation system(the system is intact and is in improvement!) Excluded roguelike/roguelite equipment selection and switched to an Armory(inventory) system The Armory can be accessed in specific areas. Reorganized levels to a ‘mission’ based system. Currently, instead of a procedurally generated levels, each mission levels will have a fixed-type levels. Specified each levels by their difficulty to diversify gameplay experiences. Anyone can access the Tutorial mission to practice and learn the basic controls and gameplay flow.

Today we’re presenting the final chapter of the “Changes of V.E.D.A.”

Although there were constant small changes, the core pillars of the current version had been completed.

Overall Body Ratio Changes

To emphasize the action gameplay feel, we decided to change the body ratio of the protagonist.

Still, we’ve tried to preserve the original design of the character as there were users and fans liking the previous look.

[Before ratio changes][After ratio changes]

While retaining the design philosophy, we worked hard to up the quality especially by including textures to the character.

Monsters Also Went Through Changes

[Cutiness in the ‘before’ Acles design][Alces with a new outfit]

Matching with this new Alces design, new types of monsters were added.

  • “Outlaw” Monster Example

  • “Mutant" Monster Example

Other System Changes

  • Discarded Agent’s “part changing” system

    • Simplified each “parts” to Gear, armament, and shields and improved the quality of each item

    • Designed each item to have add-ons in mind

  • Integrated Agent’s system to the monsters, allowing various movement and expressions

  • Reduced roguelike/roguelite elements

    • As the dev team had their limits to fully complete the roguelike/roguelite system, core system was left untouched but reduced the overall content amount.

      • Temporally limited the procedurally generated level generation system(the system is intact and is in improvement!)

      • Excluded roguelike/roguelite equipment selection and switched to an Armory(inventory) system

        • The Armory can be accessed in specific areas.

    • Reorganized levels to a ‘mission’ based system.

      • Currently, instead of a procedurally generated levels, each mission levels will have a fixed-type levels.

      • Specified each levels by their difficulty to diversify gameplay experiences.

      • Anyone can access the Tutorial mission to practice and learn the basic controls and gameplay flow.

In Korea, the Lunar New Year is a national holiday, thus the overall content of this post may feel less than previous posts.

In addition, Its a shame that we cannot share some aspects of our game that we like to share with you.

Please refer the “About This Game” if you’re interested of the scenario and/or world overview!

We will see you next time in the future!

to be continued…

Source

Steam News / 6 March 2026

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