Full notes
Full VELASTER update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, players.
What changed
- UI and audio
- Compatibility
- Maps
- Balance
- Fixes
- Gameplay
Based on the various feedback you’ve shared with us so far, we’d like to share the major fixes and adjustments that are currently in progress or planned.
[ UI / UX ]
Key Binding System We are developing this as our top priority so that most control keys can be freely reassigned.
Support for Different Monitor Resolutions There are currently issues where the UI does not display correctly on certain resolutions, including Steam Deck and 4:3 monitors. We are improving the UI to ensure stable display across various aspect ratios. However, due to the structure of the game, letterboxing may appear on the left and right sides when playing on wide screens.
[ Balance ]
Character Stat Adjustments Many players have reported that as the game progresses into later stages, investing in stats other than Strength becomes extremely inefficient. We are adjusting stat scaling so that investing in any stat provides sufficient effectiveness.
Character Motion Adjustments We have confirmed that many players feel frustrated due to the long delay after the 4th hit of the fast attack, which prevents immediate follow-up actions. While this attack does have a penalty compared to others, it was not intended to feel unpleasant. We are adjusting the delay to allow for smoother and more comfortable gameplay.
Monster Motion Adjustments There has been a lot of feedback that the effects gained from Perfect Guard feel insignificant. We believe the main reason is that even when a monster staggers after a successful Perfect Guard, there is not enough time to attack aggressively. Therefore, we are increasing the stagger duration to provide clearer and more satisfying attack opportunities.
Monster Adjustments Some monsters are dealing excessively high damage, which results in an unpleasant experience contrary to our intentions. Our goal is to reduce “unreasonable damage” while keeping overall difficulty changes to a minimum.
The following monsters will be adjusted:
Giant Dionea – Attack power reduced
Cultist Spearman – Attack power reduced
(Elite) Cultist Spearman – Attack power reduced
Butcher – Attack power reduced
The Corrupted Spear Garon – Attack power reduced
Warden Crokyle – Damage reduced for the swinging attacks within the 15-hit combo
[ Content ]
Item Stat Adjustments
Ataraxia Elixir – Recovery amount adjusted (Values will scale differently depending on HP increase)
[ Bug Fixes ]
The following known issues are currently being fixed:
Walls can be passed through in certain maps
Issues occurring when pressing the Guard key after climbing ladders
Movement becoming blocked after dismounting ladders with the Dodge key and performing a jump dash
Item use not activating immediately upon input
Final boss attacks of Temple Robber’s Demise not hitting when at close range
Incorrect translations in some Simplified Chinese text
※ All changes are subject to further adjustment based on testing results.
We carefully review all player feedback and are committed to making the game as enjoyable as possible. In addition to these changes, various improvements—including graphic options—are currently in progress, and the content will continue to be refined based on your feedback.
We will continue to share development notes and update information. Thank you for your continued support.
Source
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