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Steam News19 January 20265mo ago

Patch Notes Preview

Hello, players. 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.

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Repeated intro

Hello, players.

What changed

8 fixes0 additions16 changes0 removals
  • UI and audio
  • Compatibility
  • Maps
  • Balance
  • Fixes
  • Gameplay
changedUI / UXKey Binding System We are developing this as our top priority so that most control keys can be freely reassigned.
changedUI / UXSupport 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.
changedBalanceCharacter 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.
changedBalanceCharacter 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.
changedBalanceMonster 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.
changedBalanceMonster 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.

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

Steam News / 19 January 2026

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