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Steam News15 October 20258mo ago

Run Button & New Status Menu

For a while now, a "run button" feature has been frequently requested. At first, I was reluctant to add something like this, as the game is meant to be challenging and I don't want to add features just to make the comba

Full notes

Full Welcome to Elderfield update

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

What changed

5 fixes9 additions1 change1 removal
  • UI and audio
  • Balance
  • Gameplay
  • Events
  • Fixes
addedFor a while now, a "run button" feature has been frequently requested. At first, I was reluctant to add something like this, as the game is meant to be challenging and I don't want to add features just to make the combat more forgiving (that's what the difficulty settings are intended for). However, I do want players to feel like they have as much agency as possible, and getting stuck in a combat that you know you can't win doesn't feel great.
addedFor this reason, I have added a very WIP "Flee in Terror" option to the battle menu. When selected, you will skip your turn for a chance (5+ on a die roll, affected by Luck) to flee to your home, resetting enemy all encounters but avoiding gold loss (and the autosave erase on higher difficulties).
changedThis is still pretty unforgiving, as it depends on a somewhat unlikely roll result, still has an enemy reset, and if the roll is failed, might just get you killed anyways. However, the intention is more about giving the player an option to interact with as opposed to an "undo" button, as most unwinnable combats can be avoided by careful risk-assessment.
addedAll that said, this is not set-in-stone mechanically. There are a lot of knobs I can turn to balance it further as I get feedback from players (and lurk in unsuspecting Twitch streams). Some options for future balancing could be reducing the roll requirement, adding other penalties to the option as a balance for making it more likely to succeed, returning the player to the start of the zone instead of their home (for certain areas), and so-on.
addedI should also add that this is a major change which can (and probably will) break lots of things, so please report any bugs caused by using the flee option (such as bosses not resetting, tasks breaking, and things like that). There are probably many edge-cases that will need some custom work to make compatible with this system.
addedAside from that, this update also brings many new features to the Patreon version, and some new fixes for the free demo.

Welcome to Elderfield changes

addedFor a while now, a "run button" feature has been frequently requested. At first, I was reluctant to add something like this, as the game is meant to be challenging and I don't want to add features just to make the combat more forgiving (that's what the difficulty settings are intended for). However, I do want players to feel like they have as much agency as possible, and getting stuck in a combat that you know you can't win doesn't feel great.
addedFor this reason, I have added a very WIP "Flee in Terror" option to the battle menu. When selected, you will skip your turn for a chance (5+ on a die roll, affected by Luck) to flee to your home, resetting enemy all encounters but avoiding gold loss (and the autosave erase on higher difficulties).
changedThis is still pretty unforgiving, as it depends on a somewhat unlikely roll result, still has an enemy reset, and if the roll is failed, might just get you killed anyways. However, the intention is more about giving the player an option to interact with as opposed to an "undo" button, as most unwinnable combats can be avoided by careful risk-assessment.
addedAll that said, this is not set-in-stone mechanically. There are a lot of knobs I can turn to balance it further as I get feedback from players (and lurk in unsuspecting Twitch streams). Some options for future balancing could be reducing the roll requirement, adding other penalties to the option as a balance for making it more likely to succeed, returning the player to the start of the zone instead of their home (for certain areas), and so-on.
addedI should also add that this is a major change which can (and probably will) break lots of things, so please report any bugs caused by using the flee option (such as bosses not resetting, tasks breaking, and things like that). There are probably many edge-cases that will need some custom work to make compatible with this system.

For a while now, a "run button" feature has been frequently requested. At first, I was reluctant to add something like this, as the game is meant to be challenging and I don't want to add features just to make the combat more forgiving (that's what the difficulty settings are intended for). However, I do want players to feel like they have as much agency as possible, and getting stuck in a combat that you know you can't win doesn't feel great.

For this reason, I have added a very WIP "Flee in Terror" option to the battle menu. When selected, you will skip your turn for a chance (5+ on a die roll, affected by Luck) to flee to your home, resetting enemy all encounters but avoiding gold loss (and the autosave erase on higher difficulties).

This is still pretty unforgiving, as it depends on a somewhat unlikely roll result, still has an enemy reset, and if the roll is failed, might just get you killed anyways. However, the intention is more about giving the player an option to interact with as opposed to an "undo" button, as most unwinnable combats can be avoided by careful risk-assessment.

All that said, this is not set-in-stone mechanically. There are a lot of knobs I can turn to balance it further as I get feedback from players (and lurk in unsuspecting Twitch streams). Some options for future balancing could be reducing the roll requirement, adding other penalties to the option as a balance for making it more likely to succeed, returning the player to the start of the zone instead of their home (for certain areas), and so-on.

I should also add that this is a major change which can (and probably will) break lots of things, so please report any bugs caused by using the flee option (such as bosses not resetting, tasks breaking, and things like that). There are probably many edge-cases that will need some custom work to make compatible with this system.

Aside from that, this update also brings many new features to the Patreon version, and some new fixes for the free demo.

PATRONS CHANGELOG

  • Added a new holiday event: Harvest Festival.

  • Added a "run" option to combat. You can now select "Flee in Terror" to skip your turn and attempt to escape (on a 5+ roll). Fleeing successfully returns you to your home and resets all enemy encounters. The mechanics of this may be adjusted further pending community feedback.

  • Added the Police Station. You can now find Police Vouchers around the world, which can be traded in at the station to unlock police presence in the corresponding area, which removes about half of the enemy spawns while active. Only one area can be protected at a time, and it costs gold to request police presence in an area. Police presence lasts until the area is changed to a different one.

  • Completely reworked the "Status" menu. You can now see detailed descriptions of your blessings/curses, descriptions of stat and resistance effects, and numbers for remaining HP/MP and EXP required to level up.

  • Fixed some "Eggs" from the "Egg" Festival always being visible even when the event is not active.

  • Fixed rain/storms being possible during the Fog Lady news event

NON-PATRONS CHANGELOG

  • Fixed storms and other events changing the lighting when they shouldn't

  • Fixed some seasonal events triggering randomly in the demo

  • Fixed "All or Nothing" not calculating hit rate correctly

  • Guarding can no longer miss

Source

Steam News / 15 October 2025

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