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Full Welcome to Harmony update
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What changed
- Compatibility
- Maps
- Gameplay
Welcome to Harmony changes
Hello residents of Harmony,
Since the demo went live, we've made some pretty big changes, and we'd love to hear your feedback. So rather than run a closed beta, we decided to roll out these changes in the form of an update so everyone can experience them and share their thoughts.
Without any further ado, please see below for all the details!
COMBAT
While we mostly liked what we came up with the timeline, we felt like there was still opportunity to push the depth of strategy and help make Welcome to Harmony a little more unique.
Now, rather than stay with turns being completely one-sided where the player fully executes their turn and then the enemy performs theirs, we decided to incorporate both turns into each timeline slot.
This means that above each slot, you'll now see an indicator showing what action the enemy is going to do when that slot executes. For each timeline slot, your card will still execute first so place cards accordingly based on what the enemy is going to do in that slot and slots yet to be executed.
In addition to providing more opportunity for strategizing and puzzle solving, this change also allows us much more freedom to design enemies in truly unique ways.
MAP
Looking at other deckbuilders, we noticed that most tend to use the same style of map, including us.
But we felt like we could do more, so we started to experiment with ways to not only make our map unique, but to also make it a core part of the game experience.
With the addition of multiple paths, we decided to draw inspiration from classic board games of the 80's and 90's and implement a dice-based movement system.
When you return to the map, you'll now roll a die that determines how many spaces you move. In my example below, I rolled a wild 3. This allowed me to move up to 3 spaces across multiple viable paths. Yes, direction matters.
In addition to wilds, dice can also have passive and active effects that grant additional bonuses as you roll. Good luck rolling!
MORE
The changes to the combat system and map navigation are the major changes included in this update, but we also looked at the following:
Updated Enemy Behaviors
To complement the changes to the timeline, almost all enemy behaviors have been changed or reworked to better suit the new timeline mechanics
New Card Keywords
New keywords have been made to interact directly with the enemy's actions, and provide additional bonuses for optimal card placement
New Eerie Counter
Reaching the Arcade is still your main goal, but spending too much time collecting rewards on the map will result in encounters with some especially dangerous enemies
Updated PAL's tutorials to match the new mechanics
Updated the rest node to be Duke-themed
Added a bunch of new cards
Added a bunch of new gear
Added a bunch of new snacks
Added a new "Sticker" consumable type
Stickers can be added to cards to give them permanent bonuses
Added multiple different starting decks for Mikey
Added multiple different starting dice for Mikey
Adjusted Mikey's starting gear
General enemy and card balancing
Various bug fixing
That's it for now.
Welcome to Harmony is still evolving, and your feedback is a vital component to it becoming the best it can be. Please consider sharing your feedback. Whether it's here on Steam, in our Discord, or on X, we're listening!
🏡 Harmony is waiting for you!
👉 Share feedback, offer suggestions, chat with us! Join our Discord !
Source
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