Collect and battle over 180 unique creatures in this roguelike auto-battler. Level-up and evolve your Kādomon as you assemble the ultimate team, creating awesome synergies to beat BIG bosses!
Hey everyone 👋
Big thanks to everyone who has been playing Kādomon and leaving us feedback. We've been hard at work making improvements, and I wanted to give you a little update of where we're up to:
[h3][b]Addressing Technical Issues/Bugs (ETA: Regular Updates)[/b][/h3]
Thanks to your reporting both in-game (via the F11 Bug Reporting system) and on our Discord server, we’ve already been able to ID and fix a litany of balancing and performance issues - including [b]an infinite-prevention system, fixes for missing text strings, resolving crashes during the final boss, and more[/b].
We’re continuing to make Major fixes at a steady pace, and we’ll be releasing regular hotfixes over the next few weeks to ensure the game is as stable as possible. Some current issues we’re looking to clean up ASAP include:
[b]- Extended loading times/crashes related to loading.
- Being unable to select Misprints in the Kādodex.
- Evolution animations being automatically and incorrectly skipped.
- Soft Locks in certain Sub Menus if opened during Battle (Bag, Dex, etc.)
- And much more[/b]
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[h3][b]Boss Fight Rebalances (ETA: Regular Updates)[/b][/h3]
We’ve heard your feedback regarding the boss fights, and have already made sweeping changes in the first few hotfixes. They should now be less of a bottleneck, [b]only taking 50 Morale on Defeat rather than wiping your run entirely[/b]. We’ve also made adjustments to Gnocking, reducing his ability to mirror buffs, which should make the fight more tolerable when using teams with diverse strategies.
These are a start, but we’re looking to make more changes to make the boss encounters more fun and engaging throughout. Changes are planned for the Khaothesis encounter in particular,[b] to resolve issues players are encountering regarding the two-phase structure of the fight[/b]. We welcome any and all feedback on this one, so please continue to make your voices heard!
[h3][b]Controller Support (ETA: April)[/b][/h3]
We were initially targeting this feature for Launch, but as is often the case, you introduce one thing and a thousand other smaller things break, so it wasn’t ready for prime-time. We’re now in the final pass of bug fixing on Controller Support, so gamepad (and Steam Deck) users should be able to get their Kādomon fix in the coming weeks.
[h3][b]Addressing Localisation Issues/Bugs (ETA: April)[/b][/h3]
First things first, thank you for all your feedback and reports regarding localisation issues experienced at launch (especially those playing in the Chinese languages). We’ve been able to address some of them in the various hotfixes released over the last fortnight - and we’ve immediately had the game QA’d in every language to identify the more widespread issues.
Soon, we’ll be releasing a major update to our localised languages, featuring corrections, retranslations, font updates, and more - to make the Kādomon experience as smooth as possible, regardless of what language you play in.
[img]{STEAM_CLAN_IMAGE}/42864533/39cba9cd4ae8e5831d0efaf0809d948ad7a738f9.gif[/img]
[h3][b]Changes to Save Data (ETA: May)[/b][/h3]
After feedback from Launch, we’ve already made some updates to how the game handles Save Data. Most prominently of these, Quest Progress now auto saves AFTER each fight, rather than at the end of a run. This should hopefully make the experience of unlocking new items and Kādomon a bit smoother.
[b]We’re looking to make further changes going forward:[/b]
- [b]An update to Save Data structure[/b], to improve stability and decrease excessive loading times.
- [b]A refactor of how we handle Legacy data[/b] (Saves from previous Demos and the Kādomon Prologue) to ensure smoother and more consistent data transfer to the Full Game.
- We’re currently investigating the possibility of mid-run saving/run suspends (as it is currently our number one requested feature). We’re hopeful we’ll be able to make this happen, but any updates, watch this space!
[h3][b]Potential Changes to Type Effectiveness (ETA: May)[/b][/h3]
The current implementation of Type Effective damage has been a point of contention, both internally and within the community. Whilst we made major revisions to it when preparing the game for launch (including adding the Type Effectiveness chart, and diversifying the animations) - it’s clear from feedback that most seem to find the current system intrusive or detrimental. Focusing on both damage output and elemental synergies is too much, and not especially fun to manage.
As a result, we’re looking to hear from the community. [i][b]Is Type Effective damage something we should remove from the current version of the game?[/b][/i] Do let us know in the comments!
Caveated that [b]we can always add it back in[/b] future updates, as an optional Difficulty Modifier - for those looking for a more punishing experience. Please let us know your thoughts on this suggestion.
[img]{STEAM_CLAN_IMAGE}/42864533/a3282244a6aaaa393dd61a0a769aacb4e7228e68.gif[/img]
[h3][b]Smaller Improvements coming to the game in the near future:[/b][/h3]
- Making the Kādodex available on the Main Menu, to make it more easily accessible.
- Making the Quest Screen available on the Main Menu, as well as more prominent featuring of Quests and their Unlocks throughout your adventures.
[b]Changes to Items:[/b]
-The ability to Remove Items from Kādomon, without having to swap them with another item.
- Automatically placing any items received from wild Kādomon that are already in your party, into your bag.
- Viewable Recipes for Item Combinations in-game.
- Viewable Combinations for Items/Kādomon needed for Hyper Evolution in-game.
- Changes to how CONSUME items work, to better reflect their descriptions.
- Updates to the Shop, to remove Tickets and allow for re-rolling using Gold instead (to make Gold more useful longer-term).
[b]Changes to Misprints:[/b]
- Making Misprint Selection more readily accessible.
- Making Banking Misprints at Rest Areas not remove that unit from your team, making 1st time Misprint runs more viable.
- Balancing the ‘Cursed Chest’ Field Effect to ensure that Misprints are not accidentally missed when it is equipped.
- Updates to the current Ending, to remove unnecessary menuing and improve rewards.
- Better signposting of the in-game tutorial (as well as some smaller tutorial updates, to ensure information is consistent with new changes).
[img]{STEAM_CLAN_IMAGE}/42864533/621d0d847d86f3414a9b3bb006529cd84c904c7e.png[/img]
[h3][b]Looking to the Future of Kādomon:[/b][/h3]
We’re already starting the conversation of where we take things from here with Kādomon, looking towards a longer-term future.
Certain pieces of feedback (regarding [b]Meta-Progression, Making Battles Easier to Understand, Diversifying Starters, Additional Bosses, etc[/b].) are all things we’re keen to look at, but will require more time to properly address.
Once we’re through with this initial set of fixes and updates, we’ll be back with another community update, better expanding on our plans for these larger features, and re-introducing our Early Access Roadmap. Thank you for your patience, as we make these preparations - and please continue to provide as much feedback as you can. We read everything, and are dedicated to making the Kādomon experience something everyone can enjoy.
Talk soon,
Pat