Dev Blog #5 | Update 0.5.5 – Your Feedback, our Changes.

Greetings, Wardens! Update 0.5.5 is live, bringing improvements inspired by all the feedback we received from the community (thank you a lot for that!), new features to enhance the experience, and some thoughtful tweaks to balance the gameplay. Let’s take a closer look at what’s changed! [h2]Improvements[/h2] [h3]Customizable Player Experience[/h3] We’ve introduced an option for players to choose their experience level with turn-based RPGs. [list] [*] [b]For Beginners:[/b] A small health boost for heroes to make the first playthrough more manageable. [*] [b]Optional Help:[/b] Players can choose to cure all conditions that would otherwise be inflicted during the first fight. [/list][i][b]Dev Comment:[/b][/i] [i]These changes aim to smooth the onboarding process while keeping the challenge intact for veterans.[/i] [h3]Casting and Combat Enhancements[/h3] [list] [*] Standardized and improved [b]casting animations[/b] across all abilities. [*] Added distinct [b]visual effects[/b] for spells, with unique styles tied to the [b]Seer[/b] and [b]Occultist[/b] mage classes (coming in future updates). [/list][i][b]Dev Comment:[/b] Even though the Seer and Occultist aren’t in the demo yet, their personality shines through in their animations, FX, and staff designs.[/i] [list] [*] Undead Improvements: [list] [*] Added different hit effects for undead enemies. [*] Improved animations for collapsed enemies, like the [b]Undead Dragon[/b] and [b]Ogre.[/b] [/list][/list] [img]{STEAM_CLAN_IMAGE}/45182155/03c753b627fab76abc847803375388430693c479.gif[/img] [i][b]Dev Comment:[/b] Let’s be honest—undead blood didn’t make sense.[/i] [list] [*] Enhanced [b]attack sounds[/b] for better timing, volume, and impact. [*] Improved [b]Action Camera dynamics[/b], which now rotates and follows targets for a more cinematic feel. [/list] [img]{STEAM_CLAN_IMAGE}/45182155/145f1a44f5e3e0b87d29e8545c1f5052b59916a8.gif[/img] [h3]Enemy Card Overhaul[/h3] [list] [*] Simplified visuals and deemphasized flavor text for clarity. [*] Grouped similar [b]enemy reactions[/b] for better organization. [*] Improved descriptions to reduce clutter and confusion. [/list] [img]{STEAM_CLAN_IMAGE}/45182155/80eab9e140d03401f90d0af08a381da952f73bf5.png[/img] [i][b]Dev Comment:[/b] Feedback from the community inspired these changes to make understanding enemies easier and faster.[/i] [h3]User Interface and Tutorials[/h3] [list] [*] Updated Miscast and [b]MP keyword colors[/b] for better clarity. [*] Simplified descriptions for effects like[b] Stun, Knockback, and Poison.[/b] [*] Reworked icons for abilities with limited charges. [/list] [i][b]Dev Comment:[/b] Icons were too similar before—this update makes them distinct and intuitive.[/i] [list] [*] Added new tutorial tips: [list] [*] Explaining hero exhaustion and conditions. [*] Clarifying movement mechanics when another action is selected. [/list][/list] [i][b]Dev Comment: [/b]Some unique mechanics weren’t explained well, so we’ve added tutorials to ensure players have all the necessary information.[/i] [h3]Music System Revamp[/h3] [list] [*] Reworked the music system for smoother transitions between songs. [*] Added new combat and map-phase tracks. [*] Default music volume now set to 75%. [/list][i][b]Dev Comment:[/b] The old music system’s abrupt transitions often disrupted immersion. These improvements aim to keep the audio experience seamless and engaging.[/i] [h2]Balance Changes[/h2] [h3]Heroes balance:[/h3] [list] [*] Disabled Legendary Conditions. [/list][i][b]Dev Comment:[/b] These were too punishing for new players since there isn't an easy way to remove them at the moment.[/i] [h3]Starting Fights Tweaked:[/h3] [list] [*] Adjusted enemy reactions to make the early battles more welcoming for new players. [/list][i][b]Dev Comment:[/b] The opening battle against [b]Zephyrath[/b] was a little too punishing for first-time players.[/i] [h3]Boss Redesigns: [/h3] [list] [*] [b]Tormentor:[/b] Now only terrifies heroes pulled with hooks, allowing for more positional counterplay. [*] [b]Succubus:[/b] Fewer Seduce abilities to give players more opportunities to strategize. [/list][i][b]Dev Comment:[/b] Bosses should be challenging, but they should also allow room for players to outsmart them.[/i] [h3]Boss Nerfs:[/h3] [list] [*] Tormentor damage reduction: [b]20%[/b](from 32%). [*] Spider evasion:[b] 24%[/b] (from 32%). [*] Succubus health: [b]100[/b] (from 105). [/list] [h2]Bugs & Stability[/h2] - Fixed miss sounds not playing sometimes. - Fixed hero banter appearing too early in fights. - Resolved UI overlap issues between items/artifacts and progression dials at the end of runs. - Fixed Scorpions showing [b]-1 Terror[/b] in some cases. - Corrected [b]Inferno Burn stacking display values.[/b] [h2]That’s All for 0.5.5![/h2] We couldn’t have made these improvements without your feedback—thank you! Keep sharing your thoughts via the in-game feedback form or on our community Discord. We wish you all a [b]Merry Christmas[/b] and a [b]Happy New Year![/b] — The Dev Team