Patch 240214 | Demo | Enhancing Combat Experience and Experimental Trials!

STAND-ALONE

STAND-ALONE is an Action Roguelite with Fluid Pixel animation and Skill-Deck Building. Step into and be a sheep armed with a sci-fi greatsword, carving a path through wolves. Modify your skills within the desolate worlds of a sci-fi apocalypse to create a unique combat style that is all your own.

[img]{STEAM_CLAN_IMAGE}/43278504/731faf4fd7b56c368646c74581b34e85d50fdfbb.png[/img] Hello, this is LIFUEL. This update has been focused on stabilization efforts for a more comfortable playing experience. As a result, the addition of new content might seem limited, but we are working hard, so your patience and understanding would be greatly appreciated. This update also includes some experimental changes that we're trying out. We need your diverse feedback on these! Please share your thoughts and opinions with us! [h1][Major Changes][/h1] [h2]1. Improved Combat Experience[/h2] To enhance the overall combat experience, we have made subtle yet significant changes. Here are the details of these changes: [h3](1) Improved Normal Attacks for Great Sword and Flame Blade[/h3] The Great Sword and Flame Blade are designed to deliver heavier impacts and damage. For a more satisfying combat experience, we've finely tuned the normal attacks of these two weapons. Now, their normal attacks should feel neither too slow nor blunt! [h3](2) Interaction with Enemies Possessing Super Armor[/h3] Enemies with Super Armor are immune to Hitstun, but we've identified that this can interfere with interaction and feedback. We are currently focused on improving this experience and have implemented several modifications to reflect this direction. The following skills will now have a slight effect on enemies with Super Armor: [Ergosphere], [Twister] Additionally, we are making the following experimental attempts regarding interactions with enemies with Super Armor: [b]Enemies with Super Armor now have a chance to be staggered.[/b] We are giving much thought to interactions with Super Armor enemies and will continue to make improvements. However, we understand that there may be differences between our expectations and the players' experiences. Therefore, we need a lot of feedback on these experimental attempts! [h1][Modifications][/h1] [h3][Modification][/h3] Summoned drones' attacks are now influenced by the character's attack speed. The faster the attack speed, the more frequently you'll see drones attacking! [h3][Modification][/h3] The Z-value of enemies has been changed, improving visibility. This is particularly noticeable with the baby gun wolf's bullets, which have been altered for better visibility. [h3][Modification][/h3] An illustration has been added to the second record that can be viewed after defeating a boss. [h3][Modification][/h3] We've adjusted so that too many monsters do not spawn at once. [h3][Modification][/h3] Based on your feedback, awkward translations have been revised. We will continue to make such revisions, so your continued feedback and help are greatly appreciated. [h3][Bug Fixes][/h3] We've fixed a bug where occasionally escaping from the transport ship was possible. We'd love to hear your thoughts on any issues you've encountered during gameplay and any features you'd like to see. Even the smallest opinion is valuable, so please feel free to share your honest and straightforward thoughts. Your candid and sincere feedback will be a great help to us! We look forward to communicating and interacting with you on our Discord channel :)!