A deck-building roguelike game with unique semi-real-time combat system. Step into the shoes of an ancient gladiator and do your best to survive in the coliseum. Combine various skills and equipment, develop your own fighting style, and defeat all the enemies to become the next champion!
Hi everyone! After the National Day holiday, we are entering a new development phase. Despite the holiday, our development progress remains fully under control.
The update cycle for the arena is roughly as follows:
Minor updates (laying the groundwork for major updates) → Major updates (according to the development log) → Hotfixes (intensive monitoring of major updates, lasting about 10 days).
Due to the gaps between each update, we will periodically release development briefs to introduce recent progress. Currently, our development work focuses on program stability. Throughout the long development process of the arena, we have lacked time for stability and version review. Therefore, at this moment—between the EA release and the major version update—we are spending some time on program organization and foundational work, mainly in areas like AI system reconstruction, database organization, and queue system restructuring.
Here is a brief on recent development content:
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AI System Redesign: In order to better expand enemy strategies, enrich enemy behaviors, increase controllability, and enhance the accuracy of data statistics, we have restructured the AI system. The new system is better at analyzing specific battlefield situations and adjusting strategies. It can handle various strategy combinations, self-adjust based on queue situations, and flexibly allocate special moves and weights within the queue. It also includes pre-calculated expectations. Once the new AI framework is completed, it will continue to be refined in subsequent updates and during the redesign of the queue system. (This AI redesign is scheduled to be deployed in the major update in November; it is currently still in testing and may not be deployed in October.)
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New Boss Character - The Master: He is a one-armed sword saint, skilled in defensive counterattacks.
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New Feature: You can view enemy equipment details outside of the battlefield.
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Giant Charged Attack Animation Optimization: Enhanced the impact feeling.
Other development progress will be announced next time. Thank you all for your support!