Meet 60 skills in 3 types

Art
A system of techniques for subduing enemies passed down through generations in long-established armed groups such as clans, knight orders, and monastic orders.
These skills are for close combat, characterized by various mobility techniques and high knockback damage.
Evade enemy attacks and swiftly exploit openings to deliver unexpected critical blows to your opponents.

Magic
A phenomenon involves temporarily materializing the properties of nature in a direction intended by the caster using mana as a medium.
These skills are for long-range combat, characterized by wide-area high magic damage and various enchanting effects.
Sweep away enemies who charge at you in numbers with ultimate force.

Swordforce
An illusionary sword projected Bella's psychology and mind.
These skills are for various situations, characterized by the ability used while moving without casting motions and having very short cooldown times.
Take down all those who stand in your way with relentless attacks.
Face overwhelming boss

Experience the thrill of the hunt as you battle a formidable boss.
Which skills should you use? Art, Magic, or Swordforce?
Is it better to burst down the boss or stagger it first?
You must choose the proper tactic for each boss if you want to be the last one standing at the end of the battle.
Annihilate the swarm of enemies

Your character outmatches the minions in the dungeon. So go ahead and rock & roll.
However, stay focused. If you get distracted and your character falls in battle, you will face permadeath and have to start the journey again.
Greetings, this is WrongTaken.
Originally, I planned to release a small patch as a follow-up to the previous update. However, due to several core system changes and the resulting balance adjustments, this has evolved into a large-scale patch.
Here are the key changes:
[hr][/hr]Overkill System
Overkill, a core mechanic of the game, is a system that grants players a chance to face the bossaka the formidableif they eliminate additional enemies even after meeting the stages kill quota.
This gave players two options:
If you wanted to challenge the formidable, you\'d push past the quota and trigger an Overkill.
[/*]If not, you could simply meet the quota and move on to the next stage.
[/*]
However, I noticed some players were going for Overkill without intending to fight the formidable. Why? Likely for the bonus EXP. Once the quota was met, enemies would continue to spawn until Overkill was triggered, allowing players to farm additional experience.
That said, skipping the boss battle while farming EXP often resulted in slower character growth. And since regular enemies also provided varying EXP amounts, Overkill became less of a choice and more of an unspoken requirement.
To address this, I\'ve removed the \"additional kill count\" requirement for Overkill.\nNow, simply reaching the stage\'s kill quota will automatically activate Overkill, spawning portals that allow you to either move on to the next stage or challenge the formidable directly.
While the term Overkill might feel a little out of place now, it still fits in the sense that youve taken down more than enough enemies. (At least, that\'s how I like to see it.)
Check out the new portal designs!
The left portal takes you to the next stage.
[/*]The right portal leads you straight into the fight against the formidable.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44820697/fd066f69c54632c5ea45a98d5f0652ce16fd3f7f.gif\"][/img]
Swordforce Overhaul
Swordforce is a unique ability available only to our protagonist, Bella. It allows her to summon golden phantom blades that strike down enemies with swift, elegant force. By landing basic attacks, Bella builds up her Swordforce gauge. Once filled, it generates Swordforce Orbsresources that fuel her powerful Swordforce skills. With extremely short cooldowns, this skill line offers a fast-paced, action-heavy playstyle (which is why Agility stat scales Swordforce damage!).
Swordforce skills also hold massive potential against the formidable. Unlike regular enemies, landing basic attacks on the formidable fills the gauge faster, enabling more frequent use of Swordforce skills. And when the formidable is staggered, Bella can unleash a barrage of these skills with zero restrictions.
Balancing Swordforce has been one of the toughest tasks. If the gauge fills too quickly, bosses go down too easily. If it fills too slowly, the high-tempo gameplay that defines Swordforce is lost.
So, Ive adjusted key elements of the Swordforce systemfine-tuning them without compromising game balance. Here are the changes:
[hr][/hr]Swordforce System Adjustments
Max Gauge: 360 160
[/*]Base Gauge Gain per Hit: 45 40
[/*]Gauge Multiplier (vs. Formidable): 2x 1.5x
[/*]Gauge Multiplier (vs. Staggered Formidable): 2x 1x
[/*]
Skill Adjustments: Swordforces
Pioneer: Cooldown 0.5s 0.4s / Increased size
[/*]Judgment: Cooldown 1s 0.8s
[/*]Conviction: Cooldown 0.8s 0.7s
[/*]Severance: Cost 4 6
[/*]Exclusion: Damage 300% 520% / Cooldown 1s 0.8s
[/*]Purge: Cooldown 1s 0.8s
[/*]Retribution: Cooldown 1s 0.6s / Increased size
[/*]Propagation: Cooldown 3s 2s
[/*]Fury: Cooldown 9s 15s
[/*]Inhibition: Cooldown 12s 20s
[/*]Defiance: Knockback damage 30 20
[/*]Drive: Damage 960% 880% / Knockback damage 28 20
[/*]Vigor: Damage 520% 600%
[/*]Challenge: Damage 500% 560%
[/*]
Other Skill Adjustments
Magics
Ice Totem: Cooldown 24s 21s
[/*]Mana Reflection: Cost 120 100 / Cooldown 6s 5s
[/*]Earthquake: Damage 210% 420% / Cooldown 40s 30s
[/*]Frost Blade: Cooldown 50s 30s
[/*]
Arts
Fang Pull: Damage 1980% 2840% / Cooldown 8s 10s
[/*]Jet Stream: Knockback damage 80 90
[/*]Swallow Returns: Damage 100% 200% / Knockback damage 60 40 / Cooldown 10s 6s
[/*]
While maintaining game balance is important, my top priority will always be creating an enjoyable experience for you, the players. I promise to avoid unnecessary nerfs that take the fun out of the game. Thank you always for your feedback and passion!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44820697/e7f962060e23a6a0008ae4f9c49bcb10b0902279.gif\"][/img]
Visual & Effects Improvements
When I first started developing this game, I was inexperienced in almost every way. And while I\'ve grown more skilled and confident over time, there\'s one area where I still feel like I\'m fumbling: aesthetic sense.
If you\'ve been with me since the early versions, you probably remember just how far the UI has come. (It still pains me a little to think of all those hand-made UI assets I scrapped along the way)
But this transformation wouldn\'t have been possible without your passionate feedback. Every improvementevery overhaulwas driven by your voices. And if there\'s anything more you\'d like to see, Ill always be ready to listen with one ear and type with both hands.
That said, some of you mentioned that the game still feels a bit too static or lifeless. So, Ive started giving more attention to visual effects and animations.
In this update, Ive added:
New Skill selection animations
[/*]Status message popups
[/*]New hit effects
[/*]Low-HP (near-death) visual indicators
[/*]
And thats just the beginningmany more visual touches and effects are on the way.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44820697/88ffcf02f013f4486b17a090c6d4e7b9e47b3e4b.gif\"][/img]
That wraps up this update.
I know this game doesn\'t have a large player baselikely due to my own limitations as a developerbut if even a few of you can enjoy this patch and have fun with it, that alone makes me incredibly happy.
Thank you, always!
Minimum Setup
- Processor: AMD Zen2 4CoreMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 8x RDNA 2
- Storage: 1 GB available space
Recommended Setup
- Processor: AMD Zen2 4CoreMemory: 2 GB RAM
- Graphics: 8x RDNA 2
- Storage: 1 GB available space
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