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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hi everyone, this has been a pretty rough and crazy weekend with very little sleep for us, on Friday we found a major bug and to fix it we had to change how some things work internally, this caused old code that was "fine" to stop working and in the end caused a chain reaction with many of the systems in the game. So. this weekend we have been uploading hotfixes non-stop because due to the change, bugs were appearing one after another, and as both of us are also gamers we know how annoying it is when you want to play a game on the weekend and for some reason you can't, even if the game is in Early Access, so when we had some of them fixed we uploaded a fast hotfix, without being able to test all the combinations (which are many) and the whole game thoroughly, sometimes leading to another bug in another part of the game. So we want to apologize to everyone who had problems this weekend trying to play and couldn't, but above all we want to thank all of you who helped us to solve the problems, either by reporting them, sharing with us your savegames or even making one of us enter your game to see the problem live (and no, having a cool gameseed name doesn't break the game ;) ). It's really useful for us if you can share the savegame of a game with us on discord, because if we can reproduce a bug it's much easier for us to fix it. Although it may not seem like it, the stability and speed of the game in multiplayer is much better than last week and now there are only small details to finish fixing, there are bugs that fortunately are already history as the different items rewards between players, one of the "bugs" we had this weekend was a pretty impressive one, yesterday -Sunday- there were players who suffered disconnections even in the starting town, we realized that we had 900 concurrent players of which more than 500 were playing online! 500 was the cap of connections we had so we had to increase it, yay!. These days we will still be attentive to fix more bugs, we know there are still some issues left, but then we will be able to dedicate more time to make content and QoL. Speaking of that, the next thing we want to do is to finish and activate more difficulty levels for the NG+ mode, in which we will make infinite deck cycling more difficult, among many other things. We also have and have collected a lot of ideas from features and QoL, (better filters, a free pre-deckbuilding creator, etc...) be sure they will come, Next will be the Obelisk Challenge mode, a much more randomized mode, with changing paths, random fights and a draft system instead of towns, which will last between 30-60 minutes, with its own rankings and fully playable in coop. So as always we want to thank you all for your support, feedback and understanding. Javier (Hans) and Adam (Rhin).
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