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This post is written by Mat, our gameplay designer. Now that the Enemy Update has been out for a week, let me tell you about what our next plans are! Even before we entered Early Access, we knew that the game had an upper-bound, that is, a limit of how many things you could do before you mastered all of its challenges. We introduced some side tasks, like the Prowess unlocks and some specific achievements, but we really needed more time and feedback to design a true metaprogression system. Hell, you can note some discussions in the Steam forums or our Discord servers on the topic of now what?, and those did not go unheard. We started working on it! Itll be implemented in a few steps. First of all, we need a Hard Mode. A nastier challenge with more complex resource management and tougher beasties will be a great starting point. Then, well leverage our persistent currency, Essences, into a modifier system, with positive ones that result in a power increase (More gold? More mana? Start with a more powerful grail?) and negative ones that will increase your essence gain, but bring an extra challenge (Harder enemies? More expensive healing?). We hope that the end result is that you have a fine control over the intended difficulty of a run, and can slowly progress your warbands power across multiple runs. Challenging yourself will reward you with more essence, which in turn allows you to purchase more positive modifiers a full-fledged economy for you to participate in, and a final goal. Can you do a full negative modifier run in Hardmode? I hope you are excited about the new additions to the game and the challenges we are going to present you with. Hit us up in our Discord server if you have any questions or feedback to offer in this design stage! Mat
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