GameUpdate
Adjusted the talents related to the pipa and musical notes, reducing the number of notes and increasing their damage

Adjusted the talents related to the pipa and musical notes, reducing the number of notes and increasing their damage

Fixed some text errors

Greatly optimized the lag in the later stages. At least the 4090 shouldn't lag like a PowerPoint presentation now... Added new upgrade trees Gravel Engulfed , rolling stones advancing through quicksand. More gravel, and bigger and coarser rolling stones~ Melodic Break Causing ene

Fix Some Bugs

Attempting to Optimize Lag Issues in the Later Stages Still struggling with the issue of app crashes...

Attempted to fix the issue where the game crashes after playing for an extended time Attempted to optimize the lag issue in the late game No tests conducted... Brothers, please bear with us... If there are still issues, it's best to leave a comment to provide feedback. Fixed the

The issue of crashes is being investigated... Those who are experiencing issues can reply to the update with details on what's happening. Energy required for Gunner's Burst: 27 => 21 Base interval for Gunner's Burst Firing: 0.03 => 0.02 Cooldown time for Gunner's Sprint: 10

Reworked the shield mechanism, replacing the previous collision slow-down. Now, colliding while sprinting will consume shields. After a period of time, the shields will automatically regenerate. Bursts and dashes will also regenerate shields, with dashes regenerating two layers a

Adjusted the display effects for knockback and death. Added vibration intensity adjustment in the settings.

Added an illustrated handbook feature. For now, only upgrades have been done. Items and background will be added later.

Swordsman Adjustments: Now invincible for 0.5 seconds when the swordsman parries. Divine Edge 1: Sword Rain cooldown time changed from 0.8, 0.6, 0.5, 0.4 seconds to 0.8, 0.6, 0.4, 0.3 seconds. Divine Edge 3: Impact loss time changed from 1.5, 1.2, 0.9, 0.6 seconds to 1.5, 1, 0.5,

Made some UI adjustments. Now, when a new difficulty level is unlocked, it will be selected by default

After revamping the UI, there might be some issues with the English display. Once we've fixed the main bugs, we'll update the multi-language support. RoadMap Upcoming updates will be posted on our main page. In short: We'll focus on fixing existing bugs first. Also, we're working

We've revamped the UI and will share the specific changes shortly. There might be major bugs, and if there are, we'll work diligently to fix them immediately

fixed a bug where the monster wouldn't turn black upon death.

We've significantly increased the item drop rate in high difficulty levels, although it's still somewhat based on luck... We've done some minor optimization, even though it's just a little bit... We've also fixed some bugs related to achievements.

For the next 1-2 weeks, we're going to put all our efforts into completely redoing the UI and sorting out the skills and descriptions. We'll also be correcting some of the current unreasonable aspects, redoing some upgrades, adjusting difficulty, and adding some challenging conte

Fixed the issue of the boss's upgrade showing up repeatedly.

Increased the epic feel of the game ending. Adjusted the sound effects, adding 3D effects to all of them. Modified the behavior of Boss's dash attacks.

Increased the health pool of characters. Now, even if you abandon the game, talent points will be settled. The Gentle Flow and Weak Water talent tree will now restore health. Bug Fixes: Resolved some issues that prevented achievements from being completed. Fixed the bug where reg