What have we done since release
Update Announcement — We Hear You: Combat Feel & Visual Overhaul --v 1.1.3724 Dear Players, Over the past two weeks, we've been reading every review, every discussion thread, and every message you've sent us — the complaints about combat feel, the nitpicks about detail, all o
Update Announcement — We Hear You: Combat Feel & Visual Overhaul
--v 1.1.3724
Dear Players,
Over the past two weeks, we've been reading every review, every discussion thread, and every message you've sent us — the complaints about combat feel, the nitpicks about detail, all of it. This update is our first progress report back to you.
Change won't happen overnight, but we want you to know this: every piece of feedback you've written is actively making this game better.
We'd also like to personally invite you to our Discord and QQ group, where you can talk to us directly about the game's flaws. You know best where it falls short — and we genuinely want to hear it.
Combat Feel & Visual Overhaul (Highlights)
- Reworked base attack animations: strikes are snappier and the attack rhythm is easier to read
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After:
- Improved on-hit effects: every hit lands with more direct, weighty impact feedback
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After:
- Reworked parry(interruption) presentation: the moment of attack-defense conversion feels more convincing
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- Revamped game over visuals: your final moments hit harder
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Camera Work
- Added a slow-motion cinematic on character death; the result panel now appears after the cinematic finishes, with more natural timing
- Fixed camera jitter when a character dies at the screen edge
- Fixed stiff camera movement and residual grayscale after dying during a parry
- Fixed a brief battle UI flash during the death cinematic
- Settlement no longer hangs when the death cinematic is interrupted by pausing
Under the Hood (From Your Feedback)
- Steam leaderboard rebuilt as a single combined board (old dual-board entries are retired — everyone starts fresh); the panel opens instantly from local cache, and shows the most recent data when offline
- END Endless Mode: rebuilt the session reset mechanism between consecutive battles, fixing various state-residual anomalies and occasional failure to start battles
- END Endless Mode: enemy assets are now preloaded in the background for smoother enemy swaps; battle UI stays visible throughout the run
- New Rival Encounter node in the mainline: fight through the rival's minions before facing them in a showdown — victory grants 5x rewards plus 1 extra challenge card
- Rewrote boss arrangement: bosses no longer repeat within a run, and opening dialogue now progresses with encounter stage
- Enemy strength now scales with both difficulty and chapter — gentler early, still challenging late
Known Pending Optimizations
- Enemy Qi UI node accumulation issue (in progress)
This progress report won't be the last. We're still polishing action feedback and countless details, with a long to-do list ahead — and many items on that list came straight from you.
If this update includes that one fix you've been waiting for, or if you have new thoughts to share, come find us on Discord or in our QQ group. We're always listening.
Thank you for supporting this game.




