It took a while to get this diary out, due to a really good reason:
Being totally consumed with work on ZOR!
We have been improving our tech, creating a ton of new gameplay content, and we just got the first version of our fully procedural progression system working. The game can now generate a full length pilgrimage run with procedural content which is HUGE.

A grimp runt goes out in a blaze of glory
The March of Progress
Next Fest was a huge milestone for us and a big test of ZOR's fundamentals. Afterwards, we took a short break and reflected on the response. Here is what we learned:
Gameplay
We are really happy with the response we saw, and where the game is at. Some excellent suggestions and improvements emerged which we are excited to add, but for the most part things went great. (phew!) Check out these videos of players discovering ZOR for the first time:
Tech
The frenzy of content creation leading up to next fest pushed our implementation to its limits and exposed a few issues we needed to address. After an intense few weeks in March, that work is done for gameplay and map (cards are getting some love next). It is allowing us to go way more crazy with ideas, and get them working much faster, with less bugs. The rate of prototyping has increased significantly.

Hulga loses the attention of some bugs by hiding in the grass
Impressions
Because the demo only showed the intro of the game, it left some wondering about what the game will be beyond that. Is it a roguelike? A linear tactics story? Something else? Here are some answers to these questions:
Sense of Progression
Story
There is a narrative in ZOR about the Slorfs, their cosmic religion, and a terrifying omen, but full disclosure: the game is not a story rich game packed with cut scenes. It will not play out as like an old school tactics game, with a linear series of levels followed by dialog. The primary focus is on gameplay.
Rogue credentials
Roguelikes and ZOR share a bunch of qualities, so its fair to say that we are closer to that space than any other. Although it may actually be illegal to call ourselves one (our lawyers are looking into it), It is useful to communicate that the game is tough, different every time, death ends a run, and it is designed to be enjoyable the more you play, with lots of surprising moments and discoveries. We shake up the formula with bring card driven, having interaction and survival folded in, and our dense puzzle sized levels.
Pilgrimage of the Slorfs
In the demo you play a two stage intro to the game, the tutorial and a short run called "Hunt the Big Grimp!". The cards are limited, and the content of levels is fairly scripted. It exists as a proving ground to make sure you understand the flow and tactics of ZOR before fully diving in.
Upon completion, you will earn the right to take the Pilgrimage.
This is the main mode that you will replay many times and has the following characteristics:
- Runs are longer and properly difficult
- More tech options and cards
- Content is super varied making every run unique
- Has several bosses and rare surprises
- It has an end and can be completed. Although that will be a huge milestone to reach, it will not be the end of the game.

Gorb gets up to his neck in problems
That's all for now! The demo will be up until the end of the upcoming Going Rogue event so make sure to check it out while it lasts.
