Summer is around the corner, we have locked in our plans for the next phase, and today we are ready to tell you about what lies ahead.
Before we look forward, let's do a quick recap of where we have been

Since our early access launch in September last year, we have been constantly working to add content and improvements to the game. Our approach for each update would be to compare the feedback with our existing goals, be flexible and ask "what does the game need most?" and execute on that. Each update we focused on a few specific areas so we didn't spread ourselves too thin.
In the last 8 months we have added a new region, 2 bosses, dozens of enemies, and heaps of cards, recipes and objects. All the while improving and streamlining several gameplay systems, based on what we were seeing in videos and hearing from players. We have been inspired by and learned so much from our amazing community on discord (seriously, come check it out)
Currently, the gaps that remain are more comprehensive ones like overall progression, and tuning that involves the overlap of every system. That feels like a signal that it is time to push towards 1.0 and release, leaving early access!
We won't stop fixing issues as they come up, but we are going to step back and take a longer period of time to work on the next update, since it will tie everything together.
What do we currently feel is needed for the game to reach 1.0?

Progression and achievements
It finally feels like the game is ready for progression. We have always said we will not do a currency grind, drip feed minor content, or use artificially difficulty and power ups. We intend for the game's progression to be the player learning and getting better at the game, and gaining cool rewards and new experiences along the way as they overcome interesting challenges. We will get more into the details in the next diary.
More card variety
We have had a few card updates, but in general they have received less attention than enemies and level content. Card mechanics felt solid, and the set of cards was big enough to prove the current system while we filled other gaps, but now the tables have turned. For 1.0 we plan to add 50-75% more cards, of all types, but especially move and triobelisk rewards.
Clearings
The game can always benefit from more clearing layouts, and work is underway to add more, while also applying more handcrafted tuning to existing ones where results can be mixed. The clearing layout are semi-scripted, with varying degrees of scripted enemy/object content, and then the game fills it with the rest of the content procedurally. We have found that the game is at its best when the two are nicely balanced, and want every clearing to hit that mark.
Crafting
Camp upgrades, card recipes and deckbuilding are much more solid since September, but could still use improvements. Everything in ZOR is related, so this milestone will see a final comprehensive pass on the systems and balance. We will share more details as we lock things down.
What will be on hold until after release?
Major themed content (like new regions, enemy factions, brand new systems)
Modes like campaign, or daily challenges
We spent some time in January prototyping a campaign mode and it is really promising, but it feels like a mistake to spread ourselves thin between two modes before finishing and nailing the pilgrimage.
Thank you!
Finally, thanks again to everyone who has given the unique ideas of ZOR a chance, and shared their experiences with us! We hope to continue hearing from you in the months to come, as there is no time more critical for feedback than this next period.
Cheers,
Clint and Gavin
