Hello Agents,
First of all, thank you. Truly!
After the playtest, our entire dev team personally went through your survey responses, community posts, and every piece of feedback you shared.
Some of it was hard to hear, to be honest. But that’s exactly why it mattered. And why we needed it.
Today, we want to share how your feedback is already shaping the game.
We won’t pretend everything will be perfect overnight.
But one thing we can promise you is this:
We’re listening. And we’re moving.
1. Camera & Lock-On Improvements
Issues with the camera and lock-on were the most common feedback we received.
Camera
We identified the main cause as missing camera collision settings. We’re now implementing a dedicated camera collision system.
The reason the camera feels smoother in the Arcis boss stage is because that map already uses a separate camera collision setup.
We’re improving overall level geometry to support smoother camera movement.
The camera currently has built-in smoothing delay. We’re tightening this delay carefully through testing.
Fast camera movement can feel uncomfortable, so we’re balancing responsiveness with stability.
We’re also adjusting camera distance to improve immersion.
Lock-On
Some lock-on issues will naturally improve along with the camera fixes.
The delay when switching lock-on targets is being rebalanced to favor responsiveness and accuracy.
A lock-on cancel feature already exists, but many players didn’t notice it—so we’re improving the tutorial.
We’re also reviewing the lock-on button itself and aiming for a more accessible setup.
2. Parry, Hit Detection & Combat Feedback
Timing clarity and combat feedback were another major point.
Combat Feedback
Enemy attack signals are being made clearer.
Internal tests already show noticeable improvement.
We’re refining both player and enemy animations.
Camera shake, haptics, and other feedback effects are being expanded.
Super armor will be communicated more clearly since it’s critical during damage trades.
Parry
We’re creating a brand-new parry sound effect to make successful parries feel more impactful.
Enemy attack signals are being tuned to better support parry, dodge, and guard decisions.
Parry timing is being adjusted so each shield’s identity feels more distinct.
3. Core Controls & Game Feel
We took comments like “stiff” and “unresponsive” very seriously.
We’re retuning animation notifies to reduce input buffering stress and improve action chaining.
Attack patterns and transitions are being redesigned for smoother, more Souls-like combat flow.
V.E.D.A is meant to be approachable for Souls-like newcomers, so we’re avoiding overly tight inputs.
We previously tested very strict controls and got a lot of “this is too hard” feedback—so we’re now aiming for the right balance.
4. Jump, Parkour & Rush
Jump

We fixed structural issues in the jump animations.
Failed jumps are now much less frequent.
Jump is now separated from dodge input.
Jump connects to the new Rush system.
If you hit a jump zone during Rush, you’ll auto-jump.
You can also press Rush just before a jump zone.
Parkour

Structural animation issues were fixed.
Parkour now triggers only from dodge input.
Dodge, jump, and parkour are no longer chained unintentionally.
Rush

Rush has been heavily reworked.
It used to be for skipping parts of levels, but level design changes made that purpose unnecessary.
Now Rush is a fast mid-range movement tool.
It activates instantly and only moves straight forward.
Attacking during Rush triggers a Rush Attack.
Hitting an obstacle cancels Rush.
Rush now connects naturally into jump zones.
5. Reducing Fall Death Stress
We knew this was a problem even before the playtest.
We’re loosening fall-death conditions.
A checkpoint system is being added so you revive nearby.
Falling onto solid ground still causes damage or death.
Falling into empty space triggers a fall-death revive.
Fall-death costs some HP.
This should also reduce stress from item loss.
Item loss on death will remain for mission-design reasons.
*Overall map setting example | |
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6. Map Structure Improvements

Normal missions are being simplified and clarified.
Missions are split into Depth levels.
Low-Depth missions are for players new to the genre.
High-Depth missions are for Souls veterans.
You can progress the game by doing only low-Depth missions.
Dynamic objectives are being added to encourage exploration.
Equipment rewards vary by mission.
7. Optimization
We identified Lumen as the main cause of frame drops.
Lumen, Nanite, and Virtual Shadows are being removed.
We now maintain stable framerate at 2K resolution.
8. Chip System
Chips were meant to be challenge content.
We now see they felt too punishing.
Chips will be split into general-use and special-purpose types.
Chips will become socket-based for clearer builds.
9. Equipment Variety
We’re adding more equipment variations.
Differences will include sockets, buffs, stats, and visuals.
Each weapon will have its own moveset.
10. UI Improvements
UI overhaul will come after gameplay smoothing.
The armory will be heavily redesigned.
Keyboard mapping expansion is coming.
Hold inputs will be reduced where possible.
11. Game Flow Improvements
Logos and some cutscenes will be skippable.
Early-game presentation will be streamlined.
Lobby intro will be shortened.
Title screen will add:
New Game
Continue
Options
*The reworks in the Title Screen(temporary fonts implemented)
We’re restructuring flow so you reach Souls-like gameplay faster.

12. Other
Tutorial improvements are underway.
A training ground is being added.
Final Thoughts
V.E.D.A isn’t finished yet.
Not even close.
But one thing is absolutely clear:
We’re building it together with you.
We don’t see feedback as criticism.
We see it as collaboration.
We’ll keep sharing our progress openly and honestly.
Thank you for being here with us.
- From, Tripearlgames


*In the risk of death from falling
*You will revive via "revive points"