Hey everyone,
It’s been a little while since our last update, but we’ve been hard at work behind the scenes.
Since the demo launched, we’ve continued gathering and responding to player feedback while reworking major parts of the game. Some areas are getting much closer to the vision we’ve had from the start, while others still need more time and iteration.
Combat & Movement Updates
One of our biggest focuses has been refining movement and combat.
The gameplay is evolving to feel much more intentional while still staying fast and expressive. To give players more control, most actions can now be canceled into other actions, allowing combat and traversal to flow together more naturally. When everything clicks, the movement feels incredibly satisfying — especially with Vivi’s aerial mobility, which is opening the door for some really fun gameplay possibilities.
We’ve also been reworking weapon responsiveness and attack buffering. Attacks now queue more reliably, so if you press attack twice, it actually feels like two deliberate attacks instead of dropped inputs or missed timing windows. Small changes like this make a huge difference in overall game feel.
Right now, the current demo doesn’t fully showcase these improvements yet, but this is absolutely the direction we’re heading in.

Visual Direction
The biggest challenge for us at the moment is the visual presentation.
Originally, I wanted to push the game toward a flatter, stylized illustrative look. In some ways it worked — the flatter lighting and reduced shadows helped create a more illustrated feel — but ultimately it didn’t land the way I hoped.
There were still too many realistic elements mixed into the presentation, and instead of feeling cohesive, the visuals ended up reading more like a low-fi prototype for a lot of players.
That feedback has been important, and we agree.
We have plans to significantly update the art direction and presentation moving forward so the game better captures the atmosphere and identity we want it to have.
Capital Creative Showcase – May 9
Before those larger visual updates arrive, we’re excited to bring the current build to the Capital Creative Showcase on May 9 in Roseville, California. Use code DOKKALFAR10 for 20% off admission!
This is a great opportunity for us to observe players directly, gather more feedback, and better understand what people are expecting from the experience so we can continue improving both gameplay and presentation.
If you’re local, please stop by and say hello!
And if you aren’t able to attend, the demo will remain live throughout the event — and we’d still love to hear your thoughts.
Feedback Form:
We genuinely can’t do this without your support and feedback.
New OST Track – “Dokkalfar Theme”
We also wanted to leave you with something special: a brand new track from the soundtrack.
Listen to Dokkalfar Theme
Dokkalfar Theme is a story-driven orchestral piece set within the world of the Dark Elves. Deep, brooding orchestral textures reflect the weight of the Dokkálfar domain, while piccolo and clarinet lines cut through the darkness, carrying Vivi’s quiet resilience.
As the journey unfolds, a powerful choir emerges — echoing sorcerers and otherworldly beings standing in her path as tension builds and the world closes in.
This isn’t a theme about loud victories. It’s about endurance, perseverance, and finding calm at the end of the storm.
And finally — a incredible new illustration from Isa.
Honestly, they might be the best part of the game.

Thank you all again for sticking with us and continuing to support the project. More updates soon.
