Thank you all for your amazing feedback during the Steam Next Fest! After going through everyone's comments, we found that most of the problems stem from one central issue: “the game isn’t idle enough.” So we went back to the drawing board, redesigned, and polished a lot of core systems to ensure you can enjoy a more relaxing, fishy experience. Here’s what’s new in this update:
Fixes & Adjustments: Village Construction Module
Many players said the village-building experience demanded too much attention — needing to wait for the right cards while also fearing villagers might deplete planned tiles, invalidating layout bonuses. So we've made the following changes:
Construction has been removed from the deck and moved to a dedicated building UI.
Basic buildings and environments now use unified shapes, no longer consuming special card art (rare/special buildings will retain unique visuals).
Villager gathering no longer affects your planned layout bonuses.
Demolition is now a standalone, free function.
Fixed an issue where some build data wasn’t correctly recorded.
Villager Interaction & Planning Management
We also heard a lot about how the villager system was too hands-on or lacking key functions. Here are the changes:
Removed RTS-style interactions. Players can no longer directly control villager movement.
Added a new villager management UI to view stats and directly assign professions or output preferences for each villager.
Villagers now gain experience through gathering and production.
Villagers level up and improve their attributes over time.
Resource gathering is now based on periodic global stats, instead of individual villager trips.
Adventure Loop Adjustments
Our dice-based movement and event system required constant attention to make the most of rewards. So we simplified the mechanic:
Removed dice rolls — movement is now player-controlled start/stop travel, and all tile effects are triggered on pass-through.
Tile events now trigger with a probability per loop, rather than based on distance.
The "Trickster" minigame and related features have been temporarily removed due to negative feedback and excess complexity.
Resource Gathering System
Here are some fixes and improvements based on your feedback:
Fixed a bug where mining nodes could be harvested twice if refreshed mid-action.
Crafting jobs can now occasionally yield rare or locked materials.
We completely rebalanced the time-cost curves for all gathering and crafting interactions to make them feel smoother and more consistent.
New Content
Warehouse construction is now available! Build warehouses to expand your backpack space.
Villager Arrival: New road event where passing by may attract villagers to join your village.
Village Management UI added! View bonuses provided by your buildings — future updates will expand this into a full progression system.
Village Log UI added! When the game is windowed or minimized, this will display dynamic updates about village events.
Added new villagers and natural encounter events, as well as a new item type: “Fateful Encounter”, which is unique, non-usable, and essential for unlocking storylines.
Villagers now have trait tags, giving them unique personalities, stat boosts, and surprises.
Introduced a system for village positions, where assigning roles to villagers grants layered bonuses. (Now in test — full release next update.)
Added a batch of functional ability cards — granting experience, reputation, healing, and more. Buff-type cards coming soon!
In addition to the above, we’ve fixed 43 bugs large and small — too many to list, so we’ll spare you the patchwork scroll.
This concludes our development report for this phase. Huge thanks to everyone for your support, patience, and feedback! We’re now entering full development on Chapter Two, which will bring multiple sects, diverse combat styles, and village building rewards unique to each path.
If you encounter any issues or have suggestions, feel free to drop by our community channels, use the in-game Feedback button.
As always… please don’t forget to wishlist us 🥹
With love,
Fish Princess
