Hey, Scyron!
Similar to a well-balanced game, working on how a character feels when moving and acting in the world is an ongoing and crucial endeavor in game development. And where earlier playtests and Demo feedback were already a great help in refining these matters, the additional, fresh feedback from the recent Steam Next Fest gave us even more input to think about.
These changes coming to the demo today are a direct result of the ongoing conversations we have internally and with you.
Changes to the Game Feel
With this update we want to introduce adapted controls and a more overarching change to the game feel through defined parameters:
To give you a bit more of an edge when patrolling the map, we increased the base walk speed by 15% & base running speed by 25%.
We swapped the base lane enemies to Acid instead of Frost to make those early waves feel less punishing, that change is here to stay for the full game.
A big change is coming with removing the character rotation animation when changing your Scyrons direction. Now, the character will now instantly face the desired direction of movement – even on 90-degree turns. In line with that, we chose to smooth out and shorten the previous stopping animation when the Scyron comes to a halt.
Changes to the Controls (selection)
Another impactful change introduced with this update targets the controls directly.
The mouse controls received a very noticeable overhaul and are now called Click-to-Move.
The big change goes back to what our devs call the “dual click”.
Playing with dual click, you now:
walk with left click
run with right click¹
target with both
interact with left click
¹You can still change between double or simply one right click to run in the settings.
New: In Direct Control, attacks now could also be performed manually with Left Click.
Also, we’ve improved the targetting system with the mouse.
We’ve significantly improved the Scyron’s responsiveness:
Movement: Increased rotation speed, faster walk/run movement, and faster stopping with a smoother deceleration animation.
General Feel: Overall, movement input feels more responsive and immediate.
Combat: Most skills now feature near-instant cast times to improve combat fluidity.
All of this might sound strange or overwhelming on paper, but we urge you to give it good test run!
Another if so slightly smaller change is how you select your control mode before your first run. You now only need to decide between Click-to-Move or WASD Movement and then second, the keyboard layout in case you chose “Click-to-Move” (MOBA Preset or RTS Preset).
And rest assured, you can still change your layout and control mode anytime in the settings of the game.
Performances
We’ve heard your feedback loud and clear.
This update is focusing on making the game feel smoother, tighter, and more fluid across the board. This is a major optimization pass, we are committed to this effort and will keep refining based on your experiences.
Please, keep the feedback coming.
Coming to a close, we want to thank all of you again for your unfaltering support. Your shared feedback and experience help us immensely to create a better game, so – thank you!
If you have any specific feedback on this update, we’d love to hear it. You can share your words either right here on Steam, or on our Discord.
⚠️P.S. Thallos left the demo roster but will be back soon™️ on March 26 in the full release of the game.
