Time flies, and another week has gone by. How much progress have we made on the things mentioned in last week’s dev log?
If you already know, you can skip the [Update List], since I also posted some updates during the week.
Due to time constraints, I used Google Translate and didn't support many languages.
Also, this dev log includes some [Future Plans], so if you're interested, check out the details below.
(Since we support multiple languages, some wording might sound weird—thanks for your understanding.)
[Update List]
Zone 3
Happy to report that Zone 3 stages are now complete, offering more challenges for players.
Although… the story is still being translated...
Character Skill Buffs
This time we did a major rebalance and buff for all characters, along with related testing.
Each of them now has their own playstyle, and you can build unique strategies in the tower defense game with them!
Zombie Encyclopedia
You can open the encyclopedia during preparation.
It contains zombie information—
And your kill count too!!
After killing just one, you'll unlock the zombie's entry. (Just seeing them isn't enough...)
The more you kill, the more complete your analysis becomes, and you'll get more data about them.
Achievement Badges
After adding difficulty levels, we also added corresponding achievement badges.
Brand-New Map Backgrounds
Stages no longer use placeholder backgrounds.
We also adjusted the stage locations and achievement badge displays on the map!
Weapon Icon Redesign
Because in the past... I had no inspiration at the time...
Map Icon Redesign
Because in the past... I had no inspiration at the time...
Zombie I Redesign
Because the original Zombie I was my first attempt at drawing…
After drawing a few more times, I felt it didn’t look good, so I replaced it.
Sortie Count / Affection Display
That little heart in the lower left—each sortie adds +1.
Brand-New UI
Because in the past... I had no inspiration at the time...
UI Improvement - 1
Now the unit info UI only appears when you click on a squad.
If you don't click anything, the UI closes automatically.
Pressing [F] locks the UI so it won’t auto-open anymore (press again to toggle back to auto-open).
UI Improvement - 2
When you successfully click, the selected tile turns red.
Hotkey Support
Time control hotkeys: Space / Z / X / C
Quick sell items: Shift + E
Text Speed Options
New text speed options added in the settings menu: 1x, 2x, 3x
(Actually, it's 1x, 3x, 5x — after testing with multiple languages, even 3x still feels slow!)
[Future Plans]
New Stages
Not sure how many players have already cleared Zone 3 in a day,
but stages 31–40 are in the works!
Limit Mode
Limit Mode is confirmed, but I want to make it more challenging.
So it will likely be added after dual-character deployment is available.
Zone 3 & Future Story Content
Zone 3’s story is still being translated.
Because my code (character appearance logic) supports 11 languages at once, we need to complete translations before updating.
Fun fact:
I found that in the old language pack, I mistakenly translated "serum" (via copy-paste) as "sortie".
Also, I entered "button" as "massage"...
2-Character Deployment
Still balancing—some combinations are way too strong, making other combos hard to balance!
Currently, it's planned for Zone 4, since Zone 2 with dual deployment is just too much... (Zombies and mutants would cry)
(Still considering for Zone 3...)
More Characters
You’ve probably noticed 5 unreleased characters, but actually 3 more will appear in the upcoming story.
So I plan to pull back the current 5 characters.
Also, I have a big dilemma—
If I put all 5 into the beginner character pool, new players will have a harder time progressing.
So new characters might go into the Limit Mode pool and lean toward debuffs instead of only buffs.
After all, each of our current characters has a specialty—they’re masters of their own fields!
If the playstyle is too similar, it just feels off.
Stage Rewards – Fixing Bad Luck!?
Reworked the first-clear rewards.
(Final amounts might differ.)
Zone 1 level 5–10: 3 serums
Zone 2 level 1–5: 5 serums
Zone 2 level 6+: 10 serums each time
Lag From Too Many Monsters
Currently optimizing.
Steam Achievements
Will be done, but there are too many elements not yet designed.
For now, I’m just logging everything that will be used for achievements,
so that once launched, we can auto-retrieve completed ones.
[Bug Fixes]
I sincerely apologize for some bugs,
and thank you all for reporting them—it really helps make the game better!
Fun fact:
I discovered that completing stage 1 would incorrectly trigger the first-clear reward for stage 8,
causing the text to display weirdly.
Lastly, thank you for reading all the way to the end.
