From 0.7.4 to 0.7.5, we have touched over 1,000 files. This is not a patch with a few tweaks โ we have nearly rebuilt the Demo's foundation: the battle core, the input framework, the shader pipeline, the startup flow, and the automated testing backbone.
If 0.7.4 made every match feel better, 0.7.5 is what makes the whole fight stand on solid ground.
โ๏ธ Battle Architecture Upgrade
Large-Scale Battle System Refactor
We have redrawn the boundaries between state management, rule resolution, visual presentation, and settlement logic. Long-standing coupling issues that were slowly building toward future failures have been systematically untangled.
After loading a save, restarting, or transitioning between scenes, you will see far less leftover UI, fewer ghost effects, and much less state leakage from the previous run. Trigger chains are more complete and edge cases are fewer โ the battle finally feels like a cohesive system rather than a collection of features held together with tape.
But the real value of this refactor is not in how many bugs it fixed. It is in what it unlocks next. With state, rules, and presentation now properly decoupled, adding new mechanics, units, and game modes becomes dramatically cheaper. Before, introducing a new skill might mean tiptoeing around a dozen fragile coupling points. Now, you build in the right layer and it just works. The depth and design space of combat are genuinely open for the first time.
You may not immediately "see" this refactor, but you will absolutely feel it: the fight is just more trustworthy now. And soon, you will start seeing what it makes possible.
โจ New Features
Battle Minimap
Large-board combat finally has real situational awareness. The minimap tracks your current viewport and clearly indicates when the full battlefield is already in view. As boards, rules, and objectives grow more complex, the minimap transitions from decoration to tactical tool.
100x100 Mega-Board
This is no longer just a concept mockup. The 100x100 board is now under real system-level validation โ higher chain ceilings, denser board states, and a genuine step up in complexity. It also lays the groundwork for multi-zone and multi-phase battle designs down the road.
๐ฏ Experience Improvements
Arena Storyline & Interface Upgrade
The Arena mode now includes expanded grade courses with more stages and unified course naming. The interface layout has also been optimized for clearer display of objectives, progress, and rewards.
Battle UI Upgrade
The in-battle inventory bar now has a more compact layout โ denser information without sacrificing visual clarity. Skill slot and item slot arrangements have been re-tuned, reducing unnecessary whitespace for a cleaner overall look.
Area Event Visual Polish
Card styles, text layout, and color schemes in the Area Event interface have been unified and refreshed. Visual hierarchy is clearer, making event information easier to scan at a glance.
Shop Visual Polish
The shop item list layout, category tabs, and purchase confirmation dialog have received a visual refresh, bringing them in line with the rest of the game's UI style.
Game Startup Optimization
Optimized game startup loading with the addition of a key hint to skip the title screen animation.
Localization Expansion
Added 102 new keys covering Area Events, battle flows, Academy courses, and tutorial dialogues. Fully translated across 11 languages โ blank and [tt]???[/tt] placeholders are now largely eliminated.
๐ Bug Fixes (Many bugs were fixed in this version; only a few are listed here)
Fixed battle VFX persisting across scene transitions and settlement UI lingering after loading a save (FeelSystem dangling reference + exit_tree signal cascade fix)
Fixed deadlock recovery looping infinitely without triggering battle failure after max retry attempts
Fixed Magic Events (e.g. random shatter) destroying sprites but new fills failing to trigger match detection on subsequent cascade cycles
Fixed sprite carry crystal element color not matching the sprite's own element
Fixed shortcut key display inconsistencies after loading a save (e.g. showing "3" but actually bound to "R") caused by input action initialization ordering
Fixed battle focus being unintentionally woken from dormancy by controller joystick drift, interrupting mouse-based play
Fixed Area Event scenes freezing for ~29 seconds on first frame due to GPU pipeline compilation
Fixed audio not recovering properly after unplugging headphones or switching audio devices
๐ฌ Let Us Know What You Think
๐ Found a bug? ๐ก Have ideas? โ Steam Community Hub
โญ Like where this is heading? โ Wishlist the full game
0.7.4 made you want one more match. 0.7.5 gives us the momentum to push harder, go bigger, and stand steadier than before.
See you at the Academy.
โ The Dev Team
