
Thanks to your feedback, we've gained a clearer picture of the direction the game should take — which required rethinking and reworking quite a few things. This version of the demo implements part of that. Thank you for your feedback!
Key changes:
- Backgrounds now grant bonuses; they need to be unlocked and can be selected at will.
- More chests (now 6); rarity distribution across chests has been rebalanced.
- Collection rewards reworked - stat bonuses removed; all rarities now unlock mechanics instead.
- Objectives replaced with Achievements; tracking functionality is preserved.
New mechanics:
- Once you complete your first collection, duplicates of that item will lower its drop chance - passively increasing the odds of finding new and rarer items.
- Auto-opening for unchosen chests, at half speed and without the ability to receive new items.
- Active abilities that grant a timed bonus, activated at a resource cost.
- Copy synergy - if 2+ identical items drop from a single chest, they combine and multiply the item's reward (e.g. 3 copies = ×9 reward).
New upgrades:
- Guaranteed lucky chest every X openings.
- Chance to receive an extra item per copy (after unlocking Copy synergy).
Ability duration.
More:
- Full rebalance of upgrades and costs; Storage rebalanced.
- Added option to show the resource cost of upgrades.
- Added option for chest drop sound volume.
- UI improvements.
This is a significant overhaul of the core gameplay loop, so unfortunately save progress from the previous demo version could not be carried over.