Every month, we share an update on the overall progress of the game. Here’s what we’ve been working on this month:
Character Visual Update
20 New Items + Arrows
17 New Skills
Invisibility & Investigate Mechanics
Character Visual

We started working on one last visual replacement for the player character. We have the models, but they are not fully linked yet. We also had many complaints about the animations, so we have a professional animator making all the base animations.
20 more items + Arrows

20 more items were added to the game. Once again, they have placeholder art and don't change the appearance when the player equips them, but with them, we can feel the progression of the stats.
We also added arrows to the game. No more archers with magical infinite arrows. It was a hard decision to make, but I decided that having arrows is part of the archer's fantasy and that they are important. The goal is to have cheap basic arrows to reduce the risk of simply running out. The real goal is to give access to special arrows with stats and cool effects.
17 New Skills
Right now, the new skills allow for archetypes such as an agile sword fighter, a tank, and a heavy bow archer.
We made 6 passive skills and 11 active skills.
We validated that the current system we have is robust and versatile enough to create fun and creative skills with all sorts of effects and mechanics. I am certain that the current system could deliver almost any type of skill seen in other games. Even though it is possible to copy what other games have done, I have been working hard to design and plan different skills without copying from other games. However, some skill ideas are simply classics of the genre that are hard to leave out.
We will continue creating more skills for the next update.
Invisibility & Investigate

We also added Invisibility and Active Decoy. Invisibility allows us to become invisible, as the name suggests. With it, a new behavior node called Investigate was created for creatures, making them go to the last detected position and try to find the aggressor.
Active Decoy has the ability to transfer aggression to another unit. So, when you attack monsters, they don't attack you but instead attack the Active Decoy.
These two mechanics will help lay the foundation for many cool skills.
Here is a skill that uses both simultaneously:
Hunters Blind: Build a small shelter to hide from creatures. While inside, monsters cannot detect you. Attacking from inside will aggro creatures and cause them to attack the shelter. The shelter has 1 HP.

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