Hello!
This update centers on the tutorial.
Tutorial Rework
The tutorial now begins on a map suited to each character, with cards that carry the mood of that place!
These cards appear only in the tutorial.
The Ash-Laid Throne Room, the Upper Room of the Empty Inn, the Shrouded Sacristy — we wanted to convey more naturally where each character sets out from, and what this world once was.
Propensity / Conscience Rework
We have cleaned up the tier names and criteria for Propensity and Conscience.
Propensity now rises and falls with brave or assertive actions, and Conscience with whether you act morally.
What each stat means should read far more intuitively than before.
Readability & Convenience
Card descriptions and combat text have been resized to be easier on the eyes.
The codex now lists what you have already collected first, so what you have and what you are still missing is clear at a glance.
Worldbuilding Pass
While reworking the tutorial, we felt the game needed to convey each character and the state of the world more naturally during play.
This update brings a first pass of expanded worldbuilding across the demo. The records left on the tutorial cards — a servants' code, a coronation hymn, a page from the council minutes — are part of that.
We will keep widening this, so that you come to understand what this world is without ever stopping to read an explanation.
Recipes Now Unlock as You Play
Until now, the crafting tab showed every recipe from the very start.
Now a recipe appears only once it has been craftable at least once, or is registered in your codex. Less scrolling through a long list, more discovering things yourself.
Among the recipes shown, the ones you can craft right now come first.
Coming in Future Updates
More to Do at Night
Night currently limits what you can do — that is going to change.
Nights will offer additional actions, including interactions that only appear after dark!
For example:
- Exploring at night may draw out more dangerous encounters
- Foraging may carry a risk of injury
- Instead of tossing a coin into the well for comfort, you might steal the coins already in it
The goal is for night to stop being dead time and become a time of new risks and new choices!
Weekly Event Rework
Weekly events are getting a rework too!
The demo currently features only the Rotting Plague, but events will no longer be fixed — you will choose them yourself.
You will pick one of three options, and each leads to different situations and outcomes.
And not everything will be bad news: some events will offer rewards or opportunities that work in your favor!
"Abyssal Fragments" and Replay Progression
We are planning a material called the Abyssal Fragment, earned by reaching any ending other than death.
You might spend them on extra supplies before a run begins, or… consume them in a node-based progression system for permanent effects.
The exact shape is still being refined, but either way, the aim is to make each new journey worth approaching with different choices and strategies than the last.
Making the moment you begin again a little more exciting — that is what we are after!
We Want Your Feedback!
We are collecting demo feedback through a Google Form.
The survey is anonymous and takes about three minutes. Please share your thoughts freely!
What you enjoyed, what felt awkward, what was hard to understand, what you would like to see added — every opinion helps.
Your feedback will go straight into future updates and the full release.
Survey link: Take the demo feedback survey
Thank you for playing!
