Hello everyone.
Our focus has recently shifted to building the core roguelike features, particularly the levels, and this will be the main theme for our upcoming logs.
We've completely rewritten the stage structure, moving from a linear room design to a more Slay the Spire-like system, where each node is not just a fight or event but a small, explorable space. This change allows players to make more informed, tactical decisions when choosing their path.

To complement our new roguelike room design, we’ve also reworked the teleportation process. Currently, our team is discussing two potential approaches: one where you select your destination and teleport directly, and another where the destination selection is integrated into the teleportation process itself. Both options have their pros and cons, and we’re still weighing our choices.

Additionally, we’ve introduced a hyperspace accelerator mechanic inspired by EVE Online. This new traversal method could be incorporated into specific rooms in the future, adding more variety to the game’s movement mechanics.
That's all for today. Thank you for your support, and feel free to share this update with more friends. See you next time!