Weekly Update #44

Gameplay
  • Introducing the Clearstal – a mysterious crystal with a simple purpose: it clears all your chosen talents.
  • Implemented Doorway – interactable doors leading to elsewhere
  • Skills now scale according to their discipline rather than having unique scaling rules. Previously, each skill defined whether it increased magical or physical damage—but that was a lot to keep track of when choosing talents. With this new system, players can more confidently lean into their build. For example, Fire always boosts magical power, and Blood increases physical, even if a specific skill doesn’t fully align. The goal is to make scaling more intuitive without losing depth.
  • Talent Quality Rework

Developer’s Note:

Talent quality no longer affects how often a talent appears. Previously, high-quality talents were rarer, but that made it harder to chase specific builds and where’s the fun in that? Now, all talents have an equal chance to be rolled (as long as their conditions are met). Quality still exists, but it’s rolled separately and now determines how strongly a talent boosts its discipline. More freedom, more consistency, more build potential.

  • Bleed effect now deals Blood damage instead of Physical
Scenes
  • New: Prototype Void Of Even Firstier Ones

Developer’s Note:

A new testing scene has been added, offering a more versatile alternative to the static dummies in the hub. Players can now freely choose powers as many times as they like (or at least until all options are exhausted), purge talents to start fresh, and test builds in real combat scenarios. The scene even features a mobile dummy – yes, one that actually moves – ushering in a bold new era of slightly more aggressive standing targets.

UI
  • Damage popups now spread into type-based buckets and merge over time – no more spammy 5s, just satisfying 25s, 50s, and 100s. Cleaner, fancier, and way easier to read.
  • Talent selection UI now incorporates info about masteries and passive triggers
  • Brand new UI (with K&M support) for managing acquired abilities
Internal
  • UniTask has been implemented as a step toward eventually replacing Unity’s built-in coroutines. This change aims to reduce memory allocations and improve performance behind the scenes.
  • Created facade for player movement – single entrypoint which once per frame chooses one source of movement
Bugs
  • Fixed regression that caused outlines to dissapear
  • Fixed issue where interactable action was visible even after interactable was destroyed