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• Equippable items have been added to the game! These items provide passive bonuses to your characters throughout combat. Some of them also come with downsides, so you should be careful to make sure that you actually want the bonuses that the item provides before equipping it. Each combat will either offer abilities or items as a reward. Item rewards are rarer than ability rewards. You can see which rewards are items by hovering them. 
The novel ‘wit’ mechanic, where the character with the highest wit in the trade wins the insult (à la Top Trumps), was interesting enough but still somewhat in its infancy. There is always a risk when creating new mechanics that the player won’t immediately understand them, and this particular set up left players feeling dejected if they couldn’t work out how to raise their wit efficiently. While I still have faith in the original mechanics, I think they are better suited to casual gaming rather than the more hardcore experience I’m intending to create.
Instead of pre-assigned levels that are posed as sorts of puzzles, the new gameplay can be better described as a roguelike, requiring you to think on the fly and come up with strategies as you go, reactively adapting to the enemies you face. This gives the game a lot more longevity and replayability and empowers players, giving them free reign to choose their own strategies, discovering the best combinations of abilities and characters, rather than shoehorning them into one solution that they have to find in order to complete a level. Much better!
Thanks for all your feedback. I’m always looking to hear from players so if you have any comments or suggestions, please let us know in the Discord
The new class coming with this update is the Overexaggerator!
This personality type is intended to add a bit of spice to the game through calculated risk. Sometimes encounters can feel like a solved problem once it gets to a certain stage in combat, but the overexaggerator keeps players on their toes, and their ability can make for a big swing and a hit if the stars align. This class is built for high-rollers and players who enjoy a bit of risk/reward. Don't worry - we don't intend to add too many luck-based elements to the game, but a little pitter-patter and crossing of fingers here and there is good for the heart!
A whole swath of visual improvements have made their way into the game. Existing players might be a little disorientated by the fact that the top and bottom elements have switched places, but rest assured that the improvements are easy to get used to. There are now tooltips on actions when they are hovered, the input buttons are more at home on the bottom of the screen, defending and exaggeration bonuses are shown more clearly during insults, Wit and Confidence have accompanying icons whenever they are mentioned in tooltips, among many other changes.
Where game development is concerned, I believe that transparency is key (especially with early access games)! Even when milestones are not met, I feel it is important to address them rather than sweep them under the rug and pretend they never existed.
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