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Combat Feel, Atmosphere & Weekly Progress

Hello everyone πŸ–€

You’re absolutely right to feel like the 15th is still far away. We feel it too. That’s why, instead of going quiet between major updates, we want to keep you more regularly in the loop.

So here’s what we focused on this week.

Sound & Atmosphere Improvements

In some levels, when you weren’t in combat, things felt too quiet, almost like the game had no sound at all.

We’ve been working on fixing that balance. Ambient sound has been increased, and we’ve started introducing music to areas that felt too empty before.

New theme music has been added to: Maiden Tower, Yedikule and Grand Bazaar.

It’s a subtle change, but it makes a big difference in how these spaces feel when you’re just exploring.

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Combat Updates: Fury Attacks & Polish

Combat is getting closer to where we want it to be.

Every weapon now has a Fury Attack. This has been a big missing piece, and it’s finally in.

Alongside that, we’ve:

  • Added missing animations

  • Improved existing ones

  • Updated impact sounds and hit effects

You’ll especially notice improvements across several weapons. One of the bigger changes is that some weapons previously had only a single special attack, now every weapon has two. New additions like Eviscerate for the Dagger, Reap for the Great Axe, Impale for the Great Spear, and Sekhmet’s Reckoning for the Great Mace help round things out, making combat feel more complete overall.Β 

Heavier weapons like Great Sword, Great Mace, and Great Axe now feel much more impactful, both visually and in sound.

Between Fury attacks, improved animations, and better audio feedback, the overall experience is becoming more responsive and satisfying.

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Gear Update: Bazaar Cutpurse Rework

The Bazaar Cutpurse Set has been completely rebuilt.

The previous version didn’t fully match the tone of the game, so instead of tweaking it, we redesigned it from scratch.

This is part of a broader effort, going back and bringing older gear in line with the current visual direction.

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Nudity Filter

Nudity is still fully optional, and that won’t change.

What we’ve been struggling with was how it looks when nudity was turned off.

We tried several solutions. Simple covers, patch-like fixes… even more β€œhidden” approaches but they all ended up making outfits or characters look worse in one way or another.

So instead of forcing something invisible, we leaned in a different direction.

The current solution is a minimal underwear layer, similar to a thin string bikini.

It still does its job, but even if parts of it become visible under clothing, it doesn’t look out of place or break the overall aesthetic.

It took longer than expected, but this is the first version that actually feels right to us.

And honestly… we ended up liking it enough that some of you might even prefer it as a visual option until the full lingerie system arrives πŸ™‚

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Skill Tree Progress

Work on the Skill Tree continues at full speed.

All Weapon Skills and Combat Skills are now implemented and expected to be working properly. This is a big milestone for us.

Spells still need testing and refinement (Venom Storm, Doom Shroud and Goddess Grace) and all other skills implemented exception of Byzantine Charm (better vendor buy/sell), Amazonian Rage (party damage) and Matriarch's Gift (XP gain)

They are in the game, but still need testing and refinement.

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Looking Ahead

We’d like to start squeezing in Lingerie and Tattoos.

But it really depends on how much time Skill Tree testing will take.

This week has been less about big flashy features and more about tightening the experience of how the game feels moment to moment.

For those of you supporting us on Patreon, our Insider supporters are already able to jump into the test build and see most of these changes firsthand, without waiting for the 15th. It’s been incredibly helpful for us to get early feedback during this phase.

We’ll keep sharing these updates so you don’t have to wait in silence until the 15th.

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More soon πŸ–€

The Team βš”οΈ

Π§ΠΈΡ‚Π°Ρ‚ΡŒ Π² Steam β†—

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