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Tactical Nexus News

is now available!

[p]\[Chapter 8-4 Released!][/p][p]Chapter 8-4: Folklore Tactical Moon is now available![/p][p][/p][p]“An adventure of unprecedented scale awaits.[/p][p]Journey to the ruins swept by the moon's storm and revive the lost Folklore.”[/p][p][/p][p]This marks the first new stage update in six months since Chapter 8-3.[/p][p]I'm the programmer for this game writing this, and I was forced to spend months building this system.[/p][p]I destroyed the game designer. My personal record this time was 15 kills and 19 deaths.[/p][p][/p][p]This stage incorporates and rearranges all the gimmicks from Chapter 8-1 through 8-3, making it an ultra-high difficulty challenge.[/p][p]The stages in the Chapter 8 DLC share themes of “puzzle-solving” and “heavy gimmick usage,” and this stage epitomizes that.[/p][p]Recall the techniques you gained from Chapters 8-1 to 8-3 and do your best to conquer this puzzle-heavy stage.[/p][p](It's been half a year since 8-3, so you might have forgotten the tricks by now...)[/p][p][/p][p]It'll be obvious once you play, but this stage's game system itself isn't the usual TacticalNexus.[/p][p]A baffling system called the Inventory System has been implemented, and players will likely start by trying to master this.[/p][p]Both the game system and difficulty are extremely unique.[/p][p]We tried to allow for various strategies, but even so, every strategy is extremely challenging.[/p][p]Please tackle the stage while considering various approaches.[/p][p][/p][p][/p][p]\[Tips for Chapter 8-4][/p][p]This stage incorporates not only the Inventory System but also a highly unique gimmick called .[/p][p]Because of this, players will likely be overwhelmed by the flood of new information during their first few hours, leaving them confused about what's happening.[/p][p][/p][p]This stage is that impressive... or rather, it's just a design oversight on the development side.[/p][p]This time, the gimmick is quite difficult, and as is often the case with stages featuring unique mechanics, players frequently fail to even notice the gimmick exists in the first place.[/p][p][/p][p]You might think, “I should be able to figure this out without reading the manual,” only to find yourself confused and having to revisit it. I know I have.[/p][p]So, while this is a copy-paste from an article I wrote before bed, I'll include the absolute minimum information needed to clear this stage.[/p][p][/p][p]◆The balance assumes you'll fail if you skimp on .[/p][p]If enemies feel too strong, press the V key.[/p][p][/p][p]◆The balance assumes you'll fail if you don't pick up the stone tablets.[/p][p]If enemies feel too strong, pick up the stone tablets.[/p][p](Pressing the R key shows which items are on which floors)[/p][p][/p][p]◆The balance assumes you'll fail if you don't offer the stone tablets.[/p][p]If enemies feel too strong, offer the stone tablets.[/p][p](Offering the tablet to the cracked moon wall grants significant power-ups)[/p][p][/p][p]◆The balance assumes you'll need multiple attempts.[/p][p]Please experience several game overs.[/p][p][/p][p]◆When encountering an item in your inventory, press the Shift or C key to stand on top of it.[/p][p]Avoid items you don't want to pick up.[/p][p](The controls feel pretty crappy, but we concluded this is unavoidable.[/p][p]This is officially crappy, so everyone should just accept it as such.)[/p][p][/p][p]\[Other Adjustments][/p][p]◆ Extended the effect duration of from 3 turns to 7 turns.[/p][p][/p][p]\[Acknowledgements][/p][p]For this stage development, we had volunteers play the alpha version on Discord and received several bug reports from players in advance.[/p][p][/p][p]TacticalNexus's Discord is famously meticulous and thorough—players even send save data when reporting bugs—and it was a huge help.[/p][p]Typically, the workload right before updates for Chapter 4 and beyond is immense. Programmers especially halve their sleep for 1-2 weeks each time, pulling 30-45 hour marathons the day before release. This time, it only took 26 hours.[/p][p][/p][p]Ultimately, some bugs remain this time, and we'll be silently updating to fix minor issues for a while. However, having the critical bugs largely resolved is a huge mental relief for development.[/p][p]I'd like to take this opportunity to express my gratitude. Thank you very much.[/p][p]TacticalNexus may seem like a game that only delays updates, but it's true that your cooperation is accelerating development.[/p][p][/p][p]Or rather, it would be strange for a game in its sixth year of development to suddenly introduce baffling proprietary systems like inventory. I never imagined anything could be more grueling than the Extended Screen.[/p][p]The fact that this game's development and stage gimmicks keep spiraling into increasingly bizarre territory over time is also entirely your fault. Thank you very much.[/p][p]We'll continue creating baffling stages starting from Chapter-9 onwards.[/p][p][/p][p][/p][p][/p][p]\[Regarding the Next Update][/p][p]We're considering a mid-update for feature improvements sometime in September or October, but it's uncertain.[/p][p][/p][p]Additionally, we plan to update at least one of the following in October or November:[/p][p][/p][p]◆Chapter5-0 Rainbow Tactical Bridge[/p][p]This stage is intended to bolster the content-light Chapter-5.[/p][p]It's a highly unique stage containing several smaller stages within it.[/p][p](Similar to EX-2, it's packed with original gimmicks.)[/p][p][/p][p]◆DLC: Tactical Nexus Media Player[/p][p]A media player that allows you to play Tactical Nexus BGM.[/p][p]Furthermore, with the release of the media player, it will become possible to extract music files from Tactical Nexus data even without purchasing the media player.[/p][p](In other words, if you just want to listen to the music, you won't need to purchase this DLC.[/p][p]This DLC is intended as one form of content for players who have spent thousands of hours playing this game and wish to support us financially in some way.[/p][p]Going forward, all stage DLCs for Chapter-9 and beyond will be sold for $1, while game-related QoL updates will continue to be provided free of charge.[/p][p]For more details on this, please refer to this article.)[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]This media player features unique processing that plays animations of TacticalNexus characters performing the music during playback.[/p][p]Additionally, it will be possible to play music unrelated to TacticalNexus by placing your favorite files in a specific folder.[/p][p][/p][p][/p][p]\[About Monthly Nexus][/p][p]Monthly Nexus was very well-received, so we planned to update the August edition. However, the theme for August's article was “Chapter 8-4 Development Postmortem.”[/p][p]Spoiling all the gimmicks before release is a bit crazy, so we held off on the update.[/p][p][/p][p]We will update the August Monthly Nexus on 9/15 and update the September Monthly Nexus at the end of the month.[/p]

Urgent Notice: Chapter 8-4 Implementation

[p]We're incredibly sleepy, so I'll write a proper article tomorrow. Sorry.[/p][p][/p][p]I'll just summarize the key points.[/p][p][/p][p]・This is a Very Hard stage mixing all the gimmicks from Chapter 8-1 through 8-3.[/p][p][/p][p]・The balance assumes you'll die if you skimp on using .[/p][p]If you think the enemies are too strong, press the V key.[/p][p][/p][p]・The balance assumes you won't survive without picking up the stone tablets.[/p][p]If enemies feel too strong, pick up the stone tablets.[/p][p](Pressing R shows which items are on which floors)[/p][p][/p][p]・The balance assumes you won't survive without offering the stone tablets.[/p][p]If enemies feel too strong, offer the stone tablets.[/p][p](Offering a tablet to a cracked moon wall grants significant buffs)[/p][p][/p][p]・The game assumes you won't win without multiple attempts.[/p][p]Please experience several game overs.[/p][p][/p][p]・When touching an item in your inventory, press the Shift or C key to stand on top of it.[/p][p] Avoid items you don't want to pick up.[/p][p](The controls feel pretty crappy, but we concluded this is unavoidable.[/p][p]This is officially crappy, so everyone should just accept it as crappy.)[/p][p][/p]

[Reading Material] Monthly Nexus July Issue

[p]※No updates have been made yet. Sorry about that.[/p][p]“Monthly Nexus” is an article for reporting on recent developments and providing brief announcements about future updates.[/p][p][/p][p]※As an experiment, I wrote an article reporting on recent developments. If you would like to see more articles like this in the future, please give this article a high rating. If you don't think articles like this are necessary, please give this article a low rating.[/p][p](I will decide whether to continue writing articles like this based on the ratio of each rating.)[/p][p][/p][p][/p][p]【Progress on Chapter 8-4】[/p][p]Sorry, it looks like it will be extended until around August 10. I have already destroyed the game designer. He is currently respawning.[/p][p][/p][p]----[/p][p][/p][p]This has already been introduced on Twitter and Discord, but here is an overview of Chapter 8-4.[/p][p][/p][p][/p][p]Chapter 8-4: The Tactical Moon of Tradition[/p][p][/p][p]◆In this stage, the “inventory system” will be introduced, and orbs, keys, and some special items will be stored in the inventory.[/p][p]When the inventory is full, you cannot pick up items.[/p][p](You can walk over items.)[/p][p]→However, certain types of keys and items can be held without restriction.[/p][p](Keeping the inventory empty to ensure you have items for map transitions, etc., can become overly stressful if done excessively.)[/p][p][/p][p]◆As an experiment, “Sunwisher” in a “shop” format similar to 8-1 or 8-3 will appear.[/p][p]Specifically, some of the instance passives in this stage can be purchased using Sunstone.[/p][p](However, the price doubles each time you purchase the same passive.)[/p][p]→This type of system was previously avoided due to potential conflicts with Legacy, but since the “inventory system” is an extremely unique system, it was decided to implement it experimentally with the goal of increasing customization and enabling various playstyles.[/p][p]As a restriction, this “shop” Sunwisher can only be used at the start of the game, and the initial inventory size is planned to be 5 or 6 slots.[/p][p](Items to increase inventory can be purchased, but the maximum inventory is 18, and inventory expansion items exist on the map in numbers exceeding the maximum inventory.)[/p][p][/p][p]◆Silver Sunwisher with ATK and DEF will be implemented.[/p][p][/p][p]◆This stage will feature special items that can be stored in the inventory.[/p][p](Example: “Life Collar” - While held in the inventory, HP recovery rate increases by 100%, and maximum HP +100,000[/p][p]“Sword Tablet” - While held in the inventory, ATK +500)[/p][p]At this time, these items are defined as “Traditional Items.”[/p][p][/p][p]◆Each floor of this stage contains an object called a “Traditional Altar.”[/p][p]By offering a designated “Traditional Item” at a Traditional Altar, you will obtain an Instance Passive with 1.0 to 2.0 times the effect of that Traditional Item.[/p][p]→Powerful buffs are applied to the player at two timings: when obtaining a Traditional Item and when using a Traditional Item.[/p][p][/p][p]◆Using a Traditional Altar requires conditions such as “consuming a key of a specific color” or “defeating Burgeoner (or avoiding it using an Orb).”[/p][p][/p][p]◆Initially, moving between maps was planned to consume “turns,” but instead, a different movement system called “Inactive Portals” will be implemented.[/p][p]→In this stage, all portals (for moving between floors) are “inactive” by default.[/p][p]“Inactive Portals” can be temporarily activated by consuming the consumable item “Moon's Guidance.”[/p][p]However, if another “Inactive Portal” is activated, any previously active portals will become inactive.[/p][p]The number of times “Moon's Guidance” can be used before an activated portal becomes inactive again can be increased via Instance Passive.[/p][p][/p][p]◆ An Instance Magic that grants significant status buffs until you move floors by consuming “Moon's Guidance” will be introduced.[/p][p](It will be possible to clear high-tier floors early in the stage.)[/p][p][/p][p]◆Levels are expected to rise slowly, but stats will inflate significantly.[/p][p]Specifically, stats can reach six digits, and an Instance Passive that multiplies ATK/DEF by several times through equipment is planned.[/p][p][/p][p]◆The map is fairly large, but the number of enemies is low.[/p][p]→Currently, there are approximately 10–25 enemies per floor. Nexus stages have a higher enemy count.[/p][p]The map size is planned to be slightly smaller than Rainbow.[/p][p][/p][p]◆New items will be introduced as follows:[/p][p]Sand Of Moon Ocean: Restores 50% of maximum HP. (Maximum 1,000,000 points)[/p][p]Drop Of Moon Ocean: Restores 25% of maximum HP. (Maximum 5,000,000 points)[/p][p][/p][p][/p][p][/p][p][/p][p]【Future Update Plans】[/p][p]After implementing Chapter 8-4, we plan to implement a new stage called “Chapter 5-0,” followed by Chapter 9-1.[/p][p]Normally, DLC sales are not conducted until two stages are available, but as mentioned in an article written earlier, all DLC for Chapter 9 and beyond will be sold for $1 each.[/p][p]Therefore, we have decided to release the Chapter 9 DLC once Chapter 9-1 is completed. We may be unfairly exploiting players for $1.[/p][p]After implementing Chapter 9-1, we plan to experiment with either microtransactions, which are the “worthless paid features” mentioned in the article, or selling the Tactical Nexus soundtrack. We wonder how it will turn out.[/p][p][/p][p]【Chapter 5-0 Preview】[/p][p]After implementing Chapter 8-4, we will release Chapter 5-0.[/p][p]Chapter 5-0 is a new stage that will be included as an update for Chapter 5, which is famous for being “expensive for the amount of content.”[/p][p](The new stage will appear at the bottom of the stage list, where “Kawarawari Dojo” currently is, and “Kawarawari Dojo” will be moved to the Special-3 position.)[/p][p]As indicated by its unique stage number, Chapter 5-0 features a highly distinctive system.[/p][p]While implementation is still some time away, the system itself is largely finalized, so we will provide an overview of the stage.[/p][p][/p][p][/p][p]Chapter 5-0: Rainbow Tactical Bridge[/p][p][/p][p]◆This is a special stage with the following background setting: “After the final day of a certain world, players head toward a place known as the ‘Rainbow Bridge.’”[/p][p][/p][p]◆Within this stage, there are five small stages spanning approximately floors 8 to 15.[/p][p]Players can only play one stage per playthrough, and upon clearing a stage, they will warp to the “Bridge Leading to the Rainbow” area.[/p][p][/p][p]◆A unique system includes “shops” like 8-1 and 8-3.[/p][p][/p][p]◆A unique system introduces a meta-progression item exclusive to this stage called “World Fragments.”[/p][p](Meta-progression refers to benefits like Sunstone that can be obtained even after restarting the game.)[/p][p]→In each stage of 5-0, fulfilling specific conditions allows you to obtain “World Fragments.”[/p][p] can be consumed in stores or converted into Sunstone using the Sunwisher.[/p][p][/p][p]◆ and Sunstone can be obtained in small quantities by clearing stages with high scores.[/p][p][/p][p]◆Special-tier enemies called will appear.[/p][p][/p][p]◆In the “Bridge to the Rainbow” area, special bosses may appear depending on the player's actions during the stage.[/p][p][/p][p]◆A total of 9 unique enemies, including some that have already appeared and others that will appear in future stages, are scheduled to appear in a different form than usual.[/p][p][/p][p]◆By fulfilling certain conditions in this stage, you will be able to move between stages under certain conditions.[/p][p][/p][p]The clear data (obtained Sunstone) that enables stage-to-stage movement will be obtained via a different score frame than usual.[/p][p]Chapter 5-0 is a stage created in response to feedback requesting a “smaller, simpler stage,” while maintaining the fun of updating your score to obtain small amounts of Sunstone in a small stage, and also allowing progression to higher-difficulty stages under specific conditions.[/p][p]Additionally, the Mystic Gate is scheduled to appear.[/p][p](It will be placed in either Chapter 8-4 or Chapter 9-1.)[/p][p][/p][p][/p][p][/p][p]【A sudden monthly article has been released】[/p][p]Recently, I came across a post on social media that read, “Developers should provide updates on games currently in development. Even if it's just a single line, anything is fine...”[/p][p](The article referenced an image from an old post I wrote.)[/p][p][/p][p]Most of the text related to TacticalNexus is written by me (the programmer), and I can write as much as I want (quickly) if I try.[/p][p]However, the issue is that most of what I write ends up being about various experiments that either don't get implemented or start and end under the surface.[/p][p][/p][p]----[/p][p][/p][p]From the developers' perspective, we believe that what players are seeking is more about “game progression.”[/p][p]However, the work we do on a daily basis leading up to updates is a cycle of “experimentation → abandonment.”[/p][p]This is something we recently disclosed (or rather, accidentally disclosed) on Discord, but the design of our game system and game balance for Chapter 6 and beyond can be described as “rolling the dice.”[/p][p]Those of you who have already dedicated a significant portion of your life to this game are likely aware that TacticalNexus was relatively orthodox up to Chapter-5, but it suddenly takes a wild turn starting from Chapter-6.[/p][p][/p][p]Specifically, content that completely upends the game's mechanics, such as items that can destroy even unpaved blocks or items that allow the use of orbs in stages prior to Chapter-3, makes its appearance.[/p][p]This is what is referred to as “Legacy,” “Magic,” or “MysticGate.”[/p][p][/p][p]The game essentially takes the brain you've meticulously trained up to Chapter 5 and destroys it with insane content, effectively brainwashing you over hundreds to thousands of hours. Or perhaps it's not a game at all, but a drama.[/p][p]Interestingly, this system was actually conceived from the very beginning of the game's development, and by this point, our own brains were already shattered.[/p][p]In Chapter 6 and beyond, chaotic gimmicks and systems that defy description begin to appear in each stage.[/p][p][/p][p]Due to the existence of Legacy and magic—systems that intentionally defy the rules established up to that point—we don't bother to establish deep consistency.[/p][p]As a result, the stages after Chapter 6 have become a chaotic environment where everyone throws out ideas (dice rolls) like, “This might be fun,” and the programmers implement the ones that might be adopted.[/p][p]Of course, the programmers themselves also throw dice.[/p][p][/p][p]That said, this development process is far from normal.[/p][p]This process of “throwing dice called ideas and repeating it endlessly until a good result comes up” may contribute to the overall progress of the game, but ultimately, the majority of the content ends up being discarded.[/p][p]Writing articles about such content that is likely to be discarded with enthusiasm could essentially amount to writing fake news, we believe.[/p][p]Of course, we don't think it's right to remain completely silent just because we're “thinking about various things behind the scenes,” so we do share updates and progress reports on Twitter and Discord.[/p][p]However, we're struggling to decide whether it's appropriate to write progress reports without updates on this Steam platform.[/p][p][/p][p]----[/p][p][/p][p]In Japan, there is a widely accepted concept that “the personality of the creator of a work of art is separate from the content of the work.”[/p][p][/p][p]This concept has various complex meanings, but broadly speaking, it means that “even if a work of art is peaceful in content, the creator may not be a peaceful person,” or “even if a work of art is cruel, the creator may be peaceful and gentle.”[/p][p]From our perspective, Steam players are generally very friendly people.[/p][p]I think it's likely that many people enjoy both the games and the creators.[/p][p][/p][p]However, this is merely a trend or statistical correlation. There are people who like the work but not the creator, and conversely, there are people who dislike the work but like the creator.[/p][p]For example, there are people who think, “They're not a bad person, but they're a bit pushy... (They get too close...)” and sometimes want to keep their distance from such people.[/p][p]Even if they don't go as far as to “reject” them, there are people they don't want to meet when they feel this way, or people they simply avoid. Such people exist in human relationships.[/p][p]I think there will always be people in life whom you don't wish ill upon, but whom you don't want to get close to, or at least times when you feel that way.[/p][p][/p][p]It is difficult for us to judge how far this kind of diary writing on a platform like Steam is acceptable.[/p][p]The programmer at Team-Nexus is the leader of the team and has the final say, but my approach is not to “say something that most people will agree with,” but rather to “respond in the way I think is best for the individual (changing my attitude by about 180 degrees depending on the person).”[/p][p]If I judge that “This person is impossible to talk to (if I accommodate their opinion, it will cause bigger problems elsewhere),” I will handle them quite harshly. On the other hand, if I judge that “This person is probably just unable to express their thoughts and likely has deeper considerations,” I will create an atmosphere where they feel comfortable speaking, which may appear (and actually is) overly talkative from an outsider's perspective.[/p][p][/p][p]----[/p][p][/p][p]Such a conversation style that overly adjusts to the individual can be very appealing to some people, but not to others.[/p][p](Coincidentally or not, Tactical Nexus also has a similar atmosphere...)[/p][p][/p][p]I've mentioned before that Team-Nexus operates in a dictatorial manner, but this kind of “individual-focused” mindset tends to break down as the scale grows.[/p][p]A communication style overly focused on individual customization is fundamentally akin to the structure of a new religious movement (or perhaps, to some extent, a politician), and this often leads to a tendency where it is treated as high-quality within a narrow space but appears abnormal in public.[/p][p]This is because such a communication style prioritizes “perfect or complete solutions in each specific situation” over “overall consistency.”[/p][p][/p][p]The environment created in this way often tends to be “comfortable for those who are in the right place and fit the atmosphere, but extremely grotesque for those who do not.”[/p][p]On the other hand, I personally prioritize “extracting the structure and information from the patterns that emerge when momentary completeness is achieved” over “creating content by enhancing consistency.”[/p][p][/p][p]For example, when wood catches fire, it burns slowly. On the other hand, gunpowder, even if it has the same amount of energy as wood, reacts explosively to wood.[/p][p]This is because the speed at which heat is transmitted differs between wood and gunpowder, and gunpowder heats up more quickly.[/p][p]The fire from wood may spread to the surrounding area and grow stronger. However, its maximum temperature does not increase, and in most cases, it eventually dies out.[/p][p]On the other hand, gunpowder explosions are instantaneous but can have a much greater impact than ordinary fires.[/p][p][/p][p]Similarly, I have sought to develop technologies based on “powerful chemical reactions triggered by instantaneous synchronization,” focusing on methods that are decisive and only feasible in personal or small community contexts.[/p][p][/p][p]----[/p][p][/p][p]However, Steam articles are considered “public” from our perspective.[/p][p][/p][p]As mentioned earlier, for Team-Nexus, which has consistently emphasized a “private” direction, ‘public’ things are the most difficult to handle.[/p][p]On the other hand, whether Steam articles are truly treated as “public” is ultimately something we cannot judge.[/p][p]We consider them public, but players may see them as more intimate and friendly.[/p][p]The ratio of how different these perceptions are is something we won't know until we try.[/p][p]As mentioned earlier, such perceptions are ultimately a matter of ratio and correlation, but if, for example, over 90% of players are seeking such articles, I personally feel it might be worth pursuing.[/p][p][/p][p][/p][p]【Therefore, whether we will continue the monthly articles remains unclear】[/p][p]This time, I have written a lengthy explanation of the circumstances, but moving forward, future issues will primarily consist of updates on stage content or trivial updates.[/p][p]Approximately 70% of the articles will likely be along the lines of “We are incompetent, so we are delaying the release,”[/p][p]“We delayed because the programmers messed up,” “The game designers are terrible,” or “The Japanese education system failed to teach us how to plan properly.” The remaining 30% or so will likely be about progress updates, player feedback, and various thoughts I have (in the same tone as this article).[/p][p][/p][p]If players are interested in these monthly articles, I can certainly write more.[/p][p]However, we're feeling a bit unsure about whether this is what players in an “update-waiting” state are really looking for.[/p][p][/p][p]As I mentioned earlier, if you'd like to see more articles like this in the future, please give this article a high rating. If you don't think this kind of article is necessary, please give it a low rating.[/p][p]We'll use the statistical data to see the ratio, and if the high ratings are higher, we'll consider writing more articles like this in the future.[/p][p][/p]

Bug fixes and feature improvements

[p]◆Fixed an issue where the description text was incorrect in Instance Magic.[/p][p][/p][p]◆Fixed an issue where the display was sometimes incorrect in the Legacy activation screen.[/p][p][/p][p]◆When the HP gauge is displayed, standing in front of an enemy now shows how much damage you will take.[/p][p](The decreasing portion now flashes yellow.)[/p][p][/p][p]×Due to a ridiculous proposal from the game designer, testing for 8-4 is taking longer than expected, and it will take a bit more time. We apologize for the inconvenience.[/p][p]If it cannot be implemented by July, the programmer will destroy the game designer.[/p][p][/p]

Fixed several bugs

[p] ・Fixed an issue where the effect of certain level-up commands was changed. (Will be silently fixed if found in the future) [/p][p]・Fixed an issue where TRT was displayed in black under certain conditions.[/p]