Column: thoughts on Chapter-5 (for those who have already played)
Note: I'm going to conclude this article first because I feel like I'm going to end with this sentence when I read it back.
‘Now that we think about it, there is not enough content in Chapter-5, so we want to increase it soon (this year)’
*The thumbnail screenshots are from Chapter-7. Just in case......
[On the repercussions of going free].
Hello.
It's been a day and a half since we went free, and the number of players per day has now increased by about eight times. (from just under 40 to just under 300).
What surprises me is that, population-wise, the percentage of day 1 players still playing on day 2 is quite high.
(Apparently, 70-80% of them play two days in a row. We thought that less than 25% would continue for more than two days. ......)
Now that we've had a chance to think about this, I thought I'd write a little column mainly for existing players.
In this article I'm going to talk about DLC for a while.
If you're a recent newcomer to the game, DLC is content you won't be exposed to until you've played at least 100 hours of the main package.
Play the main package before you consider buying it.
All stages in the main package are designed so that you can reach full completion (Clear 3) without buying the DLC.
The DLC will not increase or decrease in price until at least 2027.
(Also, all stages of the DLC, with the exception of ‘Mystic Gate’ / ‘Last Inflator’ (see below), can be completed without purchasing new DLC.
The last stage in the main package, Chapter 2-6 Pop Tactical Road, is a very popular stage that was voted #2 by Discord players.
but if you are considering purchasing the DLC, bear in mind that Clear 3 of this stage is just a tutorial, so you will need to be prepared for the DLC to be released in the future.
It is recommended that you have at least 10 Silver to Gold Nexus Medals before purchasing the very first Chapter-3 DLC)
[regarding DLC for this game]
Now, have you ever seen the ‘ChapterList’ on the store page?
Chapter 1 -Tactical Ground- (6 Games) Recommended Sunstone:0
Chapter 2 -Tactical Earth-(6 Games) Recommended Sunstone:0
Chapter 3 -Tactical Cloud-(5 Games) Recommended Sunstone:30
Chapter 4 -Tactical Star-(6 Games) Recommended Sunstone:100~150
Chapter 5 -Tactical Night-(4 Games) Recommended Sunstone:250
Chapter 6 -Tactical Rainbow-(3 Games + 8 Gates) Recommended Sunstone:100-150
Chapter 7 -Tactical Aurora-(4 Games + 7 Gates) Recommended Sunstone: 400-1000
Chapter 8 -Tactical Moon-(4 Games+ 5 Gates+ 6 Inflator) Recommended Sunstone: 800~2000
Chapter 9 -Tactical Sun-(5 Games+ 4 Gates+ 17 Inflator) Recommended Sunstone: 1200~3500
Chapter 10 -Tactical Finale-(7 Games+ 3 Gates+ 11 Inflator) Recommended Sunstone: 2000~5000
Extra Chapter -Tactical Dream-(10 Games+ 26 Inflator) Recommended Sunstone:3000~7000
Extra Chapter2 -Tactical horizon-(10 Games+ 5 Gates+ 10 Inflator) Free DLC
In this text, you will notice that from Chapter-6 onwards there is a section called ‘xx Gates’ and from Chapter-8 onwards ‘xx Inflator’.
Gates’ refers to the number of items called “Mystic Gates” introduced in Chapter-6.
In the stages from Chapter-6 onwards, there are items called ‘Mystic Gates’ somewhere on the map.
By obtaining these, you can play the hard mode of certain stages.
(xx Gates is the number of Mystic Gates you can get with the DLC.)

▲ Using a Mystic Gate will make the enemies much stronger, but will also allow you to use special features called ‘Magic’ and ‘Legacy’.

▲ Using the Mystic Gate, you can use orbs in stages where orbs don't exist, gain equipment in stages where equipment doesn't exist, and do all sorts of crazy things!
This would be more convincing if we asked the victims who have had thousands of hours wiped out by this game on Discord than if we spoke, but the Mystic Gate system has been very well received by players.
(But you'll have to play for around 500-1000 hours to fully appreciate the Mystic Gate content, so new players should think twice about purchasing the DLC after Chapter-6 this year.)
Then, after Chapter-8, an item called the Last Inflator will appear.
This is another item that, like the Mystic Gate, and far more difficult than the Mystic Gate, will allow you to play the Very Hard mode.
(xx Inflator is the number of Last Inflators you can get with that DLC.)
The Last Inflator is not yet implemented (it will be soon), but the current plan is to allow you to equip two weapons and two ornaments (armour) each, to be able to teleport to any position up to three times, and many more things.
The programmer were asked to do about six times as much work by the game designer idiot who were told ‘you don't have to do so much programming this year’, but at the moment the staff's opinion of the Last Inflator is very high.
We often (98% of the time) tend to delay deadlines in the pursuit of perfection, but at any rate, we're confident we'll be able to produce satisfactory future DLC.
[regarding the relative lack of Chapter-5 content].
Now, with these details in mind, let's lump the Game/Gates/Inflator sections of each DLC together and rewrite them as ‘true stage counts’.
Chapter 1 -Tactical Ground-(6 Stages) Recommended Sunstone:0
Chapter 2 -Tactical Earth-(6 Stages) Recommended Sunstone:0
Chapter 3 -Tactical Cloud-(5 Stages) Recommended Sunstone:30
Chapter 4 -Tactical Star-(6 Stages) Recommended Sunstone:100~150
Chapter 5 -Tactical Night-(4 Stages) Recommended Sunstone:250
Chapter 6 -Tactical Rainbow-(11 Stages) Recommended Sunstone:100~150
Chapter 7 -Tactical Aurora-(11 Stages) Recommended Sunstone: 400-1000
Chapter 8 -Tactical Moon-(15 Stages) Recommended Sunstone: 800~2000
Chapter 9 -Tactical Sun-(26 Stages) Recommended Sunstone: 1200~3500
Chapter 10 -Tactical Finale-(21 Stages) Recommended Sunstone: 2000~5000
Extra Chapter -Tactical Dream-(36 Stages) Recommended Sunstone:3000~7000
Extra Chapter2 -Tactical horizon-(25 Stages) Free DLC
The DLC after Chapter-7 will be quite expensive, probably 1.5~2.0 times more expensive than the previous DLC.
As you may have guessed, the DLC after Chapter-7 plice will be a lot more expensive than the DLC before Chapter-6, with some people asking ‘What the hell, a rip-off?’ and ‘Heh heh, I'll finish this game in no time’, the DLC after Chapter-6 is aimed at destroying the lives of those who have been fooled by the game by sending them a huge amount of content, just like Dragon Ball's Yakon, and then blowing them up.
In addition, from Chapter-6 onwards, players who have played through Chapter-5 and think they ‘understand TacticalNexus!’ and to crush players who think they understand TacticalNexus, a huge number of special systems have been introduced in some stages.

▲Chapter 6-3, which was rated #3 in Discord player polls, introduces the system, where players can change their level-up bonuses and gain exclusive passive and active skills by meeting certain conditions.

▲In Chapter 7-4, an enormous amount of stage-specific passive and stage-specific active skills are introduced, as well as special conditions for status increases.
This stage is one of the most highly rated stages.

▲Each DLC from Chapter-6 onwards contains at least one ‘Unique Enemy’ per DLC.
Unique Enemies are overwhelmingly strong and understanding the stage gimmick is important to defeat them.
(As a staff member, we have tried to keep the balance of the game so that it can be cleared without obtaining strategy information. It's quite fun to play these games solo without getting any information......)

▲The system exists in Chapter 8-1, which is temporarily included in the main package at present.
Note that near the release of Chapter8-1, programmers worked 250 hours in two weeks at peak times.
The game designer will pay with their blood.
----
And so on. We have no complaints about the quality and game volume after Chapter-6.
(At the time of Chapter-6, the staff clearly created a system that significantly increased the technical skills of programming and game design.)
However, this gives the impression that the number of contents in Chapter-5 is too small.
In fact, it was Chapter-5 that we struggled with the most, and Chapter-5-4, which we created as ‘the highest stage in the first half’, took us a whole year to develop.
However, from Chapter-6 onwards, the staff rethought the development structure, and at the cost of the health of some of the staff, we were able to create a development structure that was seven times faster and had enormous technical capabilities.
Around Chapter-3 and 4, the effect per Nexus Medal was greater, and clearing one stage increased replayability.
From Chapter-6 onwards, the introduction of content increases the amount of replayability to other stages created by one stage by a huge amount.
Chapter-5, some of the stages can earn quite a lot of , but that's about it. Now that I look at it, I feel that it's quite lacking in volume.
To be clear, you don't feel like you have to buy the Chapter-5 DLC to make that big of a difference.
----
Basically, our priorities are as follows.
Staff egos > Heavy users who play for a long time > New players.
We are completely focused on ‘long-time TacticalNexus players’, so we don't think too much about new players, although it might suck for a developer to say this.
(The free-to-play is just a measure to make sure we don't increase our revenue for no good reason.)
What we're looking for is a wrestling match between heavy users who've played the game for thousands to 10,000-odd thousand hours and have become muscular, and staff who've also consumed vast amounts of time and technical skills and have become muscular.
Of course, we don't intend to create stages that can only be cleared by a bunch of players, but rather ‘fun’ content that solo players can enjoy clearing by themselves without looking at strategy information.
However, this ‘fun’ does not mean ‘elements that anyone can easily understand’, but rather ‘elements that players who have already gained a great deal of experience can identify as good or bad, and can conquer’.
This wrestling exists to bring a ‘Victory’ resolution to the player.
But we don't intend to play against new players who are skinny and have not yet developed their TacticalNexus muscles. Please go on a protein kick.
On the other hand, I've been getting comments from heavy users that they want new stages that are easy to play, like the old stages.
(Due to the need to place and , the stages after Chapter-6 are inevitably all quite large stages.)
So we are thinking of introducing some additional content in Chapter-5, either after Chapter-8-2, where the Last Inflator is implemented, or after Chapter-8-3, which is the next stage after that.
I don't have a concrete plan yet, but I'm hoping to create 2~3 simple stages ‘in some way’.
However, the number of stages from Chapter1 to ChapterEX-2 is 70, which is already planned, so I'm a bit hesitant to implement new stages like Chapter5-5 or 5-6.
It seems that ChapterEX2-4 is almost ready to be implemented, but we don't know when we will be able to release Chapter8-2 (maybe as an interim update).
(We think there will probably be an interim update to the Last Inflator experience.)
In the meantime, I'm trying to think of ‘ideas to expand the Chapter 5 content in some way that feels good’.
‘Now that we think about it, there is not enough content in Chapter-5, so we want to increase it soon (this year)’
*The thumbnail screenshots are from Chapter-7. Just in case......
[On the repercussions of going free].
Hello.
It's been a day and a half since we went free, and the number of players per day has now increased by about eight times. (from just under 40 to just under 300).
What surprises me is that, population-wise, the percentage of day 1 players still playing on day 2 is quite high.
(Apparently, 70-80% of them play two days in a row. We thought that less than 25% would continue for more than two days. ......)
Now that we've had a chance to think about this, I thought I'd write a little column mainly for existing players.
In this article I'm going to talk about DLC for a while.
If you're a recent newcomer to the game, DLC is content you won't be exposed to until you've played at least 100 hours of the main package.
Play the main package before you consider buying it.
All stages in the main package are designed so that you can reach full completion (Clear 3) without buying the DLC.
The DLC will not increase or decrease in price until at least 2027.
(Also, all stages of the DLC, with the exception of ‘Mystic Gate’ / ‘Last Inflator’ (see below), can be completed without purchasing new DLC.
The last stage in the main package, Chapter 2-6 Pop Tactical Road, is a very popular stage that was voted #2 by Discord players.
but if you are considering purchasing the DLC, bear in mind that Clear 3 of this stage is just a tutorial, so you will need to be prepared for the DLC to be released in the future.
It is recommended that you have at least 10 Silver to Gold Nexus Medals before purchasing the very first Chapter-3 DLC)
[regarding DLC for this game]
Now, have you ever seen the ‘ChapterList’ on the store page?
Chapter 1 -Tactical Ground- (6 Games) Recommended Sunstone:0
Chapter 2 -Tactical Earth-(6 Games) Recommended Sunstone:0
Chapter 3 -Tactical Cloud-(5 Games) Recommended Sunstone:30
Chapter 4 -Tactical Star-(6 Games) Recommended Sunstone:100~150
Chapter 5 -Tactical Night-(4 Games) Recommended Sunstone:250
Chapter 6 -Tactical Rainbow-(3 Games + 8 Gates) Recommended Sunstone:100-150
Chapter 7 -Tactical Aurora-(4 Games + 7 Gates) Recommended Sunstone: 400-1000
Chapter 8 -Tactical Moon-(4 Games+ 5 Gates+ 6 Inflator) Recommended Sunstone: 800~2000
Chapter 9 -Tactical Sun-(5 Games+ 4 Gates+ 17 Inflator) Recommended Sunstone: 1200~3500
Chapter 10 -Tactical Finale-(7 Games+ 3 Gates+ 11 Inflator) Recommended Sunstone: 2000~5000
Extra Chapter -Tactical Dream-(10 Games+ 26 Inflator) Recommended Sunstone:3000~7000
Extra Chapter2 -Tactical horizon-(10 Games+ 5 Gates+ 10 Inflator) Free DLC
In this text, you will notice that from Chapter-6 onwards there is a section called ‘xx Gates’ and from Chapter-8 onwards ‘xx Inflator’.
Gates’ refers to the number of items called “Mystic Gates” introduced in Chapter-6.
In the stages from Chapter-6 onwards, there are items called ‘Mystic Gates’ somewhere on the map.
By obtaining these, you can play the hard mode of certain stages.
(xx Gates is the number of Mystic Gates you can get with the DLC.)

▲ Using a Mystic Gate will make the enemies much stronger, but will also allow you to use special features called ‘Magic’ and ‘Legacy’.

▲ Using the Mystic Gate, you can use orbs in stages where orbs don't exist, gain equipment in stages where equipment doesn't exist, and do all sorts of crazy things!
This would be more convincing if we asked the victims who have had thousands of hours wiped out by this game on Discord than if we spoke, but the Mystic Gate system has been very well received by players.
(But you'll have to play for around 500-1000 hours to fully appreciate the Mystic Gate content, so new players should think twice about purchasing the DLC after Chapter-6 this year.)
Then, after Chapter-8, an item called the Last Inflator will appear.
This is another item that, like the Mystic Gate, and far more difficult than the Mystic Gate, will allow you to play the Very Hard mode.
(xx Inflator is the number of Last Inflators you can get with that DLC.)
The Last Inflator is not yet implemented (it will be soon), but the current plan is to allow you to equip two weapons and two ornaments (armour) each, to be able to teleport to any position up to three times, and many more things.
The programmer were asked to do about six times as much work by the game designer idiot who were told ‘you don't have to do so much programming this year’, but at the moment the staff's opinion of the Last Inflator is very high.
We often (98% of the time) tend to delay deadlines in the pursuit of perfection, but at any rate, we're confident we'll be able to produce satisfactory future DLC.
[regarding the relative lack of Chapter-5 content].
Now, with these details in mind, let's lump the Game/Gates/Inflator sections of each DLC together and rewrite them as ‘true stage counts’.
Chapter 1 -Tactical Ground-(6 Stages) Recommended Sunstone:0
Chapter 2 -Tactical Earth-(6 Stages) Recommended Sunstone:0
Chapter 3 -Tactical Cloud-(5 Stages) Recommended Sunstone:30
Chapter 4 -Tactical Star-(6 Stages) Recommended Sunstone:100~150
Chapter 5 -Tactical Night-(4 Stages) Recommended Sunstone:250
Chapter 6 -Tactical Rainbow-(11 Stages) Recommended Sunstone:100~150
Chapter 7 -Tactical Aurora-(11 Stages) Recommended Sunstone: 400-1000
Chapter 8 -Tactical Moon-(15 Stages) Recommended Sunstone: 800~2000
Chapter 9 -Tactical Sun-(26 Stages) Recommended Sunstone: 1200~3500
Chapter 10 -Tactical Finale-(21 Stages) Recommended Sunstone: 2000~5000
Extra Chapter -Tactical Dream-(36 Stages) Recommended Sunstone:3000~7000
Extra Chapter2 -Tactical horizon-(25 Stages) Free DLC
The DLC after Chapter-7 will be quite expensive, probably 1.5~2.0 times more expensive than the previous DLC.
As you may have guessed, the DLC after Chapter-7 plice will be a lot more expensive than the DLC before Chapter-6, with some people asking ‘What the hell, a rip-off?’ and ‘Heh heh, I'll finish this game in no time’, the DLC after Chapter-6 is aimed at destroying the lives of those who have been fooled by the game by sending them a huge amount of content, just like Dragon Ball's Yakon, and then blowing them up.
In addition, from Chapter-6 onwards, players who have played through Chapter-5 and think they ‘understand TacticalNexus!’ and to crush players who think they understand TacticalNexus, a huge number of special systems have been introduced in some stages.

▲Chapter 6-3, which was rated #3 in Discord player polls, introduces the system, where players can change their level-up bonuses and gain exclusive passive and active skills by meeting certain conditions.

▲In Chapter 7-4, an enormous amount of stage-specific passive and stage-specific active skills are introduced, as well as special conditions for status increases.
This stage is one of the most highly rated stages.

▲Each DLC from Chapter-6 onwards contains at least one ‘Unique Enemy’ per DLC.
Unique Enemies are overwhelmingly strong and understanding the stage gimmick is important to defeat them.
(As a staff member, we have tried to keep the balance of the game so that it can be cleared without obtaining strategy information. It's quite fun to play these games solo without getting any information......)

▲The system exists in Chapter 8-1, which is temporarily included in the main package at present.
Note that near the release of Chapter8-1, programmers worked 250 hours in two weeks at peak times.
The game designer will pay with their blood.
----
And so on. We have no complaints about the quality and game volume after Chapter-6.
(At the time of Chapter-6, the staff clearly created a system that significantly increased the technical skills of programming and game design.)
However, this gives the impression that the number of contents in Chapter-5 is too small.
In fact, it was Chapter-5 that we struggled with the most, and Chapter-5-4, which we created as ‘the highest stage in the first half’, took us a whole year to develop.
However, from Chapter-6 onwards, the staff rethought the development structure, and at the cost of the health of some of the staff, we were able to create a development structure that was seven times faster and had enormous technical capabilities.
Around Chapter-3 and 4, the effect per Nexus Medal was greater, and clearing one stage increased replayability.
From Chapter-6 onwards, the introduction of content increases the amount of replayability to other stages created by one stage by a huge amount.
Chapter-5, some of the stages can earn quite a lot of , but that's about it. Now that I look at it, I feel that it's quite lacking in volume.
To be clear, you don't feel like you have to buy the Chapter-5 DLC to make that big of a difference.
----
Basically, our priorities are as follows.
Staff egos > Heavy users who play for a long time > New players.
We are completely focused on ‘long-time TacticalNexus players’, so we don't think too much about new players, although it might suck for a developer to say this.
(The free-to-play is just a measure to make sure we don't increase our revenue for no good reason.)
What we're looking for is a wrestling match between heavy users who've played the game for thousands to 10,000-odd thousand hours and have become muscular, and staff who've also consumed vast amounts of time and technical skills and have become muscular.
Of course, we don't intend to create stages that can only be cleared by a bunch of players, but rather ‘fun’ content that solo players can enjoy clearing by themselves without looking at strategy information.
However, this ‘fun’ does not mean ‘elements that anyone can easily understand’, but rather ‘elements that players who have already gained a great deal of experience can identify as good or bad, and can conquer’.
This wrestling exists to bring a ‘Victory’ resolution to the player.
But we don't intend to play against new players who are skinny and have not yet developed their TacticalNexus muscles. Please go on a protein kick.
On the other hand, I've been getting comments from heavy users that they want new stages that are easy to play, like the old stages.
(Due to the need to place and , the stages after Chapter-6 are inevitably all quite large stages.)
So we are thinking of introducing some additional content in Chapter-5, either after Chapter-8-2, where the Last Inflator is implemented, or after Chapter-8-3, which is the next stage after that.
I don't have a concrete plan yet, but I'm hoping to create 2~3 simple stages ‘in some way’.
However, the number of stages from Chapter1 to ChapterEX-2 is 70, which is already planned, so I'm a bit hesitant to implement new stages like Chapter5-5 or 5-6.
It seems that ChapterEX2-4 is almost ready to be implemented, but we don't know when we will be able to release Chapter8-2 (maybe as an interim update).
(We think there will probably be an interim update to the Last Inflator experience.)
In the meantime, I'm trying to think of ‘ideas to expand the Chapter 5 content in some way that feels good’.