1. Primarch
  2. News

Primarch News

Patch Notes - Alpha v0.1.3

[p]Hey all. [/p][p]Just a boring one.[/p][p][/p][p]Alpha v0.1.3:[/p]
  • [p]Reduced VRAM usage substantially.[/p]
  • [p]Lowered HP slightly of several enemies who are in the first area who were 500 HP or more.[/p]
  • [p]Adjusted the Zealot Guard trinket to produce Body less quickly.[/p]
  • [p]Adjusted the Rockfall skill to require twice the Body for each additional Hit.[/p]
[p][/p][p]Bug fixes:[/p]
  • [p]A bug where you could travel to a merchant you weren't up to yet.[/p]
  • [p]A bug where skills which reduce your movement to 0 wouldn't remove it after.[/p]
  • [p]A rare crash when the Fire Bright summon dies.[/p]
  • [p]A crash with the Sky Cannon secondary effect.[/p]
  • [p]A bug where you could push elites out of bounds.[/p]
  • [p]A bug where elites couldn't find a path along the edges.[/p]
  • [p]A bug related to being moved during combat and the game thinks you are still moving.[/p]
  • [p]A crash when certain rewards get hovered.[/p]
  • [p]A crash where a status icon couldn't be found.[/p]
  • [p]Fixed an unimplemented tribe appearing in the merchant.[/p][p][/p]
[p][/p][p]Dale.[/p][p][/p][p]Join us on the Official Discord [/p]

Delaying Early Access

[p]Hey all. [/p][p]I've made the decision to delay Early Access by 2 weeks to better smooth out the introduction of the game and implement feedback - making the new date March 17 2026.[/p][p]The demo will stay up during this period and continue to be updated.[/p][p][/p][p]Thank you for your understanding and patience.[/p][p]Dale.[/p][p]Join us on the Official Discord [/p][p][/p]

Map extended - Alpha v0.1.0 (Amended)

[p]Hey all. [/p][p]I'm going to start providing patch notes now that the initial flurry of issues are sorted. The next update will include a tutorial.[/p][p][/p][p]Alpha v0.1.0:[/p]
  • [p]The 3rd area on the map has been added for testing. The true final boss (Abbadon) is still withheld for Early Access. You may get an error when continuing an old run that was past the first merchant.[/p]
  • [p]The 3rd area has an extra enemy type for all tribes.[/p]
  • [p]The 3rd area has a new event called Shadow Market.[/p]
  • [p]Lowered the hp of the Vernan Scout and rearranged their skills to be less effective.[/p]
  • [p]Rearranged the skills of the Vernan Engineer to be less effective.[/p]
  • [p]Amended The Warrior has had their mastery effect updated. Instead of building up to a temporary buff, they now deal additional damage to nearby enemies.[/p]
[p][/p][p]Bug fixes:[/p]
  • [p]Amended: Fixed a bug with the Defender skill[/p]
  • [p]Amended: Fixed the Tribal Mastery talent giving double the intended bonus.[/p]
  • [p]The starting talent being redrafted when leaving the window[/p]
  • [p]A visual bug with Skull Crash's Hit value[/p]
  • [p]Removed an item from the Compendium which isn't obtainable yet.[/p]
  • [p]Fixed an unimplemented skill appearing in an event draft[/p]
  • [p]Fixed Reflecting Pool removing mutations.[/p]
  • [p]Fixed a visual bug where stampede wouldn't calculate its energy gain correctly[/p]
  • [p]A rare crash with shields under some circumstances.[/p]
  • [p]A rare crash when moving an enemy, specifically with Exhume.[/p]
  • [p]A rare crash with Sky Cannon's secondary effect.[/p]
  • [p]A rare crash with Volatile effects.[/p]
  • [p]A rare crash with tooltips for some items in reward windows.[/p]
  • [p]A rare crash where animations couldn't be found.[/p]
[p][/p][p]Dale.[/p][p][/p][p]Join us on the Official Discord [/p][p][/p]

Demo discussion and thoughts

[p]Hey all. First of all, a huge thanks to everyone who has tried out Primarch and reported bugs. There was a lot of unique interactions causing crashes which are now largely fixed. I also pushed an update for the memory leak issue. [/p][p]The idea behind releasing the demo in alpha state was obviously to get feedback as early as possible, so I appreciate everyone's feedback around the gameplay also. The tutorial fell just short of the deadline for Next Fest, but I don't think that is the silver bullet, it would help a bit, but the game is just a little overcooked right now in general.[/p][p]I wanted to get some opinions on some issues I think the game has currently. [/p][p][/p][p]Issue #1: Combat has a lot going on at the same time. It's not necessarily too fast, just bloated visually. [/p][p]The first solution that comes to mind is replacing all but 1 skill on non-elite enemies with a new basic skill not available to the hero. So a regular enemy would go from \[Lightning Ball, Capacitor, Flash Step, Magnet Axe] > to > \[Basic Dash, Lightning Ball, Basic Slash, Basic Dash][/p][p]The basic skills would just do X damage from X range, maybe also a dash or heal. This is very easy to implement and would help address the visual bloat, and make each enemy more unique, since they would be the only enemy with that 1 skill (outside Elites). This also makes their behaviour easier to memorize/predict and makes enemies which summon allies easier to balance.[/p][p][/p][p]Issue #2: Skill effects are a lot to read and process.[/p][p]The obvious solution is to simplify the primary effect of skills to one simple action / short sentence. Many have two sentences (in addition to their secondary effect), with additional keywords, resulting in half the screen being taken up with text if helper tooltips aren't hidden.[/p][p][/p][p]Issue #3: With so many options, there is little indication what skills you want, or how many. [/p][p]The idea with the current mechanic is you are allowed to have 1 skill, or 30, but skills give a +5 bonus to a stat while you have them, so a balance is typically the better strategy (outside gimmicks). That mechanic is supposed to guide the 'how many' question, but it is perhaps too loose on guidance.[/p][p]I think the answer to the 'which skills' question should come from your hero ability (mastery), trinkets, and talents. The current Warrior mastery is a bit bland and only really encourages dealing damage. If for example, I made it so the Warrior dealt more damage to close enemies, that gives an obvious build direction of low range and gap closers or pulls.[/p][p][/p][p]Once again a tutorial would contribute a little to helping this, but I think there's more that can be done. I'm of course open to other suggestions (the point of the post).[/p][p]Thanks once again and I look forward to further feedback. I'm available on the Official Discord also.[/p][p]Dale.[/p]