Mandate Order Update Log: Feedback -Phase 7
[h3]Greetings, Builders! Happy Friday![/h3][p]The New Year's celebrations have just wrapped up, and flipping through the lunar calendar, we can see "Beginning of Spring" peeking around the corner—soon followed by Little New Year and the Lunar New Year, a string of moments to bid farewell to the old and welcome the new. This solar term is quite meaningful: on the surface, it’s the transition from cold to warmth, but beneath the scenes, all living things are quietly striving to push aside the outdated, letting new shoots break through the soil.[/p][p]Over the past few weeks, Mandate Order has been showered with your "sunshine and rain"—though let’s be honest, it’s mostly come in the form of gentle prodding (and some well-deserved tough love). Your feedback is the finest fertilizer we could ask for. In this dev log, we’ll take stock of the "new shoots" sprouting in our development field, and share how we plan to nourish the "soil" you’ve helped turn.[/p][p][/p][h3]I. We’ve Heard Your Feedback (and We’re Acting on It)[/h3][p]The whiteboard in our office has stayed covered in "battle reports" from before to after the holiday—we’ve read every comment, categorized them, and mapped out our next steps. Here’s a straightforward update on how we’re responding:[/p][h3]● "Crashes, lag, and failed constructions" (Bugs & Performance)[/h3]
- [p]Feedback: All sorts of experience-ruining "features."[/p]
- [p]Our bad: This is a bottom-line issue—no excuses.[/p]
- [p]In progress: We’re maintaining a rolling fix list. Whether the problem is big or small, our stance is zero tolerance: these must be resolved.[/p]
- [p]Feedback: The tutorial feels like a riddle; getting started is a crapshoot.[/p]
- [p]Our bad: We fully own this. The current framework is far too simplistic.[/p]
- [p]In progress: A brand-new onboarding flow—from visual guides to progressive quests—is already in design. Our goal: let you comfortably "claim your throne" in the full release, not scratch your head solving puzzles. (Top priority!)[/p]
- [p]Feedback: Carriers move like they’re sleepwalking; depots aren’t very smart.[/p]
- [p]Our bad: Admittedly, the current logistics logic is a bit rigid—not intelligent enough.[/p]
- [p]In progress: This is our current "core campaign." We plan to rebuild the movement logic from the ground up, with one key goal: make depots learn to "replenish when low, stop when full." It’s a big project, but our excavators are revved up and ready.[/p]
- [p]Feedback: The camera is clunky, roads won’t line up—total OCD trigger.[/p]
- [p]Our bad: We get it—this directly kills the joy of building.[/p]
- [p]In progress: Camera feel improvements and road snap-to-align functionality have been flagged as "high priority." We’ll make construction smoother ASAP.[/p]
- [p]Feedback: Items are disorganized, buildings lack depth, and upgrades feel unrewarding.[/p]
- [p]Our bad: Resource management is the soul of a strategy game—it can’t be chaotic.[/p]
- [p]In progress: Warehouse storage logic and richer building upgrade trees are already on the drawing board. Our goal: make every construction decision feel like a meaningful long-term calculation.[/p]
- [p]Feedback: Combat strategy is shallow, and siege equipment is too strong.[/p]
- [p]Our bad: Deep, engaging combat is one of our core goals.[/p]
- [p]In progress: Right now, though, our focus is on "laying a solid foundation"—polishing core experiences like survival, economy, and logistics first. Once the game’s world feels stable, we’ll focus fire on refining "upper-level" combat systems: unit counterplay, formation tactics, and more. Rome wasn’t built in a day, and neither is great combat.[/p]
- [p]Wishlist now to get updates and test notifications first: [/p]
- [p]Join the playtest: Click 【Mandate Order 】 on the store page to participate.[/p]
- [p]Join our community to chat directly with the development team[/p][h3][/h3]