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Superstar Strategy Demo v0.22 Now Available

Hey folks! Today's a major technical update to help the game play better on Steam Deck, as well as reduce a variety of visual clutter. There's also some gameplay updates for the Champion and Vampire. Check out the details below.

[h2]New Features[/h2]


  • Added ability to skip most non-objective cutscenes by pressing the menu button and selecting the skip option.


[h2]Balance Changes[/h2]


  • Vampire ATK reduced to 4 again from 5.

    • Vampire BLK increased to 1 from 0.

  • Champion

    • Tackle and Drag skill now apply a new status effect

      • Engaged is a status that reduces a unit’s MV to 0 until the end of the current battle round. Engaged grants an action to the afflicted called “Disengage” that allows the unit to move as if it weren’t stunned and end its turn. This makes it a weaker stun than Paladin’s guaranteed MV reduction while allowing Champion’s displacement skills to have an impact on unexhausted enemies that could just walk away afterward.


[h2]Rework + Polish[/h2]


  • Lighting shader has been updated to dynamically show light from lightsources instead of baking torches, etc. in manually in the map editor. This will speed up map development and keep lighting consistent.

    • Lights now have a dimmer edge and can be combined with other light sources to brighten areas.

  • MAJOR - Resolution Change

    • Game Base Resolution reduced from 800x450 to 640x360

      • This is needed to keep the font sizes in game large enough to pass certification for Steam Deck verification status. It also has wide-reaching implications.
      • Various screen UIs/HUDs have been updated

        • In-game HUD compressed to show the most critical info and reduce verbosity

        • Action Menu Adjusted

        • Unit Codex reworked

        • Combat HUD Adjusted

        • Draft HUD Adjusted

        • Main Menu reworked

        • Level Select Adjusted


[h2]Quality of Life Changes[/h2]


  • Added controller bindings for cheat codes to make testing on Steam Deck easier.
  • Tutorial Verbosity reduced.

    • During tutorial, “Units will wait…” notification is skipped to reduce downtime.

  • System prompts now show page numbers to indicate how many panes will appear in the cutscene (such as in the tutorial).
  • New Round Banner time reduced to 2 seconds from 3.
  • Skip Turn Start Banner for next Army if all units are going to wait that turn to reduce downtime churn.
  • Added slight variability to voice sfx pitch to make it less monotonous.
  • Adjusted rendering order of various HUD elements to prioritize description windows and menus over edge elements.


[h2]Bugfixes[/h2]


  • Blue Champion’s Drag animation (east-facing) fixed.
  • Control Point Capture notification does not play multiple times anymore
  • Regenerating the Roster window (e.g. by recruiting) while units are defeated or exhausted no longer results in an erratic roster pane.
  • Fixed bug where mission would not be lost in a None Shall Fall condition if you recruited a unit and then lost one.
  • Action menu and HUD windows are no longer visible during Game Over screen.
  • Fixed pathing behaviour for AI units that attempt to chase units or chests from a distance to avoid running into corners.


For updates on game development progress and to join the community, consider following me on Twitter and joining the Talberon Games Discord Server. Don’t forget to Wishlist the game on Steam if you haven’t already!