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Devblog #5 - Polish & shopping

Greetings,

I hope you’re doing well and managing to stay safe with everything that’s going on in the world.

We're stilling focused on preparing our Business to Business demo, so in the interest of time there won’t be any deep dive today.

That said, here's what we've been at:

New feature: Commitment

Every Transposition starts with an empty Commitment gauge. You can fill it by playing bold and taking risks (choosing the hardest room out of 2, killing multiple creatures with a single skill, beating the room in a single turn…).



Reaching certain gauge thresholds will earn you special rewards, most important of which are Knowledge shards, a special currency you can use to acquire certain unique items and perks.



This feature helps us solve 2 problems:
  • How to encourage players to take the harder path if they’re up to it?
  • How to keep it interesting for players with powerful skill crafts while keeping the difficulty reasonable for builds that are more standard?
Visual upgrades

We’re still polishing the game’s look & feel all over. We’re not going to list it all here, but here are a few examples:

New skill icons:

New scorched bodies asset:

Enemies & AI behavior

We’re actively balancing and tweaking AI behavior to make enemies complementary and interesting.

We’ve also added Egg sacs - a weak, idle enemy that keeps on spawning Bone and Plague flies. Makes for an obvious priority target!



Gameplay tweaks & additions

We’ve formally added tile effects to game. These apply effects whenever you or your enemies enter, stay on, or leave an affected tile.

2 of them exist at the moment:
  • Foul ground: deals average damage to you, heals enemies for a low amount. They’re consumed when you exit the tile. Plague flies and Bubonic behemoths can spawn these.
  • Fiery ground: deals low damage to you or enemies alike. Fiery ground is currently part of the environment and will not be consumed when you exit the tile. You can try and lure enemies on them for some additional damage!


There’s now impact damage when enemies and destructibles are pushed and pulled into one another. That lets you destroy key environment objects without the need for long range skills!



When the looting gets tough, there's always shopping!

We’ve added the shop interface. The shady old man who owns the goods won’t always be around, but when he is, he’ll help you complete your builds and refill Neural Ankhs.



He’ll also sell you even better items for some of those precious Knowledge shards!

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That's it for this one!

Thank you for reading and making it all the way down here. We’d be happy to chat on Discord if you like!

Make sure you stay safe and hopeful, we’ll talk to you soon ♥