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Quests Major Update - Out Now!

[p]Greetings, Tacticians! [/p][p][/p][p]We just released a new Major Update, which brings a lot of replayability to the single-player campaign with the addition of Quests! Quests are new optional challenges specific to each mission. [/p][p][/p][p]In addition, this update significantly improves the flow and the user experience in the campaign. We also made some gameplay and balancing changes to four of the late game missions and to a few Champions & Relics. [/p][p][/p][p]We hope that you’ll enjoy this new content! If so, please consider leaving a review as it helps us a lot with visibility ːsteamthumbsupː[/p][p][/p][p]See you in the Arena, [/p][p]The Skygard Arena Dev Team [/p][p]---------------------------------------------------------------------------------------------------------------- [/p]
Patch notes - v0.8 - Quests Major Update

[h2]NEW FEATURE: QUESTS[/h2]
  • [p]In the single-player campaign, each mission now features two optional quests. To complete a quest, you’ll have to win the mission while meeting an additional condition / achieving an additional challenge. [/p]
  • [p]Examples of quests include playing a specific Champion, completing a mission before a certain turn limit, not losing a single Champion, not taking any damage on your Pillars… and much more! The full list of quests can be found below. [/p]
  • [p]The timeline of the Campaign now shows a tracker of your global progression, with 39 stars to collect (13 by completing missions and 26 by completing optional quests). [/p]
  • [p]When selecting a mission, now you’ll be seeing the context of the mission and what you need to achieve to complete the optional quests.[/p][p][/p]
  • [p]During a mission, you can see on the right-hand side of the screen (i) the goal of the mission and (ii) what you need to achieve to complete the optional quests. [/p][p][/p]
  • [p]We have designed most quests to be pretty challenging! Many of them will most likely require you to adapt your playstyle, build a specific team and experiment with new synergies. Some of them might seem impossible at first… but where there is a will, there is a way! [/p]
  • [p]The full list of quests can be found here. Will you manage to complete all of them and gather all 39 golden stars? [/p][p][/p]
[p][/p][h2]USER EXPERIENCE IMPROVEMENTS[/h2]
  • [p]Dialogue scenes can now be skipped. [/p]
  • [p]The flow in the campaign is now Introduction Dialogues -> Teambuilder -> Mission (Combat). The teambuilder used to be before the intro dialogues, which resulted in a weird experience: players had to build a team without being given any narrative context nor gameplay information about the mission, so we fixed this. [/p]
  • [p]The Teambuilder got a nice upgrade and now provides gameplay information about the mission that you’re about to play: overview of the Arena, win condition, lose condition and what you need to achieve to complete quests! [/p][p][/p]
  • [p]The end game screen now has a Quests section which summarizes which quests have been completed. [/p][p][/p]
[p][/p][h2]CAMPAIGN MISSIONS: GAMEPLAY AND BALANCING CHANGES[/h2][p] [/p][h3]Mission #10 Saving Archbishop Aiden[/h3]
  • [p]Added 3 enemy units to increase the mission’s difficulty. [/p]
[p][/p][h3]Mission #11 Enemies for Life[/h3]
  • [p]Removed many starting units. [/p]
  • [p]New: at the start of every even round (rounds 2, 4, 6, 8…), 1 enemy unit spawns from each Major Pillar controlled by the enemy team. These units spawn in Passive status and can become Alerted. The enemy units are Mage, Soldier, Archer and Captain in this order. [/p]
  • [p]Reworked lose condition: The Silver Kingdom army is entirely defeated → All of your 3 Champions are eliminated.

    [/p]
[p]We think these changes will bring the following benefits: [/p]
  • [p]You will spend less time watching AIs play their turn and more time playing your Champions; [/p]
  • [p]The mission will feel less like a challenge to protect your ally units, and more like a race to capture the enemy pillars before the enemy army becomes overwhelming. [/p]
  • [p]The difficulty of the mission should feel more even across rounds, as facing the starting enemy army becomes less daunting but new units come in to replace defeated units.[/p]
[p] [/p][h3]Mission #12 In Front of the Palace[/h3]
  • [p]Removed an enemy unit that spawned with wave 2. [/p]
  • [p]Adjusted wave timing: the wave of enemies spawning at the bottom of the Arena now spawns in 3rd instead of 4th, which should give them time to reach the center of the battlefield and have an impact on the fight. [/p]
[p][/p][h3]Mission #13 Clair Obscur[/h3]
  • [p]Added a clear description of the relic Angelic Aegis (equipped on each Guard):[/p][p]-- Damage dealt to Guards change based on the number of Pillars under your control.[/p][p]-- 0 Pillar: 100% damage reduction.[/p][p]-- 1 Pillar: 50% damage reduction.[/p][p]-- 2 Pillars: neutral.[/p][p]-- 3 Pillars: 50% damage increase.[/p][p]-- 4 Pillars: 100% damage increase.[/p][p]-- 5 Pillars: 150% damage increase.[/p][p]-- Pure damage ignore the modifier. [/p]
  • [p]Clarified the description of the Sinsears’ Crown Relic:[/p][p]-- At the start of each turn, one Guard is designated as Sacrificed. [/p][p]-- When the final boss is attacked, the Sacrificed Guard receives all damage in their place. [/p][p]-- If the Sacrificed Guard is defeated, another Guard is immediately Sacrificed. [/p][p]-- Each time a Guard is eliminated, the Crown gains one charge. The final boss deals 25% more damage per charge (Current bonus : +X%) [/p]
  • [p]Fixed the hitbox icon of several spells of the final boss. [/p]
  • [p]The sacrifice of Guards now properly works when Daerio Duelist equipped with Final Hour casts his ultimate action Katia's Judgment: the final boss now longer dies, the Guard who is sacrificed now dies instead, as intended. [/p][p][/p]
[h3]Personas & Relics Unlock Order[/h3]
  • [p]We made a few changes to the order in which you unlock Personas and Relics through the Campaign. In particular, you will unlock Relics which synergize well together at the same time more often. Overall, you will also unlock more Relics, which mean more potential playstyles, especially in the late game. [/p]
[p][/p][h2]CHAMPIONS: GAMEPLAY AND BALANCING CHANGES[/h2][p] [/p][h3]Vallya - Commander Persona [/h3][p]We are changing her primary action, which was too clunky and was not providing a reliable source of damage. We also add a reliable source of Impact tokens, something that was missing in the pool of Champions’ actions. Finally, we enable her to cast her ultimate action more often. [/p]
  • [p]Her Primary Action Charge! is replaced by With Me! [/p][p]-- 1-1 range.[/p][p]-- Deals 40 damage to target enemy.[/p][p]-- Vallya and her allies around her gain an Impact token. [/p][p]-- Critical Strike: +50% damage. [/p]
  • [p]For the Kingdom (Ultimate Action): [/p][p]-- Ultimate charges cost: 7 → 6. [/p][p]-- Area of Effect : 5-cell radius → 6-cell radius. [/p]
[p][/p][h3]Champei - Earth Avatar Persona[/h3]
  • [p]The Relic Shocking Gong is now called Speed Gong for the sake of clarity.

    [/p]
[h3]Bu Shin - Shadow Assassin Persona[/h3]
  • [p]Night Fang (Relic - reworked): Bu Shin deals 30% more damage as long as his target has more health points than him. [/p]
[p]The previous version did not let players play around the various positive tokens and reduced the diversity of potential synergies and situations. With this reworked Relic, we provide a tool to maximize Bu Shin's damage against high-HP units and when he's close to dying. [/p][p][/p][h2]BUG FIXES[/h2]
  • [p]Changed camera settings in order to fix a bug which would prevent players from controlling the camera and would make the camera drift towards the top left corner. [/p]
  • [p]The VFX of Constellation (Na Jima Skirmisher's Ultimate action) is now properly displayed. [/p]

Early Access Update #10 !

Hello hello, Tacticians!

We just released the 10th early access update for Skygard Arena, which includes improvements to a couple of missions in the campaign and several bug fixes.

Enjoy and see you in the Arena!

Team Gemelli

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PATCH NOTES - v0.7.6


[h2]CAMPAIGN[/h2]
  • Made it easier to scroll through the rewards received after a mission in the campaign.
  • Slowing Ammo is now given as a reward for mission 3, while Stunning Core is now given as a reward for mission 4.
  • In the mission The Tournament, Vallya is now equipped with the relic Slayer's Mace and Aiden with Tome of Sight.
  • In the mission At The Heart of the Forest, you are now able to change the starting position of your Champions. Also, you can see the starting position of the first wave of enemies.
  • In the mission At Kingdom at War, the victory condition is now to eliminate all enemies without losing Vallya (previously : hold 8 rounds without losing Vallya).
  • In the mission Ambush, enemy units now switch from Static status to Alerted status in 2 cases:
    1. Whenever one of your Champions comes within three cells of an enemy unit;
    2. Whenever another unit becomes Alerted within 2 cells, triggering chain reactions.
  • In the mission The Truths of a Clan, we increased the damage dealt by the enemies by around 20% in phase 2.


[h2]AI IMPROVEMENT[/h2]
  • Improved the AI of Bu Shin Thunder to make him cast his ultimate action more often.


[h2]USER EXPERIENCE IMPROVEMENT[/h2]
  • When Aerica's Relay Beacon is already in the arena, selecting the spell and hovering on an ally now properly shows the preview of the teleportation of this ally to the cell where the Relay Beacon is located.


[h2]BUG FIXES[/h2]
  • The Ethereal token now works properly in PvP games : the bearer can move through obstacle and enemy Champions.
  • Damage dealt by Poison tokens, Bleed tokens and Aerica’s Sentry are now correctly dealt to the second Champion under the effect of Bond (aplplied by Raine Life Mage's ultimate action).
  • Preview of incoming healing is now properly displayed when playing Daerio Renegade with the Blood Blade relic.
  • The description of the Slowed Token now correctly states: Slowed X - The bearer’s next movement is reduced by X.
  • The description of the Blind Token now correctly states: Blind X - The bearer’s next movement is reduced by X.
  • Fixed a bug that caused red tiles to appear permanently in the Arena when Champei Earth Avatar casted Bounce right after being deployed.
  • Fixed a bug that could cause the game to crash when Bu Shin Thunder equipped with Unending Tempest would die right before his turn.
  • Fixed a formatting issue in the description of the various AI opponents in Arena mode.
  • Fixed a bug with Galeblade that prevented Champions from benefitting from its effect if they already had a Haste token on them.
  • Fixed bugs that could create incorrect interactions between Blind and Sight tokens.
  • Fixed a bug that caused incorrect data to appear on the end game screen in Arena mode.
  • Fixed a bug which delayed the visual feedback associated with gaining ultimate charges when certain Champions would pick up two ultimate orbs in the same movement action.

Community Tournament, Eastern Games Festival & Special Discount!

The Arena is calling for you, Tacticians!

We have some exciting news, with the return of the Arena Kings community tournament this weekend, a Steam festival and a time-limited discount.

Second edition of Arena Kings!


We are delighted to be organizing the second edition of the Arena Kings community tournament.
Join the competition to showcase your Tactician's skills and your original builds!



[h3]Format[/h3]

The Arena Kings tournament will be split in 2 phases: Swiss Stage & Playoffs.

Swiss Stage
  • All participants will play 5 Bo1 matches in a Swiss Stage format. Each victory brings 1 point and each draw brings 0.5 points.
  • At the end of the Swiss stage, the 4 best ranked players will qualify for the playoffs, that will take place the next day.
Playoffs
  • The top 4 players will compete in a single-elimination bracket, with semi-finals and finals.
  • All matches will be played in Best of 3 format: the first player to reach 2 victories wins.
New rule: Fearless Relic Draft during Playoffs!

To increase the diversity of team composition and reward players mastering multiple playstyles, we are introducing a new rule for Playoffs: Fearless Relic Draft!

This rule is simple: each player can only play a given Relic once during a Bo3 match.

For instance, if a player plays Venomous Heart with Jorn Predator during game 1, this player not play Venomous Heart again during game 2 and game 3. This player is allowed to play Jorn Predator equipped with another Relic.
Their opponent is allowed to play Venomous Heart once during the Bo3 as well.
This player will be able to play Jorn Predator with Venomous Heart once again during the next match.
Fearless Relic Draft does not apply during the Swiss Stage.


[h3]Dates & Times[/h3]
The tournament will take place on April Saturday 26th and Sunday 27th:
  • Swiss stage will take place on Saturday 26th, starting at 3pm CET
  • Playoffs for the top 4 players from the swiss stage will be played on Sunday 27th, starting at 3pm CET

[h3]Prizes[/h3]
  • The winner of the Tournament will receive an exclusive Discord title, as well as 2 Steam keys to share the game with their friends!
  • The runner-up will also receive one Steam key to gift Skygard Arena to a friend.
  • All participants will get a special Arena Kings ContenderDiscord title!

[h3]How to register for the Tournament[/h3]
Sign up easily on the Challonge page of Arena Kings II.
Join our Discord server to receive the latest info and meet the other participants!


Eastern Games Festival


Skygard Arena is part of the Eastern Games Festival on Steam from April 23rd until May 2nd!



Asian cultures have been a major source of inspiration for certain Champions of Skygard and we are thrilled to be part of this major showcase!



Time-limited 20% discount!


As part of the Eastern Games Festival, you can purchase Skygard Arena at a 20% discount before May 2nd!

We recently released the Progression and Relics update, the 9th early access update for Skygard Arena. Now, players have access to all Champions, Personas and Relics upfront in Arena mode and are free to build their own team and play it in matches against other players or the AI. No need to unlock anything, you can start experimenting with different team compositions and synergies right away!
We have also added 3 pre-built teams for players who want to jump into a game with an easy-to-use and efficient team composition. With these recent improvements, there has a never been a better time to play Skygard Arena!

See you soon in the Arena - and sign up for Arena Kings for a chance for glory!

Cheers,

Alex from Gemelli Games

The Progression & Relics Update is live!

Dear Tacticians,

We just released the 9th Early Access update for Skygard Arena, with some pretty big changes!

Full patch notes below - here is the TL; DR:
  • Artifacts are now called Relics!
  • All players now have access to all Champions, Personas and Relics upfront in Arena mode! No need to spend time unlocking everything before creating mind-blowing team comps.
  • We reviewed many Relics and implemented some pretty big changes, enabling new potential playstyles for Champions and new team synergies. Ready to play Jorn Juggernaut, Na Jima Cannon or Infectious Aerica?!

And what’s better than testing these new team comps against other competitive players?

We’ve got you covered: we will be hosting the second edition of the Arena Kings Community Tournament on April 26-27! Join the game's official Discord server and stay tuned, we will share more info very soon.



See you soon in the Arena,

Team Gemelli

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PROGRESSION & RELICS UPDATE - v0.7.4 - 18 April 2025


[h2]PROGRESSION & UNLOCKS IN ARENA MODE[/h2]
  • Players now have access to all Champions, Personas and Relics in Arena mode. Players don’t need to play to earn XP and mastery points and eventually unlock them.
  • Removed the tutorial missions in Arena mode, which were a bit outdated. The first 3 missions of the campaign provide a better introduction to the game’s mechanics, especially as mission #3 follows the rules of the Arena mode.
The previous progression system could be unclear and frustrating:
  • Players could not play a Champion that they had met and enjoyed playing in the Campaign when switching to Arena mode: they had to unlock everything again;
  • Players had no clear idea of how long it would take them to unlock the Champions, Personas and Relics by playing Arena matches;
  • There were few interesting team compositions available when starting to play in Arena mode, as players had access to a very limited number of Champions & Relics.

Therefore, we decided to simply give access to all the Champions, Personas and Relics upfront in Arena mode. We see many advantages to this change:
  • We remove the frustration related to not being able to play a cool Champion that you have met in the Campaign;
  • Players are free to create diverse teams and experiment with synergistic Relics from the very beginning. They don’t have to grind to access the teambuilding experience;
  • There should be more variety in match-ups;
  • If you start playing the game and face a team that you really like (AI or PvP), you can take inspiration from it and play a similar one next game, as you have access to it. This should help discover new teams and learn all the potential cool synergies.


[h2]PRE-BUILT TEAMS IN ARENA MODE[/h2]
  • Added 3 pre-built teams that new players can play in Arena mode: Sniper & Friends, Bleed Poison and Ultimate Shields! They use some of the new Relics.


[h2]RELICS CHANGES[/h2]
First off, Artifacts are now called Relics! Same system, same rules, just a different name: shorter, easier to pronounce and a bit more snappy.

Our objective is to offer Relics which:
  • Are appealing and make you excited to play them,
  • Enable team synergies,
  • and / or twist the gameplay of the Champion to enable them to play a different role.

We’ve been reviewing the Relics of the first four champions of the game: Na Jima, Daerio, Jorn and Aerica with these objectives in mind. We are reworking many of them with some pretty big changes, which should open the door to many new fun team compositions!


[h3]Na Jima Huntress [/h3]
  • Celestial Great Bow: When an enemy Champion is eliminated the Celestial Great Bow gains one charge. Na Jima deals +15% damage per charge → Na Jima and her allies gain an Impact 2 token.
  • Echo: after casting an offensive action which hits multiple enemies, Na Jima gains an Impact token for each enemy hit.
  • Ascending Bow: +10 damage on her primary action is now Reward #1, while her primary action pushes back enemies by 2 cells becomes Reward #2.
We think that having two Relics that scale off the number of kills and boost Na Jima’s power was not the most interesting approach. We are keeping the Ascending Bow and reworking the Celestial Great Bow: it enables Na Jima to play more of a support / damage amplifier role.

For Ascending Bow, +10 damage on her primary action feels like a more exciting and impactful first reward, so we are swapping rewards 1 and 2.

Echo was just too weak with a too restrictive trigger condition. It will trigger much more easily, and Na Jima will still be rewarded for hitting multiple enemies.


[h3]Na Jima Skirmisher[/h3]
  • Powerful Bow: Increases Na Jima’s range by +1 → Casting Shooting Stars (primary action) grants an Impact token to Na Jima, but no longer refunds her movement action.
We want to move away from Relics which just give +1 range or +1 movement. They don’t enable new playstyles for the bearer, they don’t synergize with other Champions and they are not very exciting to play. So we created a new version of the Powerful Bow, which greatly increases the damage potential of Na Jima Skirmisher. That being said, she loses a lot of mobility, so she will have to be properly positioned, potentially with the help of teammates like Champei, Raine or Jorn and using the rest of her kit!

[h3]Daerio Renegade[/h3]
  • Ultimate Drinker: When Daerio eliminates an enemy Champion, he gains 3 → 8 Ultimate Charges.
  • Blood Blade: Daerio gains 25% → 30% life steal.
8 Ultimate Charges on Ultimate Drinker ?!! Yes, you read that right. The trigger condition is hard to pull off, as Daerio specifically has to slay an enemy Champion. Therefore, we want the payoff to be big enough: he gets a kill, he’s guaranteed to be able to cast his ultimate spell right away. We capped it at 8 charges instead of 9, so that he can’t chain cast his ultimate action (which costs 9 charges). We think this can create very interesting high-skill turns, with combos between his primary action, this Relic and his ultimate.

Blood Blade was just a bit too weak compared to Parrying Dagger (20 shield points per turn), so we buff it by a notch.


[h3]Daerio Duelist[/h3]
  • Just Reward is now called Next!
  • Pick a Card!: At the end of Daerio's turn, one of the enemy Champions is randomly chosen and becomes Daerio's Rival → this Rival also gains an Exposed token.
  • Galeblade: When a Champion in Daerio’s team gains a Haste token, increases the value of this token by 1 → 2.
For Pick a Card!, we really like the fantasy of getting a target assigned each turn. We take it one notch further: the Rival has a clear target on their head with this damage-amplifying token. You’ll have to decide carefully which action to cast on them first to maximize the benefits of this Exposed token.

For Galeblade, we buff it to make it more exciting to play and enable hyper mobile teams running around the Arena, grabbing ultimate orbs and playing impactful turns.


[h3]Jorn Siegebreaker[/h3]
  • Mace of Vengeance → Conqueror’s Mace: When Jorn neutralizes an enemy Pillar, he immediately gains a Conqueror Token.
  • Titan’s Hammer: When an enemy is eliminated, Jorn gains 30 current and maximum health points → As long as Jorn has more health points than his target, he deals +30% increased damage.
  • Health Points: 200 → 180.
We are introducing Conqueror’s Mace to enable Jorn to be played as a Pillar sniper, jumping around the Arena to take down pillars left undefended and capture them!

For Titan’s Hammer, we think that the previous reward was not compelling enough: gaining more HPs does not really get you closer to winning a match. Also, we wanted to create a Relic that enables to play Jorn as a Juggernaut: a massive melee Champion, who is tanky but can also deal great damage if well supported by his team. We bring down his HPs to make sure he is not too tanky and that the Relic’s condition is not met too easily.


[h3]Jorn Predator[/h3]
No change! We think that all four Relics are exciting and enable different playstyles and team compositions.

[h3]Aerica Sharpshooter[/h3]
  • Precision Sight: Increases Aerica’s range by 1 → At the start of her turn, if Aerica has no enemy around her within a 2-cell radius, she and her allies gain a Sight token.
  • Stunning Core: The Sentry applies Dazed and Blinded 2 to enemies they target→ Recon-Bot also applies Blinded 1 to enemies.
  • Slowing Ammo: Precision Shot applies Slowed 1 to its target. If Aerica has not used her movement action, it applies Slowed 2 instead → Slowed 2 and Blinded 1 instead.
For Precision Sight, same reasoning as with Na Jima’s old Powerful Bow: +1 range is not exciting and does not enable synergies. With this new Relic, Aerica has to be well positioned, far from enemies (as all good snipers should be!), in order to boost the range of her whole team.

For Stunning Core, we think that having 2 different Relics for the Sentry was not the right call. Storm Core is just too impactful and exciting to play; players who want to play around the Sentry would almost always pick it. So we changed the Relic to impact Recon-Bot and enable Aerica to play more as a hinderer.

We like the hit & run, kiting playstyle enabled by Slowing Ammo. We tune it up with Blinded 1 so that the enemy also loses range on dash / teleport spells, making it harder to catch Aerica.


[h3]Aerica Artificer[/h3]
  • Elvish Boots : Whenever Aerica or an ally teleports through a Pillar or the Relay Beacon, they also gain 1 ultimate charge → 3 ultimate charges.
  • Fast Deployment Network: allies can teleport and be redeployed around the Relay Beacon → Malicious Spare Part: Vampi-Bot (primary action) also applies Infected for one round to enemy hit.
Triggering the effect of Elvish Boots requires to invest resources, so we want the payoff to be exciting enough. We think this reinforces a potential support / placer playstyle for Aerica.

The previous version of Fast Deployment Network was complex and gave yet another role to the Relay Beacon, which has already two different use cases. We change directions and add a way to apply Infected. Infected synergizes with Aerica’s own Zap-Bot as well as all sources of pure damage : Poison (Raine, Daerio…), Bleed (Jorn, Raine, Bu Shin…) and Collision damage (Champei, Raine, Na Jima…).


[h2]RULE CHANGE[/h2]
  • The range of a spell can no longer be decreased below its minimum range.
    -- In the previous version, if you played a spell with a 1-2 range and receive a Blind 2 token (which decreases the range of your next action by 2), the range effectively became 0 and you could not cast the spell. We think this could be very frustrating (especially in the 5th mission of the campaign) and our intention was never for the Blind token to prevent players from casting all together.
    -- From now on, in this situation the range becomes 1-1 and you can always cast the spell if you’re at minimum range.


[h2]USER EXPERIENCE IMPROVEMENTS [/h2]
  • Added color codes for primary, secondary and ultimate actions in the description of every Relic.
  • Added tips on the loading screen of Arena games.
  • Added a tip explaining how pure damage works: Pure damage ignores shields. Pure damage is dealt by Poison, Bleed and Collision. Some spells can deal pure damage as well.
  • Added a tip explaining how collision damage works: When a Champion is pushed against an obstacle or another Champion, they suffer 15 pure damage as collision damage.
  • Clarified the description of the Rival status for Daerio Duelist.
  • Added different colors on the health point bar for Healing vs. the preview of Healing.


[h2]BUG FIXES[/h2]
  • Fixed a bug that gave Bu Shin Shadow access to a 5th Relic (Mark of the Crown, which had no effect).
  • Fixed a bug that caused Critical Strike damage to be off by a few points in certain cases.
  • Fixed a bug that caused matches to continue when a player would score 26 victory points through Pillar scoring. Reaching 25 points through Pillar scoring now properly grants victory.
  • Daerio Duelist's Next! item now properly gain charges.

Early Access Update #8 - Better UX!

Greetings, Tacticians!

As we released the revamped campaign last week, many of you who had already played the campaign tried to play the new version. We realized that the user experience to replay a mission could be clunky; so we are releasing a small update to fix this and improve your experience!

These UX improvements will also be useful for the next major feature that we have planned, Quests! Check out our roadmap to learn more.

Enjoy!

Team Gemelli

--------------------------

Patch notes - v.0.7.3


[h2]Campaign - User Experience[/h2]
  • After completing a mission that you had already completed, you are now taken to the firecamp of this mission, instead of the firecamp of the most advanced mission that you had ever completed. This allows you to progress smoothly in a new playthrough and to follow the story.
  • The timeline screen of the campaign now includes two arrows that enable you to move back and forth in the campaign and easily select a mission.
  • The mission selection screen now includes a Camp button which enables you to join the camp of this mission and play its dialogues.
  • The Back button on the timeline screen of the campaign now takes you to the camp that you visited last, instead of the firecamp of the most advanced mission that you have ever completed.


[h2]Campaign - Dialogues[/h2]
  • Improved several story dialogues in French and English
  • Improved the color coding of tutorial dialogues in the first mission


[h2]Bug fixes[/h2]
  • Each camp scene in the campaign now comes with its own specific music, as intended
  • Fixed a bug that could cause victory conditions to carry over to the next mission when quitting a mission
  • Fixed various bugs that could appear when navigating between missions in the campaign timeline