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Concubine News

Update 0.3.2 is Live - Check Out What's New

[p]Hello Concubiners 👋[/p][p]
This update focuses on performance optimizations, world polish, and foundational system improvements across multiple areas of the game.[/p][p]
While smaller in scope compared to major updates, these changes improve stability, visual quality, and gameplay consistency as we continue building toward a smoother and more refined experience.
[/p][p]Let’s dive in![/p][p][/p][h3]Performance & Optimization[/h3][p]We’ve made significant improvements to performance, especially in large environments and complex scenes.[/p]
  • [p]Major lighting and batching optimizations across multiple areas (Topkapi, Caravan, Galata Square, Docks, Hippodrome)[/p]
  • [p]Reduced draw calls and overdraw in key locations[/p]
  • [p]Improved shadow performance and adjusted shadow settings[/p]
  • [p]Disabled unnecessary shadow casting on selected meshes[/p]
  • [p]Optimized Niagara scalability with improved culling[/p]
  • [p]Fixed volumetric cloud performance issues[/p]
  • [p]General environment and rendering optimizations across multiple maps[/p]
[p]These changes aim to provide a more stable and smoother gameplay experience, especially in dense areas.[/p][p][/p][h3]World & Environment Improvements[/h3][p]We continued refining environments to improve visual consistency and navigation.[/p]
  • [p]Fixed navigation issues in Countryyard and CaravanSerai (stairs)[/p]
  • [p]Adjusted lighting setups across multiple locations[/p]
  • [p]Improved placement of static characters and environment assets[/p]
  • [p]Added additional chests to Byzantine Graveyard[/p]
  • [p]Updated area configurations for chest spawning limits[/p]
  • [p]Minor visual and environmental polish across several regions[/p]
[p][/p][h3]Combat & Gameplay Adjustments[/h3][p]We made targeted balance and gameplay improvements to enhance combat flow and player experience.[/p]
  • [p]Skeleton minion damage adjusted for better balance[/p]
  • [p]Updated Graveyard objective logic and related UI text (WIP improvements)[/p]
  • [p]Improved vendor behavior:[/p]
    • [p]Vendors now open trade on initial interaction[/p]
    • [p]Better distribution of weapons and armor in vendor inventories[/p]
[p][/p][h3]UI & Map Improvements[/h3][p]We’ve started improving clarity and feedback in map and progression systems.[/p]
  • [p]Difficulty indicators added to map system, you can now check your weapon & armor & health comparison against that map;[/p]
    • [p]Green = Player is above expectations[/p]
    • [p]Yellow = Player is at or slightly below expectations[/p]
    • [p]Red = Player values are significantly below expectations[/p]
[h3][/h3][h3]Bug Fixes[/h3]
  • [p]Fixed guards in the Palace spawning incorrectly inside the floor[/p]
  • [p]Fixed various navigation and pathing issues across maps[/p]
  • [p]Fixed incorrect frame rate limit settings in game options[/p]
  • [p]Minor fixes and stability improvements across multiple systems[/p]
  • [p]Fixed translation errors in German and the most of the translation has been improved through word and sentence revisions.[/p]
[p][/p][h3]Thank You[/h3][p]Thank you for your continued support and feedback.
This update focuses on improving performance, stability, and core systems, and we’ll continue expanding on these foundations in upcoming updates.[/p][p]Keep sharing your thoughts with us. We’re listening. 🔥[/p]

Better Combat, Smarter Difficulty & Jiggle Physics

[p]Hello everyone, we hope you’ve been doing well. 🖤[/p][p]As always, we’ve been closely following your feedback on Discord and Steam while working on this week’s update. With every build, we try to stay true to what Concubine is meant to be; a satisfying loop of combat, progression, and collecting gear that not only makes you stronger, but also lets you express your style.[/p][p]Whether you’re optimizing your inventory, chasing better loot, or dressing your character and companions in your favorite outfits, that core experience is something we want to protect and improve step by step.[/p][p][/p][h3]About The Early Access Gift Armor & Costumes[/h3][p]First things first. Our players reported their concerns about Early Access armor & costume gift sets being exclusive to Early Access players and being erased from game history after Early Access. [/p][p]This will not be the case. Every Early Access set will forever be optionally obtainable by our future players and will never be erased from the game. Our Early Access players continue to get our special & seasonal gift sets free of charge as before. [/p][p]We sincerely thank you for your concern & constructive feedback. [/p][p][/p][h3]When Combat Starts Feeling Off[/h3][p]Over the past week, both your feedback and our internal playtests pointed to something important.[/p][p]After the potion changes, your feedback suggested the combat was becoming more challenging & frustrating and early levels felt unexpectedly difficult. The smooth “run in, fight, loot, upgrade” flow was not quite the same as before.[/p][p]We had the same discussions internally. Should Concubine lean more towards a power fantasy or should it push players to engage more deeply with builds and gear?[/p][p]At first glance, it felt like a simple balance issue. But the more we tested, the clearer it became that the real problem was something else.[/p][p][/p][h3]Understanding Why Something Feels Difficult[/h3][p]We realized that even if your level matches an area, your equipment might not.[/p][p]In many cases, our players were entering areas that looked appropriate for their level, but their weapons or armor were still below what was required. Previously, this could be masked by heavy potion usage but with cooldowns in place the gap became much more noticeable.[/p][p]So instead of simply making things easier again, we wanted to make the system more transparent. With this update, we’re introducing a new way to help you understand what’s really going on.[/p][p][/p][h3]A Clearer Picture of Your Build[/h3][p]You’ll now see indicators that reflect how challenging an area is for your current setup, not just your level.[/p][p]This includes:[/p]
  • [p]Your currently equipped weapon[/p]
  • [p]Your armor[/p]
  • [p]Your HP[/p]
[p]In short, the indicators reflect how strong your current build is, meaning switching weapons can immediately change how challenging an area feels.[/p][p]For example, an area that feels balanced with a strong melee weapon might suddenly become challenging if you switch to a weaker ranged one. The goal is to make these differences visible, so you can make informed decisions about your builds and get ready for our oncoming Skill Tree update.[/p][p][/p][h3]A Small Shift in How You Approach Progression[/h3][p]During testing, this system changed how we approached the game ourselves.Instead of forcing our way through harder areas, we naturally started asking:[/p]
  • [p]Should I upgrade my weapon first?[/p]
  • [p]Should I farm a boss for better gear?[/p]
  • [p]Am I underprepared for this tier?[/p]
[p]That’s exactly the kind of decision-making we want to encourage, without taking away the fast, satisfying flow of combat and of course, loot![/p][p][/p][h3]Looking Ahead[/h3][p]This week’s update is a smaller, more focused step, but an important one for how the game feels moment to moment. We’ve also included a small but noticeable visual improvement with updated jiggle physics, a subtle touch, but one we think many of you will appreciate.[/p][p]With the next update, we’re shifting gears a bit.[/p][p]We’ll be expanding the Skill Tree, while also diving deeper into lingerie and tattoo systems, bringing more ways to customize, personalize, and shape your character and companions.[/p][p]Also, we decided to improve our armor & costume sets, especially the higher tier ones. It is a time consuming task to revisit all armor sets, but starting with the starter armor set, our players will see the difference between old and new versions. We hope you will like our new design approach![/p][p]If you’ve been looking forward to more visual progression and expression beyond combat, the upcoming updates are very much for you.[/p][p]As always, everything will continue evolving with your feedback, and we’re just getting started.[/p][p][/p][h3]Thank You 🖤[/h3][p]We’re incredibly grateful for all the feedback, discussions, and suggestions you continue to share with us. Every message helps us better understand how you experience Concubine.[/p][p]We hope this update makes the overall experience clearer and more satisfying, and we’re excited to hear what you think.[/p][p]See you very soon,[/p][p]The Team ⚔️[/p][p]
[/p]

Update 0.3.1 is Live - Check Out What's New

[p]Hello Concubiners 👋[/p][p]Following the Major Update 0.3.0, this update focuses on deepening core gameplay systems, improving combat feel, and expanding companion and enemy behaviors.[/p][p]With new mechanics, reworked encounters, and an exclusive Early Access reward, 0.3.1 continues building toward a more responsive, immersive, and dynamic experience.[/p][p]Let’s dive in![/p][p][/p][h2]Early Access Exclusive – The First Guard Armor[/h2][p]As a thank you to our Early Access community, we’re introducing The First Guard armor set, available exclusively during Early Access.[/p][p]This set is a small token of our gratitude for our Early Access players who support Concubine during its development. You can get your set from Lucieta.[/p][p][/p][h2]Companion Healing System[/h2][p]Companions are now an active part of combat survival.[/p]
  • [p]Companions can now use healing potions during combat[/p]
  • [p]Added a cooldown system to prevent excessive usage[/p]
  • [p]Improved companion combat behavior and reliability[/p]
[p]This system marks the first step toward deeper companion gameplay, which we’ll continue expanding in future updates.[/p][p][/p][h2]Combat Improvements[/h2][p]We continued refining combat to feel more responsive, readable, and impactful.[/p]
  • [p]Player now plays correct hit reactions when struck[/p]
  • [p]Attacks now properly face targets with improved rotation[/p]
  • [p]Combat feedback improved with new hit and impact sounds[/p]
  • [p]Enemy detection and aggro behavior improved (WIP)[/p]
  • [p]Enemies now react more consistently when spotting the player[/p]
[p]These changes aim to make combat feel more controlled, reactive, and satisfying.[/p][p][/p][h2]Enemy & Boss Updates[/h2][p]Enemies are now more dynamic, reactive, and varied across encounters.[/p][h3]Korsan Boss – Full Combat Rework[/h3][p]The Korsan Boss of Galata Docks has been completely redesigned from the ground up.
Previously limited in behavior, the fight now features a full combat setup with new mechanics and attack variety.[/p]
  • [p]New melee combat system with sword attacks[/p]
  • [p]Added ranged pistol attacks[/p]
  • [p]Improved combat behavior and responsiveness[/p]
  • [p]New movement gear sounds, combat audio, and death effects[/p]
[p]This is a full rework, not a simple update.[/p][p][/p][h3]Skeleton Enemies Expanded[/h3][p]Skeleton enemies on Graveyards (Ottoman & Byzantine) have been upgraded to offer more variety and challenge. Skeletons in Crypt will be updated in future updates.[/p]
  • [p]New attack sets added[/p]
  • [p]New weapons (Great Sword / Great Axe)[/p]
  • [p]New spawn effects when emerging from the ground[/p]
  • [p]Improved combat sounds and feedback[/p]
[p][/p][h3]Additional Enemy Improvements[/h3]
  • [p]Enemies now detect and engage the player more reliably[/p]
  • [p]Improved enemy reactions and combat consistency[/p]
  • [p]Added more natural patrol and behavior logic (in graveyard maps for now)[/p]
  • [p]Improved navigation and movement across multiple areas[/p]
[p][/p][h2]Potions & Gameplay Systems[/h2][p]Potion mechanics have been expanded into a more strategic system that rewards timing and decision-making.[/p]
  • [p]Stamina and mana now restore over time instead of instantly[/p]
  • [p]Heal over time potion got reworked and some health potions got removed.[/p]
  • [p]Potion effects now properly expire when depleted[/p]
  • [p]Updated potion visuals, icons, and descriptions[/p]
  • [p]Returning to safe areas like the Palace now properly clears all active buffs[/p]
[h3]Additional Gameplay Improvements[/h3]
  • [p]Chest loot is now more varied with randomization[/p]
  • [p]Looted weapons no longer auto-equip to the off-hand[/p]
  • [p]Ottoman & Byzantine Graveyard objective updated (defeat master skeletons to clear the area)[/p]
[p][/p][h2]Weapons, Animation & Combat Feel[/h2]
  • [p]Staff weapon added with full animation and sound set[/p]
  • [p]Weapon swing and impact sounds updated across multiple weapons[/p]
  • [p]Improved hit reaction audio for better combat feedback[/p]
[p][/p][h2]Visual Improvements[/h2][p]We continued improving character visuals and overall presentation.[/p][h3]Character & Customization[/h3]
  • [p]Hair physics system added and improved hair physics smoothness & weighting for more natural movement[/p]
  • [p]Long hairstyles updated with cloth simulation[/p]
  • [p]Hair cap system added to reduce clipping with helmets[/p]
  • [p]Eye blinking and eye movement added to customization. (For old saves, you may want to check if your pose is the one that is using blinking)[/p]
  • [p]Skin and makeup visuals improved[/p]
[h3]UI Improvements[/h3]
  • [p]Updated:[/p]
    • [p]Potion and consumable icons[/p]
    • [p]Character portraits[/p]
    • [p]Buff HUD visuals[/p]
    • [p]Companion list no longer displays placeholder icons. This is now visible on inventory and customization screens.[/p]
  • [p]Quickslot UI repositioned for better visibility[/p]
  • [p]Cooldowns are now displayed near the character portrait[/p]
  • [p]Improved quickslot clarity during combat[/p]
  • [p]Map icons are updated[/p]
[h3]World Improvements[/h3]
  • [p]Flags now react dynamically to wind[/p]
  • [p]Lighting and shader flickering reduced[/p]
  • [p]Visual fixes applied to Crypt environment[/p]
[p][/p][h2]Audio Improvements[/h2][p]Audio feedback and immersion have been expanded across the game.[/p]
  • [p]Improved combat and hit reaction sounds[/p]
  • [p]Updated skeleton and enemy audio feedback[/p]
  • [p]Korsan (Galata Docks Boss) audio fully reworked (combat, movement, death)[/p]
  • [p]Female enemy hit and reaction voices added and improved[/p]
  • [p]Ocean ambience added to docks area[/p]
  • [p]Improved transitions between combat and exploration music[/p]
[p][/p][h2]Performance & Optimization[/h2][p]We’ve continued optimizing performance to deliver a smoother experience, especially in combat-heavy scenarios.[/p]
  • [p]Improved AI navigation performance across multiple maps[/p]
  • [p]Reduced stutter in areas with multiple enemies[/p]
  • [p]Optimized UI systems for better responsiveness[/p]
  • [p]General memory and shader optimizations[/p]
  • [p]Improved LOD system for better performance in large environments[/p]
  • [p]Reduced unnecessary shadow rendering for improved FPS stability[/p]
  • [p]The main menu lag has been significantly reduced; buttons will now respond almost instantly.[/p]
[p]These improvements aim to provide a more stable and consistent gameplay experience.[/p][p][/p][h2]Exploration & Rewards[/h2][p]We’ve rebalanced world rewards to make exploration and replaying content more meaningful.[/p]
  • [p]First-time completion rewards for static locations significantly increased[/p]
  • [p]Replay rewards adjusted for better progression balance[/p]
  • [p]Random encounter rewards improved[/p]
  • [p]Chest places are now randomized within levels with a limited number of spawns.[/p]
[p][/p][h2]Bug Fixes[/h2][p]We’ve addressed a wide range of issues reported by the community:[/p]
  • [p]Fixed enemies freezing or getting stuck in multiple areas[/p]
  • [p]Fixed navigation issues across several maps[/p]
  • [p]Fixed ranged enemies not attacking correctly[/p]
  • [p]Fixed NPCs reacting incorrectly to arrows[/p]
  • [p]Fixed player getting stuck on certain map geometry[/p]
  • [p]Fixed incorrect health values when starting a new game[/p]
  • [p]Fixed helmet material issue (turning white in presets and display on companions)[/p]
  • [p]Improved hair clipping behavior[/p]
  • [p]Fixed potion-related inconsistencies[/p]
  • [p]Fixed companion targeting and behavior issues[/p]
  • [p]Fixed collision issues on Crypt stairs (enemies should no longer get stuck)[/p]
[p][/p][h2]Thank You[/h2][p]Thank you for your continued support, feedback, and passion.[/p][p]Update 0.3.1 focuses on strengthening core systems and improving gameplay depth, and we’ll continue building on these foundations in upcoming updates.[/p][p]Enjoy the update and keep sharing your thoughts with us. We’re listening. 🔥[/p]

New Update – Companion Potions, Combat Improvements & Early Access Armor

[p]Hello everyone,[/p][p]We hope you’ve been doing well. 🖤[/p][p]As we get closer to the March 19 update, we wanted to share a small look at what the team has been working on lately. This build includes a mix of gameplay improvements, boss updates, visual polish, and a small surprise prepared especially for players who joined us during Early Access.[/p][p]Like every update, it’s another step forward for the game. Some changes are big and immediately noticeable, while others quietly improve the overall feel of the experience.[/p][p]Alongside the full patch notes, here are a few highlights we wanted to talk about.[/p][p][/p][h2]Companions Can Finally Use Healing Potions[/h2][p]One of the most noticeable additions in this update is something many players have asked about: companions are now able to use healing potions.[/p][p]Instead of automating the process, we chose to keep this ability under the player’s control. During our testing we quickly realized that automatic potion use could easily drain your inventory at the worst possible moments. The new system allows you to trigger companion potions directly in combat, giving you more tactical control without removing the challenge of resource management.[/p][p]While working on this system, we also revisited parts of the companion interface. Their portraits now display the actual characters rather than placeholder silhouettes, and the UI offers clearer reminders for potion hotkeys. It’s a small improvement, but one that should make managing companions feel more natural during intense fights.[/p][p]To keep combat balanced, healing potions now also include a cooldown period, preventing them from being spammed endlessly.[/p][p][/p][h2]Korsan Boss Fight & Combat Improvements[/h2][p]Boss encounters are an area we’ve been steadily revisiting, and this update brings one of the bigger improvements.[/p][p]With this build, Korsan finally arrives with his proper combat setup. The fight now combines firearm attacks with fast dagger strikes in close combat, making the encounter far more dynamic than the earlier placeholder version.[/p][p]We’ve also improved enemy encounters in the Graveyard levels and the Crypt. Skeleton fights now feel more atmospheric and tense, enemies advance more slowly, building pressure as they approach. Some skeletons can even pull additional undead from the ground, turning a simple fight into a sudden swarm rising from the soil.[/p][p]Our long-term goal is to revisit each major enemy and boss in the game, gradually improving their mechanics, animations, and overall encounter design.[/p][p][/p][h2]A Thank-You for Early Access Players[/h2][p]We’ve also been working on something special for players who supported the game during Early Access.[/p][p]During Early Access, a unique outfit called The First Guard Set will be available from the costume vendor. Once the game reaches full release, this set will be removed from vendors and will no longer be obtainable.[/p][p]At the moment it functions purely as a costume, but we’ve been discussing ways it could gain additional value later on. One idea we’re currently exploring is allowing the set to provide a small progression bonus, potentially around 15–25% increased XP gain, for players who want to start a fresh playthrough when the full version of the game launches.[/p][p]We’re also considering making the outfit account-bound rather than character-bound, meaning players who obtained it during Early Access could still access it on newly created characters even after the vendor version disappears.[/p][p]We’ll share more details as those decisions become final.[/p][p][/p][h2]Ongoing Improvements Across the Game[/h2][p]Beyond these larger features, a significant part of this update has been focused on refining different aspects of the game.[/p][p]We’ve been polishing enemy animations, improving combat reactions, adjusting character visuals, and addressing a number of smaller technical issues. There are also improvements to character expressions, hair behavior, environmental details, and several UI elements that should make the overall experience smoother.[/p][p]We were also hoping to include the tattoo system in this update, but after testing it internally we felt it still needed a bit more refinement before being ready. Rather than rushing it into this build, we decided to give it some additional time so it can arrive in a better state in a future update.[/p][p]Many of these changes may seem small on their own, but together they help the game feel more responsive, more polished, and more alive.[/p][p][/p][h2]Steam Cloud & Workshop[/h2][p]This update also introduces support for Steam Cloud and the Steam Workshop, bringing a couple of highly requested features to the game.[/p][p]With Steam Cloud now enabled, your save files will be automatically backed up and synchronized across devices. This means you can continue your progress seamlessly from different computers, without worrying about losing your data.[/p][p]We’ve also opened access to the Steam Workshop. While the game does not yet have full official mod support, it is already possible to create and share certain types of content such as presets and other modifications. Players can upload their creations and explore content shared by others.[/p][p]It’s important to note that Workshop content currently requires some manual steps to install and manage. To help with this, we’ve prepared both an Upload Guide and a Download Guide.[/p][p]As with many systems in Early Access, this is just the beginning. We’ll continue improving Workshop support and exploring ways to expand modding possibilities over time.[/p][p][/p][p][/p][h2]Bug Fixes & Patch Notes[/h2][p]As always, the update also includes a wide range of fixes and smaller improvements across different systems.[/p][p]The full detailed list will be shared together with the patch notes when the update goes live.[/p][p][/p][h2]Thank You 🖤[/h2][p]We’re incredibly grateful for everyone who continues to support the game during Early Access. Your feedback, reports, and discussions help guide our priorities with every new build.[/p][p]We’re excited for you to try this update when it arrives on March 19, and we hope you enjoy the changes we’ve been working on.[/p][p]See you very soon,[/p][p]The Team ⚔️[/p]

Roadmap Update – Bosses Reborn, New Bases & What’s Next

[p][/p][p]Hello everyone,[/p][p]Today we’re updating our Development Roadmap on Steam and we wanted to give you a proper breakdown of what has changed, what’s been completed, and what we’re currently focused on.[/p][p][/p][p]Since the February 13 update, your feedback has been incredibly motivating. Reviews have remained Very Positive, and we’re happy to see many of you enjoying the improved combat experience.[/p][p]Let’s dive in.[/p][p][/p][h3]✅ Complete Tutorial[/h3][p]The full tutorial experience is now implemented and guides new players more clearly into the core systems of the game.[/p][p][/p][h3]✅ Localization – 13 Languages[/h3][p]Localization is now fully available in 13 languages. We’re continuing to monitor feedback and polish translations where needed.[/p][p][/p][h3]Steam Achievements – Prioritized for Combat Impact[/h3][p]Our Steam achievement icons are ready, and technically achievements were obtainable in-game. However, we made a decision to prioritize combat improvements first. With the combat improvements in place, achievements will feel much more rewarding. We want to finalize Steam achievements after the Skill Tree update, once progression is added.[/p][p][/p][h3]5 / 13 – New Boss Combat Mechanics[/h3][p]One of our main development priorities recently has been boss encounters.[/p][p]Several bosses that were previously functioning more as structural placeholders have now been redesigned into fully realized fights with proper mechanics, improved behavior patterns and stronger combat identity. The goal wasn’t just visual polish it was to make each encounter feel mechanically distinct and memorable.[/p][p]Boss fights now feel:[/p][p]●       More reactive[/p][p]●       More dangerous[/p][p]●       More dynamic in pacing[/p][p]●       More rewarding when you finally bring them down[/p][p]At this point, five major boss encounters have reached the quality level we were aiming for.[/p][p]Right now, our focus has shifted to the next one, Korsan is currently in active development. This fight introduces new combat rhythm and encounter flow, and we’re tuning it carefully before the March 19 update.[/p][p]More details soon.[/p][p][/p][h3]3 / 5 – New Player Bases & Furniture Sets[/h3][p]With the latest build, you now have three fully decoratable player bases available (Tha Palace, Winter Palace, and Lunar Palace).[/p][p]We had planned to introduce an additional themed base in this update, but it required more polish before release. Our goal is to have five fully customizable bases before v 1.0 and more after, also expanding decoration options.[/p][p][/p][h3]16 / 19 – New Static & Random Zones[/h3][p]Most of our planned levels and random encounter zones are now implemented and playable. Three additional zones are in development, they’re largely built, but we’re currently focusing on:[/p][p]●       Agro & balance adjustments[/p][p]●       Enemy placements[/p][p]●       Encounter pacing[/p][p]●       Overall polish[/p][p]We want these areas to feel cohesive and properly integrated into progression before calling them complete.[/p][p][/p][h3]5 / 6 – Companion Rescue Missions[/h3][p]Rescuable companions are in game. We plan to add one more rescue mission to complete this system until v 1.0 and beyond. We also have additional ideas for alternative companion recruitment methods in the future.[/p][p](No spoilers for new players 😉)[/p][p][/p][h3]2 / 3 – Facial Expressions, Animations & Poses[/h3][p]We’ve added new combat animations and poses, and we’ll continue polishing them. Facial expressions are currently work-in-progress. You can expect visible improvements in all upcoming updates, we’ll go deeper into this topic in a future newsletter.[/p][p][/p][h3]Customization[/h3][p]Makeup is now in the game, with ongoing bug fixes for certain elements (like eyeliner and eye shadow).[/p][p]We’re also planning to expand customization further with:[/p][p]●       Tattoos[/p][p]●       Nail polish[/p][p]●       Additional cosmetic refinements[/p][p]This system will continue evolving.[/p][p][/p][h3]15 / 19 – New Enemy & Mini Boss Types[/h3][p]Most planned enemy types and bosses are now in-game.[/p][p]Some encounters still need stronger identity and presence, certain characters exist but don’t yet feel like true “mini-boss” moments. We’re improving encounter design to make them feel more impactful.[/p][p][/p][h3]Traders & Equipment[/h3][p]Accessory and costume traders are partially implemented, and additional specialized traders (Legendary & Lingerie) are planned.[/p][p]As new zones are finalized, we’ll continue expanding and refining gear collections & progression to keep rewards meaningful and balanced.[/p][p][/p][h3]Weapon & Armor Enhancements[/h3][p]The system exists in-game, but some elements (including potion interactions and functionality) require improvements. This will be addressed in future updates.[/p][p][/p][h3]More Combat Animations & VFX (Ongoing)[/h3][p]Combat continues to be one of our biggest focus areas.[/p][p]We’ve already added:[/p][p]●       New animations[/p][p]●       Improved VFX[/p][p]●       Better encounter feedback[/p][p]And this is ongoing work.[/p][p]Upcoming improvements will also touch on Companion AI and healing behavior, more on that very soon.[/p][p][/p][h3]Skill Tree & Spellcasting[/h3][p]This system is planned to begin after the next major update.[/p][p]We’re intentionally not giving an exact date, development sometimes throws unexpected technical delays, but our current goal is to introduce the skill tree shortly after the March update.[/p][p][/p][h3]Controller Support[/h3][p]While combat already supports controllers, we plan to significantly improve and polish overall controller functionality after the skill tree implementation.[/p][p][/p][p][/p][p][/p][h3]Looking Ahead[/h3][p]Some larger systems, like Endless Arena, advanced boss interactions, companion creatures, and deeper progression systems, are part of our long-term vision.[/p][p][/p][p]We’re moving step by step, focusing first on solidifying the core experience:[/p][p]●       Combat[/p][p]●       Boss fights[/p][p]●       Zones[/p][p]●       Companions[/p][p]●       Customization[/p][p]Once the foundation is strong, we’ll expand further.[/p][p][/p][p]Thank you for supporting the game and for the very positive reviews since the last update.[/p][p]We’re building this step by step, and we’re excited for what’s coming next.[/p][p][/p][p]More details about the March 19 update soon.[/p][p]The Team[/p]