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ASTRA: Knights of Veda News

ASTRA: Knights of Veda Pre-Registration Date Announcement


Masters of the Book,

We’re pleased to announce that the pre-registration period for ASTRA: Knights of Veda will soon be upon us!

We sincerely thank all the Masters of the Book who have been patiently waiting for the release,
and we will provide more detailed information about the pre-registration in a future update.

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Pre-registration Starts:
· March 5, 2024
· Start time will be provided later.

ASTRA: Knights of Veda Official Channels

Make sure to join the official Discord Community, and follow us on your preferred social media sites to stay up-to-date with all the latest news and information.

Discord (link) / Twitter (link) / Facebook (link) / Youtube (link)
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We have always dreamt of reaching the stars.
But now...
It's time for all to embrace the power of the stars.
And reach for new heights


A Timeless Fantasy Unfolds
ASTRA: Knights of Veda

Look forward to all the stories yet to be told in ASTRA: Knights of Veda.

Thank You.

Developer Update #2



Masters of the Book!

We’re the Flint development team, and today we have another set of updates to share with you all. But before all that, we hope that you are all having a great start to the New Year!

2024 has started with a bang here in Korea, and we’ve been hard at working making sure that ASTRA: Knights of Veda lives up to the expectations that you have for it.

In this Developer Update, we're excited to share with you an array of convenience features and graphical enhancements, building upon our last developer update focused on combat. While it's impossible to cover every new addition, we're spotlighting the most significant ones. We aim to provide detailed information about these key updates, ensuring you're well-informed about the latest enhancements we’re making to the game.

[h2]Party Play and World Level Switching [/h2]
We have heard quite a bit of feedback that players would prefer to tackle the nightmares of Planis with their friends and allies for their first playthroughs of the game.

Throughout the FGBT, in order to team up with other Masters of the Book you first had to clear a stage alone in order to unlock the co-op experience for that stage. Our latest changes allow you to team up with others from the start, allowing you to invite friends of any level to join your party and help out on your adventures.

As world level differences were somewhat of an issue when trying to party together, we’ve removed the cool time when switching between world levels. That said, you can still only lower your world level by a maximum of 1 level.

We’re also opening up both Veda’s Nightmare and Sealed Prisons for party play too, allowing you to bring your friends and guild members along for the ride.

[h2]Added Button to Change Up Team and Run in Town [/h2]
We recognize that controlling your character in town is different to how it is in combat and that has resulted in a less satisfactory experience for some players. We’ve made it easier for you to express yourself in town with the same transformation functions that you would have during an adventure. We’ve also added the ability to run in town as well.

[h2]Cutscene Improvements[/h2]
Many players have expressed frustration with the pop up window that appears when you skip a cutscene that offers rewards.

We’ve restructured the rewards previously linked to the story cutscenes and incorporated them into dungeon completion rewards and related achievements.

We’ve also added a “Do not show warnings again” option for all alerts, streamlining your playthrough and minimizing interruptions.

[h2]Adding and Expanding Convenience Features[/h2]

[h3]1. Added Hero’s Shoes[/h3]
Many players mentioned the fatigue that comes with item farming.

So to help combat that fatigue, we added Hero Shoes. By fusing Adventurer’s Shoes and some gold, you’ll be able to create Hero’s Shoes. Hero’s Shoes allow you to get multiple runs worth of rewards in just one outing.

[h3]2. Added the option to adjust your graphics/sound before the game starts or during your adventure[/h3]

We’ve added an Options menu to the title screen where you can adjust graphics and sound settings. You can also use the Options button (exit button) during combat to change the options you need on the go.

[h3]3. Improved Party Setup UX[/h3]
We’re making a lot of improvements to the UI and UX of the game. Many players expressed their frustrations with the party settings, so we’re making changes to the UX to make it more intuitive and easier to change and manage your parties.

[h3]4. Added Claim All Button to Achievements Menu[/h3]
Certain rewards, including achievements, required you to claim each reward individually. So we added a claim all function to make it quicker to get your rewards, and get back into the action.

[h3]5. Added Screenshot Mode[/h3]
For convenience, we’ve added a feature that allows you to take screenshots that hide the UI.

[h3]6. Improved Navigation Guides Through Complex Stages[/h3]
Later game stages can have complicated layouts which can make it confusing to navigate. A new footprint effect has been added to all maps, including these complicated ones, to highlight your path to the next objective.

[h3]7. Stage Fail Screen Improvements[/h3]
More information has been added to the stage failure screen, which highlights areas where you can improve your team and gather the strength to continue on.

[h3]8. Auto-equip Recommended Equipment[/h3]
A new function has been added that will allow you to automatically equip the best gear that you have earned on your adventures, making it a little easier to gear up your characters, and allow you to focus on making them stronger.

[h3]9. Battle Alerts On/Off Option[/h3]
There was overwhelming feedback in regards to the repetition of phrases such as “You are not ready” and other notifications during battle, so a new option has been added that will allow you to turn them on or off in the settings.

[h3]10. Fixed Confusing Weapon Categories/Names[/h3]
The following names for weapon types or unclear categorization have been fixed as follows to clear up any confusion they may have caused. (Please note that the localization of these weapon categories may be different in the final version.)
  • 1H Sword & Shield → Sword & Shield
  • 1H Axe & Shield → Axe & Shield
  • 1H Club & Shield → Club & Shield
  • 2H Sword → Sword
  • 2H Greatsword → Greatsword
  • 2H Axe → Axe
  • 2H Club → Club


[h2]Knights Missions Improvements[/h2]
Knights Missions are the daily quests for ASTRA: Knights of Veda. The initial response to these missions was that the rewards for the missions were all the same, while also being unrewarding.

We have therefore increased the value of the rewards offered through the Knights Missions, as well as differentiating the materials offered through different quests.

[h2]Calydon Dungeon Improvements[/h2]
Calydon Dungeon has also seen improvements. Originally it had a very simple pattern with long spawn times for the monsters to appear.

The monsters within the dungeon will now carry the attribute of the region they appear in, and will come in greater numbers at a more consistent pace.

We’ve also made them less time consuming and more rewarding to play.

[h2]What We’re Working on and the Next Developer Update[/h2]
We’re working on all of the above and more.

There’s a lot of content in the works, including guilds, gifting, a Knight of Veda birthday system and more. We’re also polishing the Arena and working on adding new modes.

Make sure that you check out our next Dev Update, where we’ll be talking about changes to the economy, increased rewards and more!

We can’t wait for your adventures to begin.

ASTRA: Knights of Veda Development Team

2024 New Year’s Greetings



Happy New Year, Masters of the Book!


As we step into a brand new year, all of us at ASTRA: Knights of Veda want to extend our warmest wishes to our incredible community.


2023 was an epic journey filled with unforgettable adventures. As we turn the page to 2024, we're excited to embark on this new chapter alongside each and every one of you, our Masters of the Book.


This year will be filled with even more magic, excitement, and surprises that will keep you on the edge of your seats! Thank you for being the most vital part of our journey. Your passion, feedback, and unyielding support are what make the world of ASTRA: Knights of Veda truly alive and vibrant.


Here's to a year of new challenges, epic victories, and shared adventures. Let's make 2024 a year to remember!


Happy 2024!
From the ASTRA: Knights of Veda team

Developer Update #1



Masters of the Book!
We’re the development team behind ASTRA: Knights of Veda.
First and foremost, we want to express our gratitude for the overwhelming support and feedback you provided during the FGBT in October. Your input has been invaluable, and we’ve dedicated ourselves to making ASTRA even better based on your suggestions.

Today, we wanted to give you a glimpse into some of the improvements we've been working on, particularly in response to your feedback. While we've made numerous enhancements across combat mechanics, UI, game balance, and more, this update will delve deeper into the specific changes we've made to combat.

Stay tuned for future Developer Notes to learn more about other changes!


Combat Feel

The community’s feedback clearly indicated a desire for faster, more immediate combat. In response, we’ve meticulously tested and refined the attack speed of each Knight of Veda. Significant adjustments have been made to the characters' initial skill action and reaction times, enhancing the overall combat feel.

Additionally, in terms of control feel, we are working hard to deliver a much more satisfying combat experience by refining the mechanics of sprinting and dodging. We've enhanced dodging to be more responsive and cover greater distances, while for sprinting we've tweaked it so that you can reach maximum speed more quickly.



Tackling Gaming Fatigue

Gaming fatigue is a pretty vague term here, but we’re generally talking about many of the elements that make up that draining feeling when you’re playing games. It's a bit of an ambiguous concept with lots of contributing factors, so our team has worked hard to pinpoint and address the things in ASTRA: Knights of Veda that might be wearing you down.


[h3] 1. Auto-Play for Reduced Stage Fatigue [/h3]
While the fun of manual action is a core aspect of ASTRA: Knights of Veda, we’ve been testing auto-play with a variety of different options to reduce the fatigue of grinding. Even during auto-play, we are closely monitoring the enjoyment derived from using different skills through character changes, combat visuals, and the convenience and joy of easy item farming.

[h3] 2. Revamping Level Design for a Diverse Combat Experience [/h3]
We are reconfiguring the level design of all stages to provide a diverse combat experience through changes in monster placement and patterns. We’re running a lot of internal tests to make sure that these changes lead to an overall positive experience.



[h3] 3. Monster AI improvements for More Engaging Battles [/h3]
Monsters that you face on the field now have different traits and AI based on their type. Common undead, as an example, will now come at you in bigger groups, faster and more aggressively than before. Enemies have also been changed to be more intelligent in their combinations, forcing you to think of different strategies. These improvements are not intended to increase the difficulty of different stages, but rather create more interesting fast-paced combat scenarios that are satisfying to overcome.



[h3] 4. Drastically reduced the overall stage playtime [/h3]
We've effectively halved the time required to complete each stage. This has been achieved by accelerating monster spawns and eliminating less engaging waves, resulting in a more dynamic and robust combat experience.

[h3] 5. Automatic Item Pickup [/h3]
When defeating monsters, you no longer have to press buttons to pick up the items. While our initial design was a nod to the charm of classic games, feedback from the FGBT highlighted that many players found this aspect more tedious than nostalgic. Now, simply moving over an item will automatically add it to your rewards, enhancing the fluidity of gameplay. However, to maintain strategic gameplay elements, food items that replenish HP will still require manual pickup, allowing you to decide which character benefits from the health boost.



[h3] 6. Improved Camera Perspective to Reduce Fatigue [/h3]
We’re continuing to test various camera perspectives for the optimal play environment. Notable progress in this area was showcased in the recent G-Star version of the game. Additionally, we’re also working on changes to the staging aspect of signature skills and fine-tuning camera movements to align seamlessly with in-game actions. We're also addressing camera positioning challenges, particularly during combat in map corners, to ensure a consistently smooth and immersive experience.


Overflowing Power of Stars Improvements

The ‘Overflowing Power of the Stars’ mechanic is an integral part of ASTRA: Knights of Veda. It is being revamped in order to grant players more strategic control by allowing them to decide the perfect moment for activation. This adds a deeper tactical layer to the game.
You will still be able to charge the bar based on your hero’s attributes, and now you will be able to use it whenever you feel is best.

We did have our concerns that being able to choose the timing may lead to players only using it in optimal situations, such as when a boss is stunned which would over-simplify the combat experience. However, we decided that the benefits of avoiding unintentional and less advantageous activations far outweigh these concerns.

And besides that, we’re also enhancing the impact of this climactic moment when the Power of the Stars bursts forth, and improving the presentation to create a more complete effect.



Improving Auto-targeting

Many of you pointed out instances where the auto-targeting system would inaccurately aim at non-critical objects, missing the intended targets directly in front of the character. In response, we've meticulously adjusted the range and angle of weapons, and have also rectified several bugs identified during our thorough review.

We’ve improved this by fine tuning the range and angle of weapons, as well as addressing some of the bugs we discovered while investigating.

We’re also working to remove enemy targeting markers that don’t fit with the overall style that we’re aiming for. These changes are geared towards delivering a more intuitive and engaging combat experience.

Other Improvements and Release Window


In addition to the enhancements we've already shared, our team is working on a ton of features and improvements that we’re not quite ready to show yet. This includes refining the effects across the entire Knights of Veda roster for a more impactful and visually appealing experience, as well as upgrading the UI and UX for better usability.

We are committed to delivering a highly polished version of the game. Achieving this level of refinement and addressing all aspects thoroughly will require some more time. However, we are close to finalizing, and it won't be long before the game is in your hands.

Discussions with our publishers regarding the release date are ongoing, and we'll share the exact launch date as soon as it's finalized. We're working hard to get it live in the first quarter of next year.

Stay tuned for more updates! We can't wait to share more about our progress with the community.
Thank you
ASTRA: Knights of Veda Dev Team

Post-FGBT Improvements



Hello, I am ASTRA: Knight of Veda’s Director, Youngmo Kim.

First I’d like to take another opportunity to thank you all for participating in the First Global Beta Test, and for giving us all your feedback and thoughts about ASTRA: Knights of Veda. Each and every one of your voices has been a source of encouragement and inspiration for us as we continue to build on ASTRA: Knights of Veda.

As a team, we are still reviewing the survey results from the beta, as well as taking a look through feedback and comments left in the community, on social media as well as all the other places you left your feedback. We’re taking a closer look on what we think the future of ASTRA: Knights of Veda should be.

As well as all the praise and excitement we’ve seen for the full release of the game, we’ve also seen a lot of feedback regarding improvements, and we have been carefully listening to these requests to figure out how to best implement them.

We will work hard to deliver to your expectations, and improve the areas that are felt lacking.


[h2]We’re making significant improvements to the action controls.[/h2]
While we’re sticking with the core values that ASTRA: Knights of Veda should be fun to fight and dodge with simple controls, we want to make sure that you can move more freely, and get clear feedback on your inputs.
To accomplish this, we’re making improvements across the board in combat, from movement speed, targeting rules, damage output, skill cooldowns and dodging.


[h2]Make dungeons more enjoyable.[/h2]
We want to reduce the repetition of monotonous patterns in Dungeons, and also eliminate unpleasant experiences like being attacked by non-visible enemies.
We’ll also minimize the camera zooming in when the camera is focused on the battlefield, and improve fatigue inducing camera shake effects.

[h2]Early game experience.[/h2]
We’re working on trimming some of the unneccessary sections of the tutorial, allowing you to get into the main content quicker.
We also aim to make all of our characters more complete, ensuring that no matter who you play as, you’ll be able to experience the core aspects of the game.

[h2]Make sure that the story we’re telling is presented in the best way.[/h2]
We’re looking to improve cutscenes which could be frustratingly slow paced. We’re also adding more options for people who want to focus on gameplay first, and save the story for a later time.
Lastly, we’re working hard to make sure that the second half of the story matches your expectations, and that you’ll be satisfied with the story we’re telling!

[h2]Combat Balance.[/h2]
We will further refine character balance. We acknowledge that some characters had overly efficient abilities. While balancing characters against each other, we aim to preserve their unique traits to promote diverse character combinations.
We’ll also be improving monster stats, AI and completely revisiting monster placement and grouping to provide a more enjoyable and fast paced experience.

[h2]More Feedback from our Testers.[/h2]
We’re looking to expand party play to include not only Adventure mode, but also Nightmare Dungeons, Sealed Prisons and more.
For mobile players, we’re also reworking the UI to increase the size of text and buttons and adjusting their placement for a better mobile gaming experience.
We will focus on optimizing the game for better performance on various devices.
For those who wish to play with controllers, we’re making sure that everything can be done through the controller, and we’re also working on ensuring full compatibility with the Steam Deck.
There will also be an increase to the number of languages available from 4 to 13, and we’ll be improving the quality of the voice acting for three languages (Korean, English and Japanese).


[h2]Finally, as a Director, I’m torn about supporting auto-play functions, which many have requested.[/h2]
I’m personally concerned that supporting auto-play will take away from the fun of manual controls, but I do understand the desire for auto-play.
This is a difficult decision to make, and we’ll be taking more time to decide on a correct course of action so that we don’t rush into a decision.



It’s fall here in Korea, which means it is harvest season!
This fall, the development team will be working hard on ASTRA: Knights of Veda, to make sure that we fulfill your expectations.

Thank You.

Director Youngmo Kim