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ASTRA: Knights of Veda News

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

Thank You to All Masters of the Book Who Participated in the First Global Beta!

Hello, I am Youngmo Kim, the director of ASTRA: Knights of Veda.

I would like to express my sincerest gratitude to all the Masters of the Book who showed a lot of interest and participated in the First Global Beta Test.

At the beginning of the First Global Beta Test, our development team was apprehensive. Showing something that you’ve been working on for a long time carries a lot of pressure, and we were delighted to see so many of you playing the game and enjoying it. Sincerely, thank you for your support.

We have been digging through and processing all the comments and feedback that you have given us. We’ve not only collected feedback from our official community, Discord and social media, but we’ve also been searching for any comments and feedback that have been shared around the internet. We’re also happy that those of you who joined us for Dragon Blaze were eagerly awaiting our next project. We are truly thankful to all of you who picked up the book during the beta test and fought for the future of Planis.

We are incredibly sorry about not being able to provide the Android beta test as promised right from the beginning of the beta test. We know that this was extremely inconvenient for many Masters of the Book who were looking forward to being able to play on mobile right away. We would like to take this moment to apologize once again and thank everyone for being patient with us when we worked through the issues.

During the First Global Beta Test, our development team played alongside our Masters of the Book. We reviewed various different aspects of the game, and we gathered invaluable feedback and insights on topics such as camera distance, game controls, and optimization. We were also examining game mechanics, such as the balance of characters in PvE and PvP, tutorials, farming content, mobile usability and more. This collaborative effort with the Masters of the Book community also yielded valuable insights and improvement ideas.

We are currently organizing the valuable feedback you've provided, and we have already started discussions on how to implement the improvements. The feedback we received on certain aspects were significant, and we are giving them high priority in our evaluations.

When reviewing the feedback, it is evident that Masters of the Book put their hearts into their comments. This makes us believe that we can create even more enjoyable content, and our team is working enthusiastically to achieve that.

We are considering creating an opportunity to explain the results of the improvements, and we will keep you updated.

As October lingers, and hints of winter appear, remember to take good care of yourselves.

Until we meet again.

Sincerely,
Director Youngmo Kim

First Global Beta Test is Almost Over

Greetings, Masters of the Book!
I am the Saint of the Sun Sorin!

How's your adventure as the 13th Master of the Book been going?

With each passing day we spend together, I can't help but feel a touch of melancholy... ʕ ´•̥ ᴥ•̥`ʔ

The reason for my wistful thoughts is that we'll soon need to part, at least for a little while.

As the sun sets on the First Global Beta Test, I wanted to make sure that you won’t feel downcast.

This break is a time for us to get ready and showcase our progress, so I hope you won't be too disheartened.

[h2]▶ Reminder: First Global Beta Test Ends Soon[/h2]

Schedule: The test will end on October 16, 2023, at 07:00 PM (PDT)
October 17, 2023, at 02:00 AM (UTC)


※ When the First Global Beta Test concludes, game data from this period will be reset, but the memories we've created together will remain. So, instead of being too sad, how about looking forward to what's next? ♡
Our time with the Knights of Veda is dwindling, but although the schedule is tight, let's run together until the very end!

I, Sorin, the Saint of the Sun, will always be here to light your way on your enchanting and challenging journey, even in the darkest depths of Planis.



The ASTRA : Knights of Veda Developer Gameplay out now!

To celebrate the launch of the First Global Beta for ASTRA: Knights of Veda, CM Simon introduces and showcases the gameplay of ASTRA: Knights of Veda.

This is a great chance to discover more about the gameplay of ASTRA: Knights of Veda, and learn more about what is to come in the future!

For those who missed the livestream, and for those who are waiting for another chance to have a talk with CM Simon, join us during the daily livestreams at 19:00 PT,

Check out the streams on the following dates.

  • 2023.10.11 19:00 PT
  • 2023 10.12 19:00 PT
  • 2023.10.13 19:00 PT
  • 2023.10.15 19:00 PT


Thank you and we will look forward to chatting with you soon,

Take care!