[p]Dear Tacticians,
We’re currently preparing the final release for
Veil of the Witch, but we’re also working on an update to parts we hope to get more feedback about from Early Access players.[/p][p]You heard that right: the official launch is just around the corner![/p][p]When we first entered Early Access, we mentioned that our goal was to release the full game within six months to a year. (Personally, I thought six months would be enough!) It’s taken a bit longer than expected, but we’ve since delivered according to our promised roadmap, and we look forward to sharing it all with you soon.[/p][p]Here are the new things you can expect to see in the upcoming update…[/p][p][/p][h3]Balancing Boss Battles & Adding Act 3 Battles Variations[/h3][p]What did you think of the new boss fights in Act 1 and 2? It seems some players have found them quite challenging. While some of that difficulty comes from the novelty, there are parts that may genuinely be a bit too punishing.[/p][p]So we’re making some adjustments to the new boss variants in Acts 1 and 2, to make them feel more manageable and clearly structured. And looking ahead, we’re also adding two new battle variations for the Act 3 boss fight. We’d love to hear your thoughts once they’re live![/p][p][/p][h3]New Monsters and New Battles[/h3][p]We’re adding 9 new monster units, along with 8 new battle scenarios to go with them. These new encounters have been placed primarily in Act 1, giving players more variety in early-game maps, as Act 1 tends to be the most frequently played part of the game, so it can be the quickest to feel repetitive.[/p][p]This update is built to address that. We’ve also adjusted some of the existing battles by changing their objectives. We look forward to your thoughts on the new battles. [/p][carousel]
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[/carousel][h3]Equipment Skill & Enchantment System Rework[/h3][p]Previously, the game had a system where your party couldn’t own multiple pieces of the same type of mythic equipment (for example, one-handed swords). Based on your feedback, we’ve changed that restriction.[/p][p]We’re also introducing new, unique equipment skills, including 11 new active skills and 4 new passives. We believe this will make the gameplay experience feel a lot more dynamic and engaging![/p][carousel]
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[/carousel][h3]Signpost Upgrades[/h3][p]During the Early Access period, we received a lot of feedback about the signposts players encounter while traveling. Once players have collected all the resources tied to a specific signpost, its value naturally decreases (although there are ways to exchange resources). In other cases, there are signposts that are rarely chosen based on the player’s preferred gameplay style.[/p][p]Instead of forcing players to choose the less-desired signposts, we decided to encourage more diverse choices by offering more tempting incentives.[/p][p]While playing, you may come across signposts that look a little unusual, like in the screenshot below. Try selecting one of them during your run and see what happens. We hope you’ll be pleasantly surprised by the effects!
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[/p][p]In addition to all the updates mentioned above, we’ve also added a bunch of new voiced lines to your party in combat, bringing the game to a more refined and complete state.[/p][p]We can’t wait for you to jump in and try out all the changes![/p][p]Until next time, [/p][p]- Jin Sang Kim [/p][p][/p][p]
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