New beta version is on the way
Hello everyone,
This is the first developer log since "Windstop Valley" was announced on Steam. It has been two weeks since we first invited everyone to test the game. In the days to come, until the official release of the game, we will periodically talk about the project's progress and hope to listen to your suggestions to make a better game!
Let's briefly introduce the project:
"Windstop Valley" is a strategy RPG indie game that was created in our spare time by a few friends who met through the GitHub open-source project "Heroes Legend Startup." Our game is positioned as "a story-driven, strategy-based wuxia RPG that is easy to expand with MODs." Those familiar with our work may notice that the basic system and some regional suppression mechanics are similar to Japanese-style RPGs. Indeed, we can candidly say that our inspiration comes from "Sengoku Rance," and our game can be considered a tribute to it. Of course, we are also eager to combine this niche gameplay with wuxia content to see if we can spark some new excitement.
We are delighted that since the beginning of the V0.2 test this month, we have received plenty of player suggestions and positive feedback! (We are pleasantly surprised.)

Based on the test results, we are preparing for the next test version. We plan to meet you with the V0.3 test version at the end of March, when we will release a Steam demo that everyone can experience!
Here are some improvements we are focusing on based on your feedback:

Although the survey results far exceeded our expectations (because we didn't focus much on the art before, and many elements were AI-generated due to limited manpower with a focus on system implementation), we have started to seriously consider the artistic direction for the final game. For example, we have redrawn the protagonist Situ Laiye (still adjusting details), and added expressions to the game's story presentation, which will all be seen in the next version.

Additionally, character models, the world map, and UI are all being revamped.


In the V0.2 test survey, a significant number of players found the story too frivolous, and the overall atmosphere needed improvement. A considerable number of female players also felt the script was too "rough."
In response, we are refining all story scripts and performances, as well as rethinking the world view.


All existing UI/UX were temporarily cobbled together without a unified design language.
We are now comprehensively sorting this out, and the next time you see it, it won't look as "makeshift"! We will also add necessary textures, animations, and auditory effects to all interaction modules.

We are glad that the relatively "relaxing" combat mode has been well received. Moving forward, while maintaining the core combat mode, we will make some adjustments. We'll optimize some of the more frivolous number settings and overly powerful skills, and we'll add some interesting and challenging objectives.
The game will support the Steam Workshop, and we are currently doing the preparatory work for it.
We plan to provide an in-game MOD editor, integrating the game's debugging and development functions to allow every interested friend to express their creativity.
However, this module is not planned to be included in the March test content and will meet with everyone in the next version.
We are preparing a multi-language translation framework, and the game will be released in a variety of languages.
That's all for today's update. Thank you for your attention, and if you like our work, consider adding it to your Steam "Wishlist"!
We look forward to sharing more about the game with you and engaging in discussions!
This is the first developer log since "Windstop Valley" was announced on Steam. It has been two weeks since we first invited everyone to test the game. In the days to come, until the official release of the game, we will periodically talk about the project's progress and hope to listen to your suggestions to make a better game!
Let's briefly introduce the project:
"Windstop Valley" is a strategy RPG indie game that was created in our spare time by a few friends who met through the GitHub open-source project "Heroes Legend Startup." Our game is positioned as "a story-driven, strategy-based wuxia RPG that is easy to expand with MODs." Those familiar with our work may notice that the basic system and some regional suppression mechanics are similar to Japanese-style RPGs. Indeed, we can candidly say that our inspiration comes from "Sengoku Rance," and our game can be considered a tribute to it. Of course, we are also eager to combine this niche gameplay with wuxia content to see if we can spark some new excitement.
We are delighted that since the beginning of the V0.2 test this month, we have received plenty of player suggestions and positive feedback! (We are pleasantly surprised.)

Based on the test results, we are preparing for the next test version. We plan to meet you with the V0.3 test version at the end of March, when we will release a Steam demo that everyone can experience!
Here are some improvements we are focusing on based on your feedback:
1. Art Style

Although the survey results far exceeded our expectations (because we didn't focus much on the art before, and many elements were AI-generated due to limited manpower with a focus on system implementation), we have started to seriously consider the artistic direction for the final game. For example, we have redrawn the protagonist Situ Laiye (still adjusting details), and added expressions to the game's story presentation, which will all be seen in the next version.

Additionally, character models, the world map, and UI are all being revamped.

2. Story Adjustments

In the V0.2 test survey, a significant number of players found the story too frivolous, and the overall atmosphere needed improvement. A considerable number of female players also felt the script was too "rough."
In response, we are refining all story scripts and performances, as well as rethinking the world view.

3. Interaction Adjustments

All existing UI/UX were temporarily cobbled together without a unified design language.
We are now comprehensively sorting this out, and the next time you see it, it won't look as "makeshift"! We will also add necessary textures, animations, and auditory effects to all interaction modules.
4. Combat Strategy

We are glad that the relatively "relaxing" combat mode has been well received. Moving forward, while maintaining the core combat mode, we will make some adjustments. We'll optimize some of the more frivolous number settings and overly powerful skills, and we'll add some interesting and challenging objectives.
5. Workshop and MOD Editor
The game will support the Steam Workshop, and we are currently doing the preparatory work for it.
We plan to provide an in-game MOD editor, integrating the game's debugging and development functions to allow every interested friend to express their creativity.
However, this module is not planned to be included in the March test content and will meet with everyone in the next version.
6. Multilingual Support
We are preparing a multi-language translation framework, and the game will be released in a variety of languages.
That's all for today's update. Thank you for your attention, and if you like our work, consider adding it to your Steam "Wishlist"!
We look forward to sharing more about the game with you and engaging in discussions!