Developer’s Letter #1 with the 0408 Patch Notes
Hello, Commanders!
Since launch, we’ve been both thrilled by the number of commanders who joined us—far beyond our expectations—and we’ve continued to make improvements based on the feedback you’ve provided.
Since March 20, 2024, our Open Development initiative—aiming to create a game together with our users—has remained the core philosophy of our team.
With that in mind, we'd like to share the updates we've made recently and what we plan to address next.
[h3]Fixes Applied Over the Weekend[/h3]
Reflecting on feedback regarding the difficulty of the battle [The End of Infinity], we’ve implemented the following changes:
Greatly expanded the area where units can be freely deployed.
Added two summon tiles to the middle of the assault lane.
Changed the instant-death mechanic of [The All-Seeing Eyes] so that structures are no longer affected.
Adjusted the additional passive in Phase 2:
Changed the damage of “Divine Wrath” to start at 5 and increase by 5 each time.
Fixed an issue where the relic [Cog Wheel] would activate every turn.
Fixed an issue where faction-specific commissions were not appearing properly.
In the battle [Heartbreak Ridge], players can now freely deploy units on enemy hills.
In the battle [Torch Ceremony], when 3 torches are lit, the effect now grants “Unyielding” instead of “Invincible.”
[h3]Additional Fixes in This Update[/h3]
Fixed issues where the "Indiana" and "Complete Extinguishment" achievements were not completing properly.
Resolved a delay when returning to the lobby from the commander selection screen.
Fixed an issue where experience was not displaying correctly in the commander selection phase.
Fixed discrepancies between visual indicators and actual ranges for some commander skills.
Fixed an issue where the “Return to Lobby” button would result in a black screen.
Improved the speed at which battle rewards are claimed.
Fixed an issue where penalties from some relics were not being applied correctly when continuing.
Fixed a bug where the “Unit reduced to 1” mutation effect would persist and block other effects from increasing unit count.
Adjusted the auto end-turn feature so that it doesn’t activate when commander skills can still be used.
Fixed an issue where the card [Mother Eagle] was not interacting properly with the relic [Leaf Decoration].
[h3]Currently Being Fixed[/h3]
Some achievements not unlocking properly.
A crash issue caused by exceeding the maximum iron storage cap.
Intermittent abnormal behavior of the [Overtime Pay] card.
[h3]Notice Regarding Performance Issues[/h3]
While preparing more detailed graphics settings for the official launch, we’ve configured most default settings to the highest quality to make the game look as stunning as possible.
However, we found that setting “Framerate Limit” to unlimited caused excessive use of hardware resources, so we’ve changed the default to 60 FPS.
If you downloaded the game before this update, the default setting may still be set to unlimited. If you are experiencing performance issues, we recommend applying the 60 FPS limit.
Lastly, we’d like to talk briefly about the battle that received the most feedback since launch: [The End of Infinity].
(Spoiler Warning!)
We gathered feedback from the Steam forums and Discord threads and concluded that the main issue was: “The pattern feels unfair, and player actions feel meaningless.” The boss steals your units, instantly kills your strongest one, and the units you summon barely manage to hit the boss. This understandably feels frustrating and unfair.
To address this, we decided to make it easier for units to effectively attack the boss.
As a result, we applied the changes from last weekend, which include “greatly expanded free deployment zones” and “additional summon tiles placed closer to the front.” The additional tiles were also added to generally reduce the difficulty.
With these patches, our goal is to solve the problem of limited strategies during the final boss fight, and to ensure that “the strong deck you’ve built still feels strong all the way to the end.” We truly hope this intention resonates with you.
(Since the final boss battle is meant to be the climactic highlight of the game, we will continue to actively incorporate feedback and improve it further.)
To close out this developer note, we once again thank all commanders for your support and love. We’ll return with the next round of improvements as soon as they're ready.
Thank you,
Commander Quest Team
Since launch, we’ve been both thrilled by the number of commanders who joined us—far beyond our expectations—and we’ve continued to make improvements based on the feedback you’ve provided.
Since March 20, 2024, our Open Development initiative—aiming to create a game together with our users—has remained the core philosophy of our team.
With that in mind, we'd like to share the updates we've made recently and what we plan to address next.
[h3]Fixes Applied Over the Weekend[/h3]
Reflecting on feedback regarding the difficulty of the battle [The End of Infinity], we’ve implemented the following changes:
Greatly expanded the area where units can be freely deployed.
Added two summon tiles to the middle of the assault lane.
Changed the instant-death mechanic of [The All-Seeing Eyes] so that structures are no longer affected.
Adjusted the additional passive in Phase 2:
- Before: All cards require 1 additional resource.
- After: Lose 1 Mana at the start of each turn.
Changed the damage of “Divine Wrath” to start at 5 and increase by 5 each time.
Fixed an issue where the relic [Cog Wheel] would activate every turn.
Fixed an issue where faction-specific commissions were not appearing properly.
In the battle [Heartbreak Ridge], players can now freely deploy units on enemy hills.
In the battle [Torch Ceremony], when 3 torches are lit, the effect now grants “Unyielding” instead of “Invincible.”
[h3]Additional Fixes in This Update[/h3]
Fixed issues where the "Indiana" and "Complete Extinguishment" achievements were not completing properly.
Resolved a delay when returning to the lobby from the commander selection screen.
Fixed an issue where experience was not displaying correctly in the commander selection phase.
Fixed discrepancies between visual indicators and actual ranges for some commander skills.
Fixed an issue where the “Return to Lobby” button would result in a black screen.
Improved the speed at which battle rewards are claimed.
Fixed an issue where penalties from some relics were not being applied correctly when continuing.
Fixed a bug where the “Unit reduced to 1” mutation effect would persist and block other effects from increasing unit count.
Adjusted the auto end-turn feature so that it doesn’t activate when commander skills can still be used.
Fixed an issue where the card [Mother Eagle] was not interacting properly with the relic [Leaf Decoration].
[h3]Currently Being Fixed[/h3]
Some achievements not unlocking properly.
A crash issue caused by exceeding the maximum iron storage cap.
Intermittent abnormal behavior of the [Overtime Pay] card.
[h3]Notice Regarding Performance Issues[/h3]
While preparing more detailed graphics settings for the official launch, we’ve configured most default settings to the highest quality to make the game look as stunning as possible.
However, we found that setting “Framerate Limit” to unlimited caused excessive use of hardware resources, so we’ve changed the default to 60 FPS.
If you downloaded the game before this update, the default setting may still be set to unlimited. If you are experiencing performance issues, we recommend applying the 60 FPS limit.
Lastly, we’d like to talk briefly about the battle that received the most feedback since launch: [The End of Infinity].
(Spoiler Warning!)
We gathered feedback from the Steam forums and Discord threads and concluded that the main issue was: “The pattern feels unfair, and player actions feel meaningless.” The boss steals your units, instantly kills your strongest one, and the units you summon barely manage to hit the boss. This understandably feels frustrating and unfair.
To address this, we decided to make it easier for units to effectively attack the boss.
As a result, we applied the changes from last weekend, which include “greatly expanded free deployment zones” and “additional summon tiles placed closer to the front.” The additional tiles were also added to generally reduce the difficulty.
With these patches, our goal is to solve the problem of limited strategies during the final boss fight, and to ensure that “the strong deck you’ve built still feels strong all the way to the end.” We truly hope this intention resonates with you.
(Since the final boss battle is meant to be the climactic highlight of the game, we will continue to actively incorporate feedback and improve it further.)
To close out this developer note, we once again thank all commanders for your support and love. We’ll return with the next round of improvements as soon as they're ready.
Thank you,
Commander Quest Team