04/16 Patch Notes and Developer’s Letter #3
Hello, Commanders!
While we’ve been applying patches to address several critical bugs reported so far, we’d like to share the in-game issues we’re currently keeping an eye on, along with the directions we’re considering for future improvements.
You can find more details below.
[h3]Bug Fixes[/h3]
Fixed an issue in the battle [The End of Infinity] where converted units were not being targeted properly.
Fixed a problem where text would overflow outside the UI in certain languages.
Fixed an issue where pressing the “Retry” button on the result screen would occasionally prevent progression.
Fixed a bug where the effect of [Drakkar] was not functioning.
Fixed a bug where the attack range of [Drakkar] was applied shorter than what was visually indicated.
Fixed an issue where, after range modifications, the card display did not match the actual attack range.
Fixed a soft lock issue that could occur during the event to remove curse cards.
Fixed an issue where [Ghost Archer] was also being treated as [Ghost] (it should only be treated as [Ethereal Body]).
Fixed a bug where [Trench] would leave behind summon tiles after being destroyed by the curse card [Sadism].
Fixed an issue where certain units were always treated as being attacked from behind.
In the [Retreat Order] battle, fixed an issue where the gate was being targeted by [Preaching Vice].
[h3]Other Improvements[/h3]
Improved the background of the final chapter world map.
In [The End of Infinity] battle, units with “Ignore Assault Lane” can now properly attack the boss.
We're currently preparing additional improvements.
[h3]Balance[/h3]
The design philosophy of Commander Quest has always been: "Fun before balance."
While the ideal would be a perfectly balanced deckbuilding roguelike that still allows for extremely powerful synergies—the true joy of the genre—we prioritized ensuring that players still feel the thrill of overpowered combos, even if that comes at the cost of strict balance. We believe that in this regard, we’ve succeeded in delivering the fun of “breaking” the game by offering powerful cards and relics that allow decks to scale infinitely.
However, designing battles with these possibilities in mind naturally led to increased combat difficulty overall.
Since launch, we’ve received conflicting feedback: some say that enemy specs and gimmicks make the game too difficult, while others say the cards and relics offered to players are so powerful that the game is too easy.
We believe this reflects the extremes of player experience resulting from our design choices. We're now contemplating whether this situation needs to be improved and, if so, what direction that should take. If we do proceed with adjustments, the likely approach will be to lower battle difficulty while also slightly nerfing some of the more overwhelmingly powerful relics and cards.
We plan to open a thread soon where we can gather your feedback on balance adjustments. We’d really appreciate your input!
[h3]Agony System Rework[/h3]
As time has passed since the game’s launch, more players are beginning to take on higher levels of the Agony system. Based on the experiences many of you have shared, we’ve identified some penalties in certain Agony tiers that negatively impact gameplay in ways we didn’t intend.
For example, one penalty grants "Protection 1" to enemies summoned on the first turn. This creates problems in battles like “Rockfall Alert,” where our intention was for a swarm of goblins to be crushed by rocks as a form of intuitive gimmick introduction—but now they survive due to the protection!
As such, we’ve begun reviewing and reworking penalties that cause simply negative experiences or interfere with carefully designed battle mechanics. This will take some time, but once we’re ready, we’ll share the changes and look forward to your feedback.
[h3]Final Boss Access Method (Spoiler Warning!)[/h3]
To encounter the final boss, players currently must deliver a letter to the tower and uncover the truth of the world. However, this structure forces you to visit specific nodes, which goes against the spirit of exploring a randomly generated world map.
To be honest, we spent so much time creating the final chapter that we didn’t have the bandwidth to develop multiple entry paths... But now we’re working on a system that will allow access to the final chapter without requiring visits to specific nodes.
Since this ties into what little story the game has, we’ll handle it with care. If you have any fun or creative ideas, please share them with us!
While we’ve been applying patches to address several critical bugs reported so far, we’d like to share the in-game issues we’re currently keeping an eye on, along with the directions we’re considering for future improvements.
You can find more details below.
[h3]Bug Fixes[/h3]
Fixed an issue in the battle [The End of Infinity] where converted units were not being targeted properly.
Fixed a problem where text would overflow outside the UI in certain languages.
Fixed an issue where pressing the “Retry” button on the result screen would occasionally prevent progression.
Fixed a bug where the effect of [Drakkar] was not functioning.
Fixed a bug where the attack range of [Drakkar] was applied shorter than what was visually indicated.
Fixed an issue where, after range modifications, the card display did not match the actual attack range.
Fixed a soft lock issue that could occur during the event to remove curse cards.
Fixed an issue where [Ghost Archer] was also being treated as [Ghost] (it should only be treated as [Ethereal Body]).
Fixed a bug where [Trench] would leave behind summon tiles after being destroyed by the curse card [Sadism].
Fixed an issue where certain units were always treated as being attacked from behind.
In the [Retreat Order] battle, fixed an issue where the gate was being targeted by [Preaching Vice].
[h3]Other Improvements[/h3]
Improved the background of the final chapter world map.
In [The End of Infinity] battle, units with “Ignore Assault Lane” can now properly attack the boss.
We're currently preparing additional improvements.
[h3]Balance[/h3]
The design philosophy of Commander Quest has always been: "Fun before balance."
While the ideal would be a perfectly balanced deckbuilding roguelike that still allows for extremely powerful synergies—the true joy of the genre—we prioritized ensuring that players still feel the thrill of overpowered combos, even if that comes at the cost of strict balance. We believe that in this regard, we’ve succeeded in delivering the fun of “breaking” the game by offering powerful cards and relics that allow decks to scale infinitely.
However, designing battles with these possibilities in mind naturally led to increased combat difficulty overall.
Since launch, we’ve received conflicting feedback: some say that enemy specs and gimmicks make the game too difficult, while others say the cards and relics offered to players are so powerful that the game is too easy.
We believe this reflects the extremes of player experience resulting from our design choices. We're now contemplating whether this situation needs to be improved and, if so, what direction that should take. If we do proceed with adjustments, the likely approach will be to lower battle difficulty while also slightly nerfing some of the more overwhelmingly powerful relics and cards.
We plan to open a thread soon where we can gather your feedback on balance adjustments. We’d really appreciate your input!
[h3]Agony System Rework[/h3]
As time has passed since the game’s launch, more players are beginning to take on higher levels of the Agony system. Based on the experiences many of you have shared, we’ve identified some penalties in certain Agony tiers that negatively impact gameplay in ways we didn’t intend.
For example, one penalty grants "Protection 1" to enemies summoned on the first turn. This creates problems in battles like “Rockfall Alert,” where our intention was for a swarm of goblins to be crushed by rocks as a form of intuitive gimmick introduction—but now they survive due to the protection!
As such, we’ve begun reviewing and reworking penalties that cause simply negative experiences or interfere with carefully designed battle mechanics. This will take some time, but once we’re ready, we’ll share the changes and look forward to your feedback.
[h3]Final Boss Access Method (Spoiler Warning!)[/h3]
To encounter the final boss, players currently must deliver a letter to the tower and uncover the truth of the world. However, this structure forces you to visit specific nodes, which goes against the spirit of exploring a randomly generated world map.
To be honest, we spent so much time creating the final chapter that we didn’t have the bandwidth to develop multiple entry paths... But now we’re working on a system that will allow access to the final chapter without requiring visits to specific nodes.
Since this ties into what little story the game has, we’ll handle it with care. If you have any fun or creative ideas, please share them with us!