🐈⬛Fatal Claw's Feedback Review Time! Part 2
[p]Hello, Explorers![/p][p]Since our first feedback review, we’ve received a ton of thoughtful suggestions through Discord, the Steam Community, reviews, and more. Thanks to your passionate support, Fatal Claw is evolving into a better game day by day.[/p][p]Today, we’d like to share how your voices shaped the recent v0.9.121 and v0.9.150 updates, and what we’re planning next.[/p][p]Check out the changes we’re making together! 🛠️[/p][p][/p][hr][/hr][p][/p][h3]✅ Already fixed and applied (v0.9.121 – v0.9.150)[/h3][p]Based on your reports, we quickly addressed issues that were hindering a smooth gameplay experience. This time, we also made major adjustments to the core balance of combat and exploration.[/p][p][/p][p]1. Pogo (Downward Attack) bounce improvements (v0.9.121)[/p][p]We reviewed feedback that the pogo bounce, one of the key mechanics for both combat and movement, felt unstable.[/p][p]- We've addressed this issue by correcting the reduced height when repeatedly stomping enemies and adjusting the timing to sync correctly, making pogo bounces more stable and consistent.[/p][p]🗣️ Feedback from: RaphaelT, 斯基, Luca, kuvrilkhem, AU, and Creako[/p][p][/p][p]2. Combat and dodge balance adjustments (Blink invincibility / now provided by default) (v0.9.150)[/p][p]We implemented many requests regarding dodge performance (invincibility frames).[/p][p]- We'll now provide the Silver Protection ability (brief invincibility after Blink) by default, which previously required skill tree investment.[/p][p]You can now weave through incoming attacks and dodge strategically from the early game.[/p][p]🗣️ Feedback from: andyvanh, Luca, Demajen, RaphaelT, and Y.C.[/p][p][/p][p]3. Save point (Stone of Immortality) placement improvements (v0.9.150)[/p][p]We addressed feedback that long gaps between save points made exploration feel too punishing.[/p][p]- Added more Stones in Ashen Valley, a high-difficulty area, and moved poorly visible Stones to more noticeable locations to reduce exploration fatigue.[/p][p]🗣️ Feedback from: andyvanh, ssysu0307, Y.C., and 杰克霜精花茶[/p][p][/p][p]4. Difficulty balance tuning and new options (v0.9.150)[/p][p]- Reduced monster density and detection range in high-fatality sections, including Ashen Valley.[/p][p]- Added a difficulty option that lets you explore without taking trap damage, so you can focus on traversal with less stress.[/p][p]🗣️ Feedback from: kuvrilkhem, Батя твоего бати, Drakoniid, and jiggilowjow[/p][p][/p][p]5. Physics and quality-of-life improvements (v0.9.121 / v0.9.150)[/p][p]- Physics: Reduced the bouncing distance of Gems. (Vrei)[/p][p]- Text/Guidance: Extended the on-screen duration of dialogue during Vanrion’s Sanctuary scenes (AquaCatt), and added skill key guides (GAMICK).[/p][p]- Economy/Travel: Lowered item prices and simplified Stone of Immortality travel controls. (Drakoniid)[/p][p]- UI: Added a confirmation window for Vanrion's Gate upgrades. (Yadilie)[/p][p][/p][p]6. Bug fixes (v0.9.121)[/p][p]- Fixed issues such as taking damage from spears embedded in walls during the Ortrinde boss fight.[/p][p]🗣️ Feedback from: Drakoniid and MrPenguin[/p][p][/p][hr][/hr][p][/p][h3]🛠️ Planned improvements and ongoing work[/h3][p]These are features and upgrades we’re actively developing for upcoming updates, based on your suggestions.[/p][p][/p][p]1. Sub-quest (Exploration Quest) system[/p][p]We’ve seen a lot of requests for more things to do beyond the main story.[/p][p]In response, we’re planning an exploration quest (sub-quest) system. This will clearly display existing hidden events through a dedicated quest UI and add more world-building stories to the exploration journal to deepen lore and context without affecting the ending.[/p][p]🗣️ Feedback from: RockGod333 and Drakoniid[/p][p][/p][p]2. Skill crafting (improving skill usefulness)[/p][p]We’re addressing feedback that some skills (like barriers, Carbo’s Fangs, etc.) are underused.[/p][p]We’re working on a skill crafting feature where you can combine or enhance skills to create new abilities. This should open up more playstyles and reduce “dead” skills.[/p][p]🗣️ Feedback from: Drakoniid and Y.C.[/p][p][/p][p]3. Platforming difficulty relief tools[/p][p]For difficult platforming sections like the Giant Guardian Chase, we’ve added additional checkpoints to allow difficulty tuning.[/p][p]That said, we’re also considering extra pop-up or alert features when repeated failures occur, including options to skip or receive assistance.[/p][p]🗣️ Feedback from: RockGod333[/p][p][/p][hr][/hr][p][/p][h3]🤔 Topics for deep consideration[/h3][p]These are areas we’re discussing carefully to find the best solution without harming the game’s core fun or balance.[/p][p][/p][p]1. Character costume system[/p][p]We’ve seen requests for customization options, such as changing Kisha’s cloak color.[/p][p]Even in Early Access, you can already swap into alternate outfits (cloaks) through the costume feature.[/p][p]Going forward, we’re considering adding a wider variety of costumes so you can adventure as your own uniquely styled Kisha.[/p][p]🗣️ Feedback from: Luca and MithrilRathalos[/p][p][/p][hr][/hr][p]We're reading every piece of feedback you send, discussing it seriously, and considering it for implementation.[/p][p]Whether it’s a sharp critique or warm encouragement, it all becomes fuel that helps us shape Fatal Claw into the best version it can be.[/p][p]Please keep sharing your thoughts with us through Discord and the Steam Community.[/p][p]Thank you.[/p][p]
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