đââŹFatal Claw's 2025 Roundup: Building a Foundation Together with You
[p]
Hello, Explorers![/p][p]As we reach the final stretch of 2025, weâd like to take a moment to look back on the year.[/p][p]The excitement we felt when we first introduced ourselves through the Steam Community in January has grown into something weâll never forget. This culminated in our Early Access launch in November. For us, 2025 truly feels like a miracle.[/p][p]From the dev logs we wrote late into hot summer nights to our Kickstarter campaign and G-STAR in the fall, and finally the Early Access updates this winter, none of this journey would have been possible without you.[/p][p]In todayâs post, weâd like to share everything we pushed through together in 2025 and the promises weâre making as we step into 2026.[/p][p][/p][hr][/hr][p][/p][h3]đŁ 2025 Fatal Claw Timeline[/h3][p]We prepared to meet you, and once we did, we ran forward with one goal in mind: to build the game with your voices in it.
[/p][p]đą Q1: Our first hello, full of excitement[/p][p]January: Steam Community opened, and we began sharing development updates[/p][p]
âď¸ Q2 - Q3: Time spent building through communication[/p][p]We refined the heart of the game, shared development progress transparently, and prepared for the moment we promised.[/p][p]April - June: Dev Notes #1-#3[/p][p]July - August: Dev Sketches and interviews[/p][p]September: Dev Sketch #3, demo release, and Kickstarter launch[/p][p]
đ Q4: Into the world and into the challenge[/p][p]We met players around the globe, began our promised Early Access journey, and continued shaping the game toward completion.[/p][p]
October:[/p][p]- Participated in Steam Next Fest and held a Speedrun Challenge[/p][p]- Kickstarter reached 222% of the funding goal (Huge thanks to 708 backers!)[/p][p]
November:[/p][p]- Attended G-STAR 2025 (hands-on demos and in-person feedback)[/p][p]- đ Early Access officially launched on November 18[/p][p]- Emergency hotfixes for early stabilization (v0.9.81 and v0.9.87)[/p][p]
December:[/p][p]- Three rounds of feedback events & developer feedback review sessions[/p][p]- Major Update #1 (v0.9.121) and #2 (v0.9.150)[/p][p][/p][hr][/hr][p][/p][h3]đ ď¸ 2025 Update Focus[/h3][p]About 40 days after Early Access launched, we used your feedback as our compass to guide large-scale improvements across the game. Rather than simply fixing bugs, we focused on solving the root causes of issues that disrupted the play experience.[/p][p]Here are some of the key improvements we actively worked on and implemented:
[/p][p]1ď¸âŁ Accessibility & Difficulty: Making sure âhardâ never feels unfair[/p][p]Behind the feedback about the game being difficult, we saw the real pain points: unreasonable traps and punishing save point placement.[/p][p]- New difficulty options: Added an option that removes damage from retriable traps, reducing frustration during repeated attempts.[/p][p]- Save point expansion (Stone of Immortality): Added more Stones in Ashen Valley and moved some to more visible locations.[/p][p]- Monster & trap placement improvements:[/p][p]1) Reworked stressful monster/trap placements in Ashen Valley, Elord Castle, Moss Cave, and more.[/p][p]2) Reduced monster difficulty in Ashen Valley and Elord Castle.[/p][p]3) Boss balance adjustments: Tuned down Ortrinde and Irbes, and improved visibility.[/p][p]
2ď¸âŁ Comfort & Convenience: Keeping exploration flowing[/p][p]We took feedback about slow movement and unfriendly systems seriously, and reworked key features to better respect your time.[/p][p]- Major overhaul of the Stone Warp (travel) system:[/p][p]1) You can now travel not only via Stones of Immortality but also through Vanrionâs Gates.[/p][p]2) Travel restrictions between Stones of Immortality across regions have been removed.[/p][p]3) Shortened Kishaâs travel motion time and improved the interface.[/p][p]4) New Journal system: Added a Journal to record your journey and revisit story beats.[/p][p]- Shop & economy balancing:[/p][p]1) Lowered prices at major NPC shops, including Ainjaff, Mark, and Helena.[/p][p]2) You can now purchase key items such as Output Circuitry and Vanrion's Dimension Link right from the start of the game.[/p][p]3) Expanded functional explanations in item and skill descriptions.[/p][p]- UI/UX details:[/p][p]1) Added confirm/cancel pop-ups when using consumables (like Vanrionâs Dimension Link).[/p][p]2) Fixed map focus issues when entering the world map and shortened Vanrionâs Gate arrival animation time.[/p][p]3) Improved access so you can change skills in Carox even when youâre not at a Stone of Immortality.[/p][p]
3ď¸âŁ Action & Combat: Stylish action without the sluggishness[/p][p]We took to heart the feedback that early combat could feel stiff and that skills were hard to use. We restructured things so the fun doesnât only arrive after heavy progression.[/p][p]- Silver Claw baseline buffs:[/p][p]1) Increased the default Photoenergy amount from 1 slot to 2 slots.[/p][p]2) Boost Dash (trap penetration) and Silver Protection (brief invincibility after using Blink) are now provided by default.[/p][p]- Control responsiveness improvements:[/p][p]1) Dash cancel during attacks: You can now cancel attack animations and dash immediately.[/p][p]2) Instant glide: Removed the startup delay so gliding activates right away.[/p][p]3) Pogo (downward attack) stabilization: Adjusted fall speed for consecutive use and removed unnecessary restrictions when hits donât connect, smoothing combo flow.[/p][p]- Skill usefulness upgrades:[/p][p]1) Buffed Crescent Blade so it can pierce piles of Kannics.[/p][p]2) Improved Automata: Escort attack range and fixed a missing first-hit damage issue.[/p][p]3) Added a skill that restores Photoenergy when you defeat enemies with Blink.[/p][p]
4ď¸âŁ Stability: Fixing critical issues fast[/p][p]We prioritized bugs that broke immersion and tracked them down aggressively.[/p][p]- Progress blockers fixed: Resolved issues where bosses wouldnât transition phases or where map transitions caused abnormal jump height issues.[/p][p]- Critical bug fixes:[/p][p]1) Fixed an infinite BGM loop in flashback scenes.[/p][p]2) Fixed duplicate revive animations and missing hit sounds during the Giant Guardian chase.[/p][p]3) Prevented out-of-bounds escapes and unintended map entry using skills like Carboâs Fangs.[/p][p]4) Removed invisible walls in Elord Castle and fixed background flickering.[/p][p][/p][hr][/hr][p][/p][h3]đ Looking Ahead to 2026[/h3][p][/p][p]
[/p][p]If 2025 was the beginning, then 2026 will be the year we move toward completion.[/p][p]
Over the past two months, we've checked every single piece of feedback youâve sent and used it to keep improving the game.[/p][p]
If the recent updates made you feel that âthe game is clearly better than it was at launchâ or that âthe devs are really listening and communicating,â please consider taking a moment to leave a Recommended review on the Steam store page.[/p][p]
Your positive reviews and encouragement become a trustworthy signpost for players who are still deciding whether to join the adventure.[/p][p]
Above all, theyâre the strongest motivation for our team to keep pushing updates throughout 2026.[/p][p]Of course, we welcome criticism humbly. But if youâve liked the direction of our changes and effort, weâd truly appreciate your support.[/p][p]
\[2026 Roadmap][/p][p]Weâre working hard on a detailed 2026 Development Roadmap, including the features we briefly mentioned before: sub-quests, skill crafting, additional costumes, and more. Weâll be back soon with more updates.
[/p][p]Thank you sincerely for spending 2025 with Kisha. From all of us at NDEV GAMES, Happy New Year!
[/p]
Hello, Explorers![/p][p]As we reach the final stretch of 2025, weâd like to take a moment to look back on the year.[/p][p]The excitement we felt when we first introduced ourselves through the Steam Community in January has grown into something weâll never forget. This culminated in our Early Access launch in November. For us, 2025 truly feels like a miracle.[/p][p]From the dev logs we wrote late into hot summer nights to our Kickstarter campaign and G-STAR in the fall, and finally the Early Access updates this winter, none of this journey would have been possible without you.[/p][p]In todayâs post, weâd like to share everything we pushed through together in 2025 and the promises weâre making as we step into 2026.[/p][p][/p][hr][/hr][p][/p][h3]đŁ 2025 Fatal Claw Timeline[/h3][p]We prepared to meet you, and once we did, we ran forward with one goal in mind: to build the game with your voices in it.
[/p][p]đą Q1: Our first hello, full of excitement[/p][p]January: Steam Community opened, and we began sharing development updates[/p][p]
âď¸ Q2 - Q3: Time spent building through communication[/p][p]We refined the heart of the game, shared development progress transparently, and prepared for the moment we promised.[/p][p]April - June: Dev Notes #1-#3[/p][p]July - August: Dev Sketches and interviews[/p][p]September: Dev Sketch #3, demo release, and Kickstarter launch[/p][p]
đ Q4: Into the world and into the challenge[/p][p]We met players around the globe, began our promised Early Access journey, and continued shaping the game toward completion.[/p][p]
October:[/p][p]- Participated in Steam Next Fest and held a Speedrun Challenge[/p][p]- Kickstarter reached 222% of the funding goal (Huge thanks to 708 backers!)[/p][p]
November:[/p][p]- Attended G-STAR 2025 (hands-on demos and in-person feedback)[/p][p]- đ Early Access officially launched on November 18[/p][p]- Emergency hotfixes for early stabilization (v0.9.81 and v0.9.87)[/p][p]
December:[/p][p]- Three rounds of feedback events & developer feedback review sessions[/p][p]- Major Update #1 (v0.9.121) and #2 (v0.9.150)[/p][p][/p][hr][/hr][p][/p][h3]đ ď¸ 2025 Update Focus[/h3][p]About 40 days after Early Access launched, we used your feedback as our compass to guide large-scale improvements across the game. Rather than simply fixing bugs, we focused on solving the root causes of issues that disrupted the play experience.[/p][p]Here are some of the key improvements we actively worked on and implemented:
[/p][p]1ď¸âŁ Accessibility & Difficulty: Making sure âhardâ never feels unfair[/p][p]Behind the feedback about the game being difficult, we saw the real pain points: unreasonable traps and punishing save point placement.[/p][p]- New difficulty options: Added an option that removes damage from retriable traps, reducing frustration during repeated attempts.[/p][p]- Save point expansion (Stone of Immortality): Added more Stones in Ashen Valley and moved some to more visible locations.[/p][p]- Monster & trap placement improvements:[/p][p]1) Reworked stressful monster/trap placements in Ashen Valley, Elord Castle, Moss Cave, and more.[/p][p]2) Reduced monster difficulty in Ashen Valley and Elord Castle.[/p][p]3) Boss balance adjustments: Tuned down Ortrinde and Irbes, and improved visibility.[/p][p]
2ď¸âŁ Comfort & Convenience: Keeping exploration flowing[/p][p]We took feedback about slow movement and unfriendly systems seriously, and reworked key features to better respect your time.[/p][p]- Major overhaul of the Stone Warp (travel) system:[/p][p]1) You can now travel not only via Stones of Immortality but also through Vanrionâs Gates.[/p][p]2) Travel restrictions between Stones of Immortality across regions have been removed.[/p][p]3) Shortened Kishaâs travel motion time and improved the interface.[/p][p]4) New Journal system: Added a Journal to record your journey and revisit story beats.[/p][p]- Shop & economy balancing:[/p][p]1) Lowered prices at major NPC shops, including Ainjaff, Mark, and Helena.[/p][p]2) You can now purchase key items such as Output Circuitry and Vanrion's Dimension Link right from the start of the game.[/p][p]3) Expanded functional explanations in item and skill descriptions.[/p][p]- UI/UX details:[/p][p]1) Added confirm/cancel pop-ups when using consumables (like Vanrionâs Dimension Link).[/p][p]2) Fixed map focus issues when entering the world map and shortened Vanrionâs Gate arrival animation time.[/p][p]3) Improved access so you can change skills in Carox even when youâre not at a Stone of Immortality.[/p][p]
3ď¸âŁ Action & Combat: Stylish action without the sluggishness[/p][p]We took to heart the feedback that early combat could feel stiff and that skills were hard to use. We restructured things so the fun doesnât only arrive after heavy progression.[/p][p]- Silver Claw baseline buffs:[/p][p]1) Increased the default Photoenergy amount from 1 slot to 2 slots.[/p][p]2) Boost Dash (trap penetration) and Silver Protection (brief invincibility after using Blink) are now provided by default.[/p][p]- Control responsiveness improvements:[/p][p]1) Dash cancel during attacks: You can now cancel attack animations and dash immediately.[/p][p]2) Instant glide: Removed the startup delay so gliding activates right away.[/p][p]3) Pogo (downward attack) stabilization: Adjusted fall speed for consecutive use and removed unnecessary restrictions when hits donât connect, smoothing combo flow.[/p][p]- Skill usefulness upgrades:[/p][p]1) Buffed Crescent Blade so it can pierce piles of Kannics.[/p][p]2) Improved Automata: Escort attack range and fixed a missing first-hit damage issue.[/p][p]3) Added a skill that restores Photoenergy when you defeat enemies with Blink.[/p][p]
4ď¸âŁ Stability: Fixing critical issues fast[/p][p]We prioritized bugs that broke immersion and tracked them down aggressively.[/p][p]- Progress blockers fixed: Resolved issues where bosses wouldnât transition phases or where map transitions caused abnormal jump height issues.[/p][p]- Critical bug fixes:[/p][p]1) Fixed an infinite BGM loop in flashback scenes.[/p][p]2) Fixed duplicate revive animations and missing hit sounds during the Giant Guardian chase.[/p][p]3) Prevented out-of-bounds escapes and unintended map entry using skills like Carboâs Fangs.[/p][p]4) Removed invisible walls in Elord Castle and fixed background flickering.[/p][p][/p][hr][/hr][p][/p][h3]đ Looking Ahead to 2026[/h3][p][/p][p]
Over the past two months, we've checked every single piece of feedback youâve sent and used it to keep improving the game.[/p][p]
If the recent updates made you feel that âthe game is clearly better than it was at launchâ or that âthe devs are really listening and communicating,â please consider taking a moment to leave a Recommended review on the Steam store page.[/p][p]
Your positive reviews and encouragement become a trustworthy signpost for players who are still deciding whether to join the adventure.[/p][p]
Above all, theyâre the strongest motivation for our team to keep pushing updates throughout 2026.[/p][p]Of course, we welcome criticism humbly. But if youâve liked the direction of our changes and effort, weâd truly appreciate your support.[/p][p]
\[2026 Roadmap][/p][p]Weâre working hard on a detailed 2026 Development Roadmap, including the features we briefly mentioned before: sub-quests, skill crafting, additional costumes, and more. Weâll be back soon with more updates.
[/p][p]Thank you sincerely for spending 2025 with Kisha. From all of us at NDEV GAMES, Happy New Year!
[/p]