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Fatal Claw Update Notice (v0.9.150)

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[/p][p][/p][p]Hello, adventurers.[/p][p]This update includes various improvements and tweaks, once again based on your valuable feedback.[/p][p]Please read on for more details.[/p][p][/p][hr][/hr][p][/p][h3]🛠️ Update Details[/h3][p]- Added difficulty settings.[/p][p] 1) A trap damage immunity option has been added for retryable traps. (This refers to traps that respawn the player at a specific point when hit; traps that only deal damage on the spot are excluded.)[/p][p]- Using Dash during attacks is improved to immediately cancel the attack animation before activating.[/p][p]- Glide now activates instantly without a start-up delay.[/p][p]- The Silver Claw's abilities have been partially improved:[/p][p] 1) Basic Photoenergy capacity has been increased from 1 slot to 2 slots.[/p][p] 2) Boost Dash is now provided by default. (This allows you to pass through traps including spikes.)[/p][p] 3) Silver Protection is now provided by default. (The character briefly becomes invincible after using Blink.)[/p][p]- The Silver Claw skill tree has been partially reworked:[/p][p] 1) Added an ability that restores Photoenergy when defeating enemies using Blink.[/p][p]- The Carox feature has been partially improved:[/p][p] 1) Learning Claw Tree skills and changing Engraved skills through Carox has been made available anywhere, not only at Stones of Immortality.[/p][p]- Several Stone Warp features have been improved:[/p][p] 1) You can now warp to Stones of Immortality in other regions.[/p][p] 2) You can now also warp directly to Vanrion’s Gates.[/p][p] 3) The Stone Warp UI has been partially updated.[/p][p] 4) Kisha’s Stone Warp animation time has been shortened and polished.[/p][p] 5) Stone Warp guide images have been partially updated.[/p][p]- Descriptions for items and skills have been improved:[/p][p] 1) Functional descriptions have been added to items sold in shops.[/p][p] 2) Instructions on how to use Snaga’s Lightning Chain have been added to the Claw Tree guide.[/p][p]- Price and purchase conditions for some shop items have been adjusted:[/p][p] 1) Prices for certain items in the Ainjaff, Mark, Max, Helena, and Sofoly shops have been reduced.[/p][p] 2) Output Circuitry and Vanrion's Dimension Link can now be purchased from the start of the game.[/p][p]- Monster balance in Ashen Valley and Elord Castle has been lowered.[/p][p]- An additional Stone of Immortality has been placed in Ashen Valley, and their locations have been moved to more visible spots.[/p][p]- Monster and trap placements in Ashen Valley that felt unfair or overly stressful have been improved.[/p][p]- Monster and trap placements in Elord Castle that felt unfair or overly stressful have been improved.[/p][p]- Trap placements in Moss Cave that felt unfair or overly stressful have been improved.[/p][p]- The positions of Vanrion’s Gates in Ashen Valley and Elord Castle have been moved to the central areas of each region.[/p][p]- The bosses Ortrinde and Irbes have had their balance lowered, and their visual clarity has been improved.[/p][p][/p][hr][/hr][p][/p][p]Thanks to your feedback shared during Early Access, we are able to make steady, meaningful progress toward perfection.[/p][p]We appreciate everyone joining us on this journey to shape Fatal Claw into a more seamless experience.[/p][p]Thank you.[/p][p][/p][p][/p][p]
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We are moving forward to the next stage of UX and balance improvements.

[p]Hello, Explorers![/p][p]Since the Early Access release, we've dealt with critical issues with a few patches. However, we know that you are still eager for improvements to the game's "feel" and frustrated by "unreasonable difficulty."[/p][p]The upcoming update, scheduled for Dec. 19, goes beyond simple bug fixes or numerical adjustments. We've focused on raising the game's realistic quality one step further based on your valuable feedback.[/p][p]In particular, we've put a lot of effort into resolving frustrating controls and reducing the stress of repetitive gameplay.[/p][p]Here are the main changes coming in the next patch:[/p][p][/p][hr][/hr][p][/p][h3]🛠️ Major Upcoming Improvements[/h3][p]1. Improved "Feel" of Action & More Responsive Feedback[/p][p]We’ll tune the action mechanism so your character reacts more swiftly, as you intend. [/p][p]- Dash Cancel: You’ll now be able to cancel attacks into a dash, avoiding hits during attack delay. (This includes improved visual and sound effects.)[/p][p][/p][p]2. Removing Unnecessary Stress[/p][p]We’re trimming down those "Do I really have to do all this?" moments.[/p][p]- Freedom to Progress: You’ll no longer be tied to a specific Stone of Immortality to adjust your build. Through Carox, you’ll be able to manage your skill tree and engravings anytime, anywhere.[/p][p]- Less Restrictive Travel: The Stone Warp feature is being improved. As long as a Dimension Link is connected, you’ll be able to warp freely to other Stones of Immortality or Vanrion’s Gates in any region.[/p][p]- Frustration Relief: For those who are tired of getting shredded by traps, we’re adding a \[Trap Damage Immunity] difficulty option.[/p][p][/p][p]3. Reasonable Combat Balance[/p][p]We’re not just lowering enemy HP. The goal is to give you clearer room to react and respond.[/p][p]- Boss Pattern Adjustments: The pre-motions of Ortrinde's thrusts and slashes will be lengthened, allowing you to see and dodge more reliably. The tricky Jayma’s Spear pattern from Phase 1 will be removed.[/p][p]- Eradicator / Irbes: Their overly simple patterns are being improved, and visual clarity is being boosted to make fights feel more logical and fair.[/p][p]- Normal Monsters: Enemy HP and attack cooldowns are being adjusted in Ashen Valley (e.g., Infected Assassin, Bacanta) and Elord Castle (e.g., Royal Spearman) to reduce combat fatigue.[/p][p]- Map Structure Improvements: Monster and trap placements that felt "unfair" are being reworked. We'll also move Stones of Immortality and Vanrion’s Gates to more visible and efficient locations, making them easier to find and use.[/p][p][/p][p]4. Better Onboarding & System Overhaul[/p][p]We’re lowering the early-game barrier and tidying up some systems to be more intuitive.[/p][p]- Silver Claw Buffs: Base Photoenergy slots will increase by 2. Boost Dash (trap pass-through) and Silver Protection (invincibility after Blink) will now be provided by default.[/p][p]- Skill Tree Rework: New utility skills are being added to make Silver Claw more versatile, such as adding Photoenergy recovery when defeating enemies with Blink.[/p][p]- Economy Balance Adjustments: Prices for core items like Markers and Automata-related items are being reduced. We'll also lower Shop requirements so these essentials become available much earlier.[/p][p]- Clearer Explanations: We're improving item and skill descriptions, especially for things like Snaga’s Lightning Chain, to better explain what they actually do.[/p][p][/p][hr][/hr][p][/p][p]The patch notes detailing numerical values and items will be released on the day of the update.[/p][p]We hope that this patch will be an opportunity to take one step closer to the "ideal Fatal Claw" many of you have been envisioning.[/p][p]Please feel free to explore the changes after the update. If there are still parts that are lacking or need more refinement, please tell us without hesitation.[/p][p]Your voice is always our most important compass.[/p][p]Thank you.[/p]

Fatal Claw Update Notice (v0.9.121)

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[/p][p][/p][p]Hello, everyone.[/p][p]Your feedback and bug reports have helped us address a variety of issues that went unnoticed during development. This enables us to provide you with a more refined gameplay experience.[/p][p]This update includes the following:[/p][p][/p][hr][/hr][p][/p][h3]🛠️ Update Details[/h3][p]- Added a Journal system.[/p][p]- Fixed an awkward part during Mirkam the boss's recollection scene.[/p][p]- Adjusted the fall speed when repeatedly using the downward-attack while jumping.[/p][p]- The downward-attack while jumping can now be used repeatedly as intended even when no hits occur.[/p][p]- Reduced the animation time upon arriving at Vanrion's Gate.[/p][p]- The player can now penetrate Kannic Piles using the Crescent Blade skill.[/p][p]- Improved the attack range of Automata: Bodyguard.[/p][p]- The player will no longer be hit by Ortrinde's spear when it is stuck on walls.[/p][p]- Updated several images in the item equipping guide.[/p][p]- Added an OK/Cancel pop-up for expendable items such as Vanrion's Dimension Link, Green ID Card, and Solar Slate. [/p][p]- Adjusted the cinematic animation speed of Vanrion’s Sanctuary.[/p][p]- Fixed an error where the screen did not focus on the current location upon entering the Full Map UI.[/p][p]- The revival animation will no longer play twice when the player is defeated during the Giant Guardian chase and is then transferred to the Stone of Immortality.[/p][p]- Fixed a missing SFX error when hit by the Giant Guardian.[/p][p]- Fixed an error where background resources of certain locations at Elord Castle flickered.[/p][p]- Removed an invisible wall at the entrance to Vanrion's Gate in Elord Castle.[/p][p]- Monsters at the Kannir Drilling Site will no longer spawn when the player rests at the Stone of Immortality.[/p][p][/p][hr][/hr][p][/p][p]We will continue to thoroughly review community feedback and work to provide a more seamless gameplay experience.[/p][p]Thank you once again for playing and sharing your feedback.[/p][p][/p][p][/p][p]
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🐈‍⬛Fatal Claw's Feedback Review Time!

[p]Hello, Explorers!
[/p][p]Today, we want to share how we’ve been taking in all the feedback you’ve sent through Discord and other communities and how we’re planning to reflect it in the game going forward.[/p][p]Check out how your voices are actually shaping development! 🛠️
[/p][hr][/hr][h3]✅ Already fixed and applied[/h3][p][/p][p]These were the most urgent bug fixes and balance tweaks. Thanks for the quick reports!
[/p][p]1. Ortrinde-related fixes[/p][p]The “phase 2 skip bug” reported by Foxboi and Kylar616, along with several boss hitbox issues related to Ortrinde (found by MrPenguin, Drakoniid, and Demajen) have been fixed in version 0.9.106. Boss fights should feel much smoother.[/p][p]2. Chase sequence difficulty adjustments[/p][p]Chase sequence difficulty and checkpoints have been adjusted, as suggested by Foxboi. We’ll keep monitoring player data and continue fine-tuning the balance.[/p][p]3. Upward attack and background updates[/p][p]Based on Chap's report, issues with the upward attack and certain backgrounds in flashback scenes have been fixed.[/p][p]4. Features for faster play[/p][p]The hold time required for skipping cutscenes has been shortened—the ideas from dduffek, saint995, and Drakoniid.[/p][p]As requested by dduffek, the Carox menu now loops when switching, making navigation more convenient.[/p][p]5. Difficulty adjustment options[/p][p]Following suggestions from Tank! and Foxboi, a difficulty option has been added that lets you toggle “mid-point saves” on or off while keeping the current difficulty as the base.
[/p][hr][/hr][h3]🛠️ Planned improvements and ongoing work[/h3][p][/p][p]These changes are aimed at making the game feel better to control and more comfortable to play.[/p][p][/p][p]1. Combat feel and control improvements[/p][p]- Combo and dash responsiveness: As many players, including Luca, Demajen, Ather, and AU7, have mentioned, we are working on the issue where dashing after a combo felt delayed. Dash windows after combos will be tightened up so you can move faster and pull off more stylish actions.[/p][p]- Consecutive pogo bounces: Based on feedback from RaphaelT, 斯基, and Luca, we are improving pogo bounce height so that consecutive pogo bounces feel more stable and consistent.
[/p][p]2. Quality-of-life and UI/UX updates[/p][p]- Sound and guidance: Based on Drakoniid's idea, adjusting the sound sliders will now play sound immediately so you can hear the changes in real time. As pointed out by MrPenguin, we are also fixing issues with item equipment guidance and adjusting the timing of when the main character’s name (Kisha) is mentioned so it feels more natural.[/p][p]- Teleport UI: Thanks to feedback from 斯基, the teleport feature’s UI and UX will be reworked to make dimensional travel clearer and easier to use.[/p][p][/p][hr][/hr][p][/p][h3]🤔 Topics for deep consideration[/h3][p]
These are areas where we need to find the best solution without breaking the original design intent or the game’s fun.
[/p][p][/p][p]1. Dash invincibility frames (i-frames)[/p][p]As requested by Luca, Demajen, and many others, we are carefully reviewing the idea of adding invincibility frames to dash. Instead of adding i-frames to the basic dash right away, we are considering applying them through upgraded Mutated Skills or certain forms, such as Cabitz, as a core design direction.
[/p][p]2. Fast travel system[/p][p]RaphaelT's suggestion, a fast travel system that skips going through Vanrion's Gate, is being discussed internally. Since it could hurt the game’s concept and atmosphere, we are exploring alternatives, including improving skip options for related sequences.
[/p][p]3. Blink improvements[/p][p]For the Silver Claw (Blink) skill, we are reviewing RaphaelT's ideas such as choosing a direction and improving invincibility timing.[/p][p]Previously, you could gain i-frame effects through the Claw tree, but on top of that, we are now positively considering giving some basic invincibility timing to Blink itself while also adjusting the spacing between related objects.
[/p][p]Even ideas that are hard to implement right away, like “being able to just enjoy the view from the observatory” recommended by MrPenguin, are kept as future candidates. Good ideas never go to waste.
[/p][hr][/hr][p][/p][p]Beyond what is provided here, we are reading through all of your feedback one by one and thinking it over carefully.[/p][p]We will keep improving things step by step while looking at overall game flow and balance.
[/p][p]Your feedback is the most important compass showing where Fatal Claw should go next. Please keep sharing your thoughts with us so we can raise the game’s overall quality together. 😊
[/p][p]We are also planning to do another feedback review session in the future, so watch this space![/p][p]Thank you.[/p]

🐈‍⬛ Help Us Complete Fatal Claw! Part 2

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[/p][p]Hello, Explorers![/p][p][/p][p]In the last feedback event, many of you shared incredibly valuable feedback.[/p][p]Through this process, we were able to look at the game again from the players’ perspective, and your suggestions provided great inspiration for the direction of future updates. 🙏[/p][p]We sincerely thank everyone who participated.[/p][p][/p][p]This second feedback event will be held on our official Discord channel to make it easier and more casual for everyone to join in![/p][p]We look forward to hearing your thoughts directly in a free and open atmosphere. 🎮[/p][p][/p][hr][/hr][p][/p][h3]📋 Join us in completing Fatal Claw! Part 2[/h3]
  • [p]How to Participate[/p][p]1️⃣ Enter the official Discord channel.[/p][p]2️⃣ Join the #feedback channel and freely share your opinions on the topics below!
    👉 Go to Official Discord
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  • [p]Event Topics[/p][p]Q1. While exploring the underground world of Fatal Claw, which area do you remember the most?[/p][p]- Feel free to share your thoughts on the exploration experience, including map structure and gimmick difficulty!

    Q2. Which boss battle was the most impressive?[/p][p]- Tell us what stood out: the boss’s patterns, difficulty, animation, design, and more!
    [/p]
  • [p]Event Reward[/p][p]🎁Steam Gift Card worth 10,000 KRW (3 winners)[/p]
[p][/p][p]Event details may change depending on circumstances.[/p][p]The 10,000 KRW gift card will be sent in the recipient’s local currency, automatically converted at the time of sending.[/p][p][/p][hr][/hr][p][/p][h3]🗓️ Schedule[/h3]
  • [p]Event period: Nov. 30, 6:00 PM - Dec. 7, 6:59 AM PST[/p]
  • [p]Winner announcement: Dec. 8, 6:00 PM PST[/p]
  • [p]Announcement channels: Steam and Discord channel
  • As with the previous event, selected winners will be guided through the subsequent procedures.[/p]
[p][/p][hr][/hr][p]Your honest participation is the greatest driving force behind Fatal Claw’s direction.[/p][p][/p][p]Any feedback is welcome, from simple impressions to moments of excitement and even pain points. [/p][p]Help us build even better updates in the future! 🐾[/p][p][/p][p]Thank you.[/p][p][/p]