From your feedback to ReSetna updates
[h3]We are constantly listening to your feedback and here are the latest improvements we made![/h3]
Since launch, we have been carefully collecting your feedback, analyzing your experiences and reflecting on how we can make ReSetna better. Every comment, suggestion and critique has helped us see the game through your eyes, and we were working hard to turn that feedback into meaningful improvements.
We have received a lot of comments that the core of ReSetna lies in its fast-paced combat, immersive exploration and fluid gameplay. That’s why this new update focuses heavily on enhancing those areas.
[h3]Combat that feels more responsive and dynamic
[/h3]
We heard your feedback about combat flow, responsiveness and the need for more tactical control. To address this, here are improvements we did.
- Improved stunlock mechanics: Both ground and aerial combat have been refined, making fights smoother and more consistent. We reduced cooldowns between attacks, allowing for faster, more fluid combos
- Ground Pound now cancels Melee Combos: You told us it felt restrictive when Ground Pound couldn’t interrupt melee chains. Now, you have more flexibility to shift between attack styles mid-battle
- Enhanced fluidity in player attacks: We have refined animations and attack responsiveness to keep the action fast, smooth and engaging
- Adjusted Parry timings: We heard you say parrying felt inconsistent, especially against enemies of different sizes. We fine-tuned parry windows to create fairer, more reliable defensive mechanics
- Improved Pushback while in the air: You said airborne battles lacked punch, with enemies not reacting as expected. Now, aerial pushback feels more impactful, giving your moves additional weigh
We are still working on combat polishing, both from visual and UX side. This is our key area for improvement and you can expect more fixes to come.
[h3]Navigating the World
[/h3]
Exploration is at the heart of ReSetna, but we understand you need more navigation tools.
This is why we added a minimap.
- Minimap Implementation: We’ve added a minimap to help you track your progress
- Added visual indicator for Ground Pound cooldown: A new visual indicator now lets you know exactly when Ground Pound is ready, improving combat flow
- Dynamic camera movement while aiming: We added camera movements to make aiming feel more intuitive and responsive, enhancing ranged combat
[h3]Quality of life changes for a smoother experience
[/h3]
We focused on reducing small issues to keep you fully immersed.
- No More Ambushes During Saves or Dialogue: We know how frustrating it was to get attacked while saving your game or in the middle of a conversation. Enemies will now leave you in peace during these moments, allowing you to focus without added stress
- Fixing smaller bugs: We did additional terrain fixes, UI fixes and improvements and fixed interaction bugs
You can find the list of all improvements in our latest Changelog HERE
[h3]Your feedback shapes ReSetna[/h3]
Your feedback directly influences how we improve ReSetna, and we are incredibly grateful for the time you have taken to share your comments.
We are not done yet. We want to hear more. What’s working? What’s not? What would make ReSetna even better?
Send us your feedback anytime at [email protected].
We are building ReSetna for you, and we are here to listen.
Thank you for being part of this journey with us and thank you for playing ReSetna!
ReSetna Team
Since launch, we have been carefully collecting your feedback, analyzing your experiences and reflecting on how we can make ReSetna better. Every comment, suggestion and critique has helped us see the game through your eyes, and we were working hard to turn that feedback into meaningful improvements.
We have received a lot of comments that the core of ReSetna lies in its fast-paced combat, immersive exploration and fluid gameplay. That’s why this new update focuses heavily on enhancing those areas.
[h3]Combat that feels more responsive and dynamic
[/h3]
We heard your feedback about combat flow, responsiveness and the need for more tactical control. To address this, here are improvements we did.
- Improved stunlock mechanics: Both ground and aerial combat have been refined, making fights smoother and more consistent. We reduced cooldowns between attacks, allowing for faster, more fluid combos
- Ground Pound now cancels Melee Combos: You told us it felt restrictive when Ground Pound couldn’t interrupt melee chains. Now, you have more flexibility to shift between attack styles mid-battle
- Enhanced fluidity in player attacks: We have refined animations and attack responsiveness to keep the action fast, smooth and engaging
- Adjusted Parry timings: We heard you say parrying felt inconsistent, especially against enemies of different sizes. We fine-tuned parry windows to create fairer, more reliable defensive mechanics
- Improved Pushback while in the air: You said airborne battles lacked punch, with enemies not reacting as expected. Now, aerial pushback feels more impactful, giving your moves additional weigh
We are still working on combat polishing, both from visual and UX side. This is our key area for improvement and you can expect more fixes to come.
[h3]Navigating the World
[/h3]
Exploration is at the heart of ReSetna, but we understand you need more navigation tools.
This is why we added a minimap.
- Minimap Implementation: We’ve added a minimap to help you track your progress
- Added visual indicator for Ground Pound cooldown: A new visual indicator now lets you know exactly when Ground Pound is ready, improving combat flow
- Dynamic camera movement while aiming: We added camera movements to make aiming feel more intuitive and responsive, enhancing ranged combat
[h3]Quality of life changes for a smoother experience
[/h3]
We focused on reducing small issues to keep you fully immersed.
- No More Ambushes During Saves or Dialogue: We know how frustrating it was to get attacked while saving your game or in the middle of a conversation. Enemies will now leave you in peace during these moments, allowing you to focus without added stress
- Fixing smaller bugs: We did additional terrain fixes, UI fixes and improvements and fixed interaction bugs
You can find the list of all improvements in our latest Changelog HERE
[h3]Your feedback shapes ReSetna[/h3]
Your feedback directly influences how we improve ReSetna, and we are incredibly grateful for the time you have taken to share your comments.
We are not done yet. We want to hear more. What’s working? What’s not? What would make ReSetna even better?
Send us your feedback anytime at [email protected].
We are building ReSetna for you, and we are here to listen.
Thank you for being part of this journey with us and thank you for playing ReSetna!
ReSetna Team