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Master of Piece Devlog #12: Orc Decimator

[p]Greetings, Commander,[/p][p]This is I M GAME.[/p][p]A blood-hungry predator emerges in Master of Piece.[/p][p]The Orc Decimator hunts intruders across the Duskwind Plains, seeking to satisfy his endlessly surging instinct for slaughter. In this devlog, we introduce his combat patterns and characteristics.[/p][p][/p][h3]A Chain-Wielding Predator[/h3][p][/p][p][/p][p][/p][p]Ruling over the Duskwind Plains, the Orc Decimator is a brutal predator who rends his enemies apart with spiked chains. Wherever he passes, the battlefield is filled with the sharp screech of scraping metal and the lingering stench of blood.[/p][p][/p][p]When enemies appear on the battlefield, the Orc Decimator surveys his targets with a terrifying gaze, and an ominous presence gathers around those he is about to strike.[/p][p][/p][p][/p][p][/p][p]Once the attack begins, the chains are hurled toward their designated targets like starving beasts.[/p][p]Amid their suffering, the Decimator grows ever more excited and frenzied. Anyone caught within his gaze has little chance of escaping his assault.[/p][p]The chains can strike multiple enemies at once, attacking targets marked with red bands in order of distance.[/p][p][/p][p]When the chained axe reaches the farthest target, he pulls the chain back, striking all enemies caught along the return path once again.[/p][p]Judging the situation solely by his low attack power and assuming “they’ll survive” can lead not only your strongest mercenary, but your entire expedition, to ruin.[/p][p][/p][p]He does not wear heavy armor that would hinder his chain swings. Instead, he equips spiked shoulder guards to display his lethal sharpness.[/p][h3][/h3][h3]Bloodbound Minions[/h3][p][/p][p][/p][p][/p][p]The Decimator never enters the battlefield alone. His minions inherit his nature, growing more savage and powerful as their enemies suffer.[/p][p]The more damage your expedition takes, the stronger they become—enough to render even the mightiest expedition helpless.[/p][p][/p][h3]Design Background[/h3][p][/p][p][/p][p]Unlike Regions 1 and 2, Region 3 is the first area to be introduced in the early access release. After becoming familiar with the game’s core systems in the earlier regions, the Duskwind Plains are designed as a higher-difficulty region that tests how effectively players can utilize those systems.[/p][p][/p][p]In previous regions, understanding traits, forming basic synergies, and building a deck allowed players to overcome encounters through simple movement and attacks. In Region 3, however, players must consider battlefield conditions, carefully position their mercenaries, and anticipate the flow of combat to succeed.[/p][p][/p][p][/p][p]The Orc Decimator was designed with this difficulty in mind, making mercenary positioning a critical factor in battle. If allied mercenaries are spread across different rows, his chains will strike all of them, reaching even the farthest target. Worse still, when the chains are pulled back, mercenaries caught along the path are struck once more—potentially leaving the entire expedition battered by a single boss attack.[/p][p][/p][p][/p][p][/p][p]Fortunately, the Orc Chain-Slaughterer’s attacks always target the farthest enemy. What happens, then, if all allied mercenaries are positioned on the same row? In this case, the chains cannot pierce multiple targets and will instead strike one randomly selected mercenary on that row.[/p][p][/p][p]Of course, the boss’s minions may block tiles on the battlefield, making it difficult to keep all mercenaries on the same row. Still, by reading the battlefield and anticipating how combat will unfold at the start of a turn, players can discover placements and movements that minimize damage.[/p][p][/p][p][/p][p][/p][p]When the full game is released, will you be able to overcome their relentless onslaught?[/p][p]We wish you the best of luck.[/p][p][/p][p]Check out the new shorts video about the Orc Decimator too![/p][p][dynamiclink][/dynamiclink][/p]

Master of Piece is coming to Beaver Rocks 2025!

[p]Hello Commanders,[/p][p]Master of Piece is joining Beaver Rocks 2025![/p][p]This will likely be our final exhibition before the Early Access launch. 🥹
Come to DDP and check out everything we’ve built together throughout 2025—from various offline events to our online demo![/p]
  • [p]Date: December 5 (Fri) – December 7 (Sun) / 10 AM – 6 PM[/p]
  • [p]Location: DDP Art Hall 1 & Conference Hall, Dongdaemun, Seoul
    (Connected to Dongdaemun History & Culture Park Station on Lines 2, 4, and 5)[/p]
  • [p]Booth: G-29 (refer to the highlighted green booth on the floor map below)[/p]
[p][/p][p][/p][p][/p][p]Even if you’ve already tried the game at other events, we’d love for you to stop by![/p][h3]Unlike PlayX4 or BIC, this time—since the launch is just around the corner—you’ll be able to experience:[/h3]
  • [p]The Garrison, a core progression system from the full version[/p]
  • [p]Ordeals, our advanced difficulty content[/p]
[p]We’ve prepared Ordeals with a special difficulty mode designed so that even those familiar with the previous demo can enjoy something new and satisfying. Please come visit us![/p][p][/p][p]See you this Friday at DDP! 🥰[/p]

Master of Piece is heading to WePlay Expo 2025 in Shanghai!

[p][/p][p][/p][p]Master of Piece is heading to WePlay Expo 2025 in Shanghai![/p][p]We’re excited to meet players in China as we bring Master of Piece to WePlay Expo 2025.[/p][p][/p][p]📍 Booth A57, S01 (IndiePlay Booth)
📌 Shanghai World Expo Exhibition & Convention Center
📅 November 22–23, 9:30 AM – 5:30 PM[/p][p][/p][p][/p][p][/p][p]This will be a rare chance to play the demo right before our Early Access release in Q1 2026. If you’ve been waiting to try the latest build on-site, this is the perfect opportunity.[/p][p]Come visit, meet the team, and experience the world of Master of Piece firsthand.[/p][p][/p][p]👇 If you haven’t yet, wishlist the game to stay notified when Early Access launches.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Master of Piece Devlog #11: Obstacles

[p]Hello commanders, [/p][p]this is I M GAME.[/p][p]
In this devlog, we’d like to introduce the “Obstacles” system — a new element that expands strategic possibilities by adding dynamic variables to the battlefield.[/p][p][/p][h3]Obstacles[/h3][p][/p][p][/p][p][/p][p]If every battlefield were a flat plain, player placement and movement would soon become monotonous, and tactical depth would be limited.[/p][p]
To address this, we’ve added environmental elements that not only enhance narrative immersion but also encourage a wider range of strategic approaches.[/p][p][/p][p]However, if these “Obstacles” were perceived merely as hindrances, battles might feel cramped or frustrating.[/p][p]
That’s why we’ve designed each obstacle with unique effects, allowing players to utilize them proactively rather than avoid them.[/p][p][/p][p]Obstacles can attack enemies, empower allies, or sometimes even influence the entire battlefield.[/p][p][/p][p][/p][h3]Key Features of Obstacles[/h3][p][/p][p]Obstacles are interactive for both sides.[/p][p]While most are designed to benefit the player, enemies can also interact with them — so complacency can lead to danger.[/p][p][/p][p][/p][p]Some obstacles can even be moved like mercenaries.[/p][p]However, moving them consumes Action Points, so players must decide carefully when and where to reposition them.[/p][p][/p][p][/p][p]In upcoming regions that have yet to be revealed, you’ll encounter various obstacles that reflect each area’s unique characteristics.[/p][p][/p][p][/p][h3]Looking Ahead[/h3][p][/p][p]The “Obstacles” system is more than a mere blockade — it’s a strategic tool that can completely turn the tide of battle, depending on how it’s used.
Since the potential ways to utilize obstacles are virtually limitless, we encourage players to experiment and discover their own tactics.[/p][p]
We’ll continue polishing and expanding Master of Piece while keeping its unique charm intact.[/p][p]We’d love to hear your feedback through our Discord or the Steam discussion page.[/p][p]Stay tuned for more updates, and connect with us in our Discord and social media below![/p][p][/p]

Demo Updated! 1.5.5 Patch Notes

[p]Hello Commanders,[/p][p]this is I M GAME.[/p][p][/p][p]Today we are here to announce a newly updated demo is now live, and the changes we have made in the 1.5.5 Patch.[/p][p][/p][h2]System Changes[/h2]
  • [p]Enemies now move deployed mercenaries strategically according to the situation.[/p]
  • [p]Some enemy traits have been adjusted, and enemy AI has been improved to match the new system.[/p]
  • [p]The movement range of obstacles has been reduced — they can now only move to tiles adjacent to them, instead of across all neutral tiles.[/p]
  • [p]Stunned mercenaries can no longer be moved by spending action points.[/p]
  • [p]Traits such as Solitude and Fortification, that has traits which trigger depending on the situation of their deployment, have been adjusted. The trigger conditions will now only apply as long as it has fulfilled the conditions until the battle starts.[/p]
[h2]Balance Adjustments[/h2][p][/p][h3]Obstacles[/h3]
  • [p]Powder Keg[/p]
    • [p]Before: Could be moved to another neutral tile by spending action points. When destroyed, it killed all nearby mercenaries.[/p]
    • [p]After: Can be moved to another neutral tile by spending action points. When destroyed, it deals 2 damage to all nearby mercenaries instead.[/p]
[h3]Traits[/h3]
  • [p]Fear[/p]
    • [p]Before: Upon deployment, reduces all enemy mercenaries’ Attack by 2, and gains Attack and Speed equal to the total amount reduced.[/p]
    • [p]After: Upon deployment, reduces all enemy mercenaries’ Attack by 2, and gains Attack equal to the amount reduced.[/p]
  • [p]Riposte (Upgraded)[/p]
    • [p]Before: When you survive after being hit, counterattack and deal damage equal to twice of your remaining HP.[/p]
    • [p]After: When you survive after being hit, counterattack and deal damage equal to your remaining HP. If an enemy is defeated by the counterattack, gain HP+1.[/p]
  • [p]Preemptive Defense[/p]
    • [p]Before: Up to 2 times per battle, before the ally's flag is attacked through an empty tile, move in front of the enemy attacking the flag and gain HP+2. (Remaining activations: 2)[/p]
    • [p]After: Up to 2 times per battle, before the ally's flag is attacked through an empty tile, move in front of the enemy attacking the flag and gain HP+3. (Remaining activations: 2)[/p]
  • [p]Preemptive Defense (Upgraded)[/p]
    • [p]Before: Up to 3 times per battle, before the ally's flag is attacked through an empty tile, move in front of the enemy attacking the flag and gain HP+3. (Remaining activations: 3)[/p]
    • [p]After: Up to 2 times per battle, before the ally's flag is attacked through an empty tile, move in front of the enemy attacking the flag and gain HP+5. (Remaining activations: 2)[/p]
  • [p]Acceleration (Upgraded)[/p]
    • [p]Before: While on the battlefield, gain additional Attack equal to twice the amount of your Speed.[/p]
    • [p]After: While on the battlefield, gain additional Attack equal to your Speed. Gain Speed+1 upon defeating an enemy mercenary.[/p]
  • [p]Berserk (Upgraded)[/p]
    • [p]Before: At the end of each round, take 1 damage and gain Attack+2 and Speed+2.[/p]
    • [p]After: At the end of each round, take 1 damage and gain Attack+2 and Speed+1.[/p]
  • [p]Warcry (Upgraded)[/p]
    • [p]Before: When deployed, reduce the Speed of all enemy mercenaries by 2. Gain Speed equal to twice of the amount reduced.[/p]
    • [p]After: When deployed, reduce the Speed of all enemy mercenaries to 0. Gain Speed equal to the amount reduced.[/p]
  • [p]Restoration[/p]
    • [p]Before: Up to 4 times per battle, at the end of each round gain HP+1. (Remaining activations: 4)[/p]
    • [p]After: Up to 5 times per battle, at the end of each round gain HP+1. (Remaining activations: 5)[/p]
  • [p]Stability[/p]
    • [p]Before: When deployed, unify the Attack and HP of other ally mercenaries to the higher value.[/p]
    • [p]After: When deployed, recover all the HP of all other ally mercenaries.[/p]
  • [p]Stability (Upgraded)[/p]
    • [p]Before: When deployed, unify all the stats of other ally mercenaries to the higher value.[/p]
    • [p]After: When deployed, recover all the HP of all other ally mercenaries. Then, unify the Attack and HP and Speed of all other allies to the higher value.[/p]
  • [p]Speed Enchant (Upgraded)[/p]
    • [p]Before: While on the battlefield, increases the Attack and Speed of all other ally mercenaries by an amount equal to its own Speed. Does not activate for mercenaries with the same trait.[/p]
    • [p]After: While on the battlefield, increases the Speed of all other allies by an amount equal to its own Speed, and increase Attack by 1. Does not activate for mercenaries with the same trait.[/p]
  • [p]Blessing[/p]
    • [p]Before: When deployed, increase the Attack of all the ally mercenaries around the unit.[/p]
    • [p]After: When deployed, increases the Attack of the ally mercenary located at the very front tile equal to the amount of your own Attack.[/p]
  • [p]Blessing (Upgraded)[/p]
    • [p]Before: When deployed, increases the Attack and HP of allies around the unit by an amount equal to its own Attack.[/p]
    • [p]After: When deployed, increases the Attack of allies around the unit by an amount equal to its own Attack.[/p]
  • [p]Fortification (Upgraded)[/p]
    • [p]Before: When an ally mercenary in hand is deployed around this unit, gain Attack+2, HP+2.[/p]
    • [p]After: When an ally mercenary in hand is deployed around this unit, gain Attack+1, HP+2.[/p]
  • [p]Solitude (Upgraded)[/p]
    • [p]Before: When deployed, gain Attack+4, Speed+2 if there are no allies around.[/p]
    • [p]After: When deployed, gain Attack+5 if there are no allies around.[/p]
  • [p]Megamorph (Upgraded)[/p]
    • [p]Before: When you survive the first round, lose all Speed. For each point lost, gain Attack+2 and HP+2.[/p]
    • [p]After: When you survive the first round, lose all Speed. For each point lost, gain Attack+1 and HP+2.[/p]
  • [p](Deleted) Armor Binding[/p]
    • [p]While on the battlefield, decrease the damage taken by 1 per one enemy mercenary around.[/p]
  • [p](Added) Gatekeeping[/p]
    • [p]When deployed, gain HP+1, Speed+1 per one enemy mercenary in the battlefield.[/p]
  • [p](Added) Gatekeeping (Upgraded)[/p]
    • [p]When deployed, gain HP+2, Speed+1 per enemy mercenary in the battlefield.[/p]
  • [p]Violence[/p]
    • [p]Before : Upon attacking an enemy, gain Attack +1.[/p]
    • [p]After : Activates 4 times per battle. Upon attacking an enemy, gain Attack +1. (remaining use: 4)[/p]
  • [p]Violence (Upgraded)[/p]
    • [p]Before : Upon attacking an enemy, gain Attack +1. Upon defeating an enemy mercenary, gain additional Attack +1.[/p]
    • [p]After : Activates 3 times per battle. Upon attacking an enemy, gain Attack+2. (remaining use: 3)[/p]
  • [p]Lifesteal[/p]
    • [p]Before : Activates 1 time per battle. Upon defeating an enemy mercenary, recover all the HP lost. (remaining use: 1)[/p]
    • [p]After : Activates 2 times per battle. Upon defeating an enemy mercenary, recover all the HP lost. (remaining use: 2)[/p]
  • [p]Lifesteal (Upgraded)[/p]
    • [p]Before : Activates 1 times per battle. Upon defeating an enemy mercenary, recover all the HP lost and absorb half of the defeated unit's Attack.(remaining use: 1)[/p]
    • [p]After : Activates 2 times per battle. Upon defeating an enemy mercenary, recover all the HP lost and absorb half of the defeated unit's Attack.(remaining use: 2)[/p]
  • [p]Resentment[/p]
    • [p]Before : While on the battlefield, when an ally mercenary is attacked, gain Attack +1.[/p]
    • [p]After : Once per battle, when an ally mercenary is defeated, absorb the defeated mercenary's Attack.(remaining use: 1)[/p]
  • [p]Resentment (Upgraded)[/p]
    • [p]Before : While on the battlefield, when an ally mercenary is attacked, gain Attack +1. Attack that gained through this effect increases by 1 every time this effect is activated.[/p]
    • [p]After : Activates 2 times per battle. When an ally mercenary is defeated, absorb the defeated mercenary's Attack.(remaining use: 2)[/p]
  • [p]Combat Readiness[/p]
    • [p]Before : If in hand at the end of each round, gain Attack +1.[/p]
    • [p]After : Activates 5 times per battle. If in hand at the end of each round, gain Attack +1.(remaining use: 5)[/p]
  • [p]Combat Readiness (Upgraded)[/p]
    • [p]Before : If in hand at the end of each round, all mercenaries in hand gain Attack +1.[/p]
    • [p]After : Activates 4 times per battle. If in hand at the end of each round, all mercenaries in hand gain Attack +1.(remaining use: n3)[/p]
  • [p](Deleted) Blade Dance[/p]
    • [p]When attacking an enemy mercenary, Deal extra damage equal to half of your Speed to the target and enemies around.[/p]
  • [p](Added) Adrenaline[/p]
    • [p]When attacking an enemy, consume 3 Speed to gain an additional attack turn. This activates even when Speed is below 3, and repeats until its Speed reaches 0.[/p]
  • [p](Added) Adrenaline (Upgraded)[/p]
    • [p]When attacking an enemy, consume 2 Speed to gain an additional attack turn. This activates even when Speed is below 2, and repeats until its Speed reaches 0.[/p]
  • [p]Blood Infusion[/p]
    • [p]Before: For every 8 HP lost, increase the number of tiles targeted by Azure Flame Orb by 1, and increase Attack by 1.[/p]
    • [p]After: For every 10 HP lost, increase the number of tiles targeted by Azure Flame Orb by 1, and increase Attack by 1.[/p]
[h3]Relics[/h3]
  • [p]Red Robe[/p]
    • [p]Before :The first allied mercenary to defeat an enemy in battle has their HP doubled.[/p]
    • [p]After : The first ally mercenary to defeat an enemy in battle gains HP +3.[/p]
  • [p]Guardian’s Seal[/p]
    • [p]Before : At the end of each round, restore 1 lost HP of a random allied unit.[/p]
    • [p]After : Activates 5 times per battle. At the end of each round, restore 1 lost HP of a random allied unit. (remaining use: 5)[/p]
  • [p]Wooden Pipe[/p]
    • [p]Before : Allies deployed in the first round gain HP+2, Speed +1.[/p]
    • [p]After : Allies deployed in the first round gain HP+1, Speed +1.[/p]
  • [p](Naming changed) Insignia of Protection ⇒ Tin Buckler[/p]
    • [p]Before: The allied unit with the highest HP among the 3 stats takes 1 less damage from attacks.[/p]
    • [p]After: When an ally mercenary with HP being the highest among the 3 stats is deployed, the deployed mercenary gains HP+1.[/p]
  • [p](Deleted) Scarlet Mirror[/p]
    • [p]When obtained, choose a mercenary to duplicate.[/p]
  • [p](Added) Rallying Horn[/p]
    • [p]Two additional mercenaries are drawn to your hand in the first round of battle.[/p]
[h3]Rumors[/h3]
  • [p](Added) Strategic[/p]
    • [p]When deployed, draw one mercenary from the reserves. The drawn mercenary takes 1 less action point for deployment.[/p]
  • [p](Added) Encouraging[/p]
    • [p]When deployed, Action Point for deployment for all other mercenaries at hand decreases by 1.[/p]
  • [p](Added) Frenzied[/p]
    • [p]When deployed ,Speed gets doubled. Deployment requires 1 more Action point.[/p]
  • [p](Added) Flexible[/p]
    • [p]Can be deployed at a neutral tile as well. {CostIcon}Action point for deployment decreases by 1.[/p][p][/p]
[h3]Items[/h3]
  • [p]Grimoire of Attack[/p]
    • [p]Before : Select 1 allied mercenary. The selected ally's Attack is doubled.[/p]
    • [p]After : Select 1 allied mercenary. The selected ally gains Attack +2.[/p]
  • [p]Grimoire of Health[/p]
    • [p]Before : Select 1 allied mercenary. The selected ally's HP is doubled.[/p]
    • [p]After : Select 1 allied mercenary. The selected ally gains HP +4.[/p]
  • [p]Grimoire of Speed[/p]
    • [p]Before : Select 1 allied mercenary. The selected ally's Speed is doubled.[/p]
    • [p]After : Select 1 allied mercenary. The selected ally gains Speed +2.[/p]