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Master of Piece News

Demo 1.2.0 Update

Greetings to all of our Master of Piece fans!

Today, we present the 1.2.0 update notes, which include bug fixes discovered after the 1.1.0 update and system improvements.

Windows
[General]
• Added borderless window mode to graphic settings.

Common
[Gameplay]
• Added new patterns for elite battles and boss battles.
• Improved the UI to display mercenary upgrade stages more intuitively.
• Adjusted the ‘Holy Book’ relic and ‘Preemptive Defense’ trait.

[Bug Fixes]
• Fixed minor issues related to Japanese fonts.
• Fixed a bug where the game switched from fullscreen to windowed mode upon restart.
• Fixed a bug that prevented progress when using the Turkish language.

Stay tuned for more updates, and connect with us in our Discord and social media below!

Master of Piece Devlog #3: Dragon Cult Commander and His Minions


Greetings. This is I M GAME.
A new menace rises within Master of Piece.
Upon the sunlit hills, the Dragon Cult Commander marches forth with blasphemous chants, rallying his knightly order for war.
In this dev diary, we unveil his identity and his nature in battle.

[h2]A Boss Who Commands an Army[/h2]

Gripped by twisted longing, the Dragon Cult Commander is a cold and calculating general who cares little for the lives of his own men.
Through methodical troop deployment and devastating strikes, he fights to secure the survival of his cult—and to fulfill the truths of the dragon faith.

He is a Boss who grows stronger the more he is wounded, passing that strength down to his subordinates.
Should a Mercenary dare deliver the final blow, they will be met with a punishing counterattack, one fierce enough to tip the tide of battle in an instant.

His appearance evokes the commanding presence of a true war leader.
Encased in full plate armor, wielding a greatsword, and crowned with a horned great helm—he is no mere knight, but something far more dire.

[h2]Minions Loyal to Their Commander[/h2]

The Commander’s minions obey without hesitation.
They fight as one, weaving powerful synergies that drive the expedition ever closer to ruin.

[h2]Conclusion[/h2]

To stand against the new threat of the upcoming Dragon Cult Commander, players will need even more refined strategies.
We will continue to refine the systems of Master of Piece while preserving the game’s unique identity.
Please share your thoughts through Discord or the Steam discussion page.
Thank you.

Master of Piece is going to PlayX4!



Greetings to all of our Master Piece fans!

We will be participating in PlayX4 from 22nd May to 25th May!

📍 Venue: Kintex Hall 1 D14
📅 Date: May 22 ~ 25

We'll look forward to seeing you at the booth!

Stay tuned for more updates, and connect with us in our Discord and social media below!

Master of Devlogs #2: Elite Battles and Boss Battles, Revamped!



Greetings to all of our Master of Piece fans!
In our previous dev diary, we introduced the Mercenary Movement and Action Points systems.
Today, we’re excited to share details about the newly improved Boss Battle system.

[h2]Same Victory Conditions across All Battles[/h2]

In the new Boss Battle, the Boss replaces the fortress position. Just like regular battles, victory is achieved by destroying the enemy’s base.



Previously, the Boss moved left and right to attack the player (like one of the mercenaries). The victory condition was defeating the Boss, not destroying the Flag or Fortress.

However, this created problems as the Victory Condition was different from other battles. The Boss also moved around in the battlefield, which made it difficult for players to utilize the mercenaries at the right places and timings. We assessed that this was far from Master of Piece’s design philosophy of simple rules and synergistic gameplay.

Thus, to provide players with a consistent learning experience across all battles while preserving the unique fun of Boss Battles, we merged the Boss and the fortress into one.

Now that the Boss can be attacked from all tiles, players can fully execute the builds and strategies that they have devised in regular battles.

At the same time, we also worked to make Boss patterns more distinct and diverse.
Next, we’d like to introduce the newly enhanced “Boss Attack Pattern Diversification”.

[h2]Boss Attack Pattern Diversification[/h2]

The Boss now features more threatening and unique traits, utilizing a variety of combat patterns to pressure players.



Previously, the Boss had a simple pattern—moving left and right and attacking only under specific conditions.

With this update, the Boss has become a more dynamic and formidable foe.
Players will need to identify the Boss’s patterns and devise their own strategies to overcome the battle.
Flexible decision making would be necessary, based on your Mercenary and trait combinations and the current battle situation.

We’ve also made changes to the enemy Mercenaries that appear in the battles.

[h2]Unique Traits for Enemy Mercenaries[/h2]

Enemy Mercenaries deployed in Elite and Boss Battles now come with their own unique traits.



These Mercenaries can create synergy by protecting or empowering one another, becoming powerful reinforcements for the Boss. Players cannot obtain these unique traits from the players' side.

Below are some examples of how the new Boss Battle and Mercenary Movement systems actually work:



The Boss does not move but attacks and activates its traits from a fixed position.



Before the attack, you can check the tiles targeted by the Boss’s special attack, then spend enough Action Points to move your Mercenary and dodge the attack.

[h2]What’s Next[/h2]

The improved Boss Battle system lets players execute their strategies more effectively, while reinforcing the Boss to make it even more formidable.

Additionally, a variety of randomly selected Elite and Boss Battles will be added to each journey through future updates.
We hope this will stimulate players’ desire to take on new challenges and offer a tense and rewarding experience in every battle.
We will continue to refine the system so that more players can enjoy it, all while preserving the unique charm of Master of Piece.

Stay tuned for more updates, and connect with us in our Discord and social media below!

Master of Devlogs #1: Mercenary Movement and Action Points

Greetings to all of our Master of Piece fans!

Since the release of our demo, we have continuously improved the game based on valuable feedback from many players.

As part of these improvements, we’d like to introduce two new core systems: Mercenary Movement and Action Points.

[h2]Mercenary Movement[/h2]

Players can now freely change the tile position of deployed mercenaries.



In the previous battle system, once a mercenary was deployed, players could not change its position. The unit would simply advance forward and attack the enemy right at the front.

We have received a lot of feedback from players saying, “There's not much to do during the battles,” or “It would be nice to have more strategic influence over battles.”

To make combat more dynamic, we’ve introduced a new system that allows players to reposition the ones that are already deployed.

With this change, players can now move mercenaries to target enemy flags, or reposition them to engage with enemies they are more effective against, resulting in a more flexible and strategic battle experience.


However, mercenaries cannot be repositioned at any time without cost.
To reposition a mercenary, you’ll need to use Action Points, which we’ll explain below.

[h2]Action Points[/h2]

Deploying or repositioning mercenaries now requires Action Points.



At the start of a battle, players receive 3 Action Points. After that, 2 points will be given to the player at the start of each round.

Unused points will remain between rounds, and players can store up to 4 Action Points.



Deploying a new mercenary costs 2 Action Points, while repositioning an already deployed unit costs 1 Action Point.

This system gives players multiple strategic options—whether to deploy one mercenary and move another, or deploy two mercenaries, or simply move several at once, depending on the situation and remaining action points.


Below are some examples of how these two systems work together during actual gameplay.


Two enemy units are about to attack the player’s flag, but by deploying and repositioning existing units, the player completely blocks the threat.


Deploying two mercenaries in one round creates a powerful synergy effect.

[h2]What’s Next[/h2]

These two new systems expand the existing battle mechanics by introducing new layers of strategy—players must now read the situation of the battlefield and manage their Action Points wisely.

We hope this update will satisfy both players who enjoy fast, intuitive combat and those who prefer deeper strategic gameplay.

Going forward, we will continue refining the system while preserving the unique charm of Master of Piece to create a game experience that satisfies even more players.

Stay tuned for more updates, and connect with us in our Discord and social media below!