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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]

[Notice] Steam Deck Layout Compatibility Issue & Manual Update Request

[p]Hello, this is I M GAME.[/p][p]Due to the recent update, your Steam Deck layout may not be fully compatible with the latest build.[/p][p]This occurs because layout data created in older versions is not compatible with the latest structural changes in the game,[/p][p]which may result in certain inputs not functioning properly.[/p][p]If you experience this issue after the update, please follow the steps below:[/p][p][/p][p][/p][p]1.On the game’s launch screen, press the Controller Settings button.[/p][p][/p][p][/p][p]2.In the Controller Settings, press the button located below your Current Button Layout.[/p][p][/p][p][/p][p][/p][p]3.Select the Official Layout for Master of Piece Demo from the available options.[/p][p][/p][p][/p][p]4.Apply the layout and restart the game.[/p][p][/p][p]We apologize for the inconvenience caused.[/p][p][/p][p]We are continuously improving to provide a more stable and comfortable controller experience.[/p][p]Thank you for your understanding and support.[/p]

Master of Piece Devlog #10: Battle Log System

[p]Hello Commanders,[/p][p][/p][p]In this Developer Diary, we’d like to introduce the Battle Log system — a feature that lets you track what happens during combat.[/p][p][/p][h3]Battle Log[/h3][p][/p][p][/p][p]Understanding everything that happens in a battle can be harder than it looks.
Who triggered a Trait and when? How was the damage dealt? Which buffs and debuffs affected the outcome?
There’s a lot going on in every encounter.[/p][p][/p][p]We’ve received feedback such as “I can’t tell how my mercenary died,” or “I wish I could review how the last battle unfolded.”
To address this, we’ve added the Battle Log system so players can keep track of all the key moments in combat.[/p][p][/p][p]With this feature, you can trace every event that occurred during a battle,
helping you analyze what led to the result and plan your next strategy more effectively.[/p][p][/p][h3]Key Features[/h3][p][/p][p][/p][p]Death Marker – When a character dies, a skull icon appears under their portrait in the log.[/p][p]This makes it easier to distinguish between living and fallen units and to understand the flow of battle at a glance.[/p][p][/p][p][/p][p]Damage Source Icons – Damage can come from various sources, such as a mercenary’s basic attack, an item effect, or a commander ability.[/p][p]
Different icons indicate the attack source, letting you instantly see how the damage was caused.[/p][p][/p][p][/p][p]Attack Type Display – Attacks can be either basic physical strikes or special Trait-based abilities.
Each attack now displays an attribute icon — for example, a sword for normal attacks, or a unique Trait icon for special ones — so you can easily recognize what kind of action was performed that round.[/p][p][/p][p][/p][p]Log Pinning – Sometimes the short log entries alone don’t provide enough detail.
You can now click on a log entry to pin it and inspect the involved mercenaries’ details directly.[/p][p][/p][h3]Conclusion [/h3][p][/p][p]The Battle Log is more than a record — it’s a tool that helps players understand why a battle was won or lost.[/p][p]We hope it empowers players who want to reflect on past fights or analyze the course of combat in depth.[/p][p][/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]

Steam Next Fest is over – Thank you for your support! + Challenge Winners

[p]Hello Commanders,[/p][p][/p][p]The Steam Next Fest has officially concluded, [/p][h3]and we have been overwhelmed to see so many players get their hands on our demo and add Master of Piece to their wishlists! ⚔️[/h3][p]
Your enthusiasm and feedback truly mean a lot to our team.[/p][p][/p][p]At the start of the event, we also announced a Community Challenge on our Discord to give away 5 Steam keys.[/p][p][dynamiclink][/dynamiclink]We have just finished listing all the entries and announcing the winners, so you can check out the full results in our Discord server.[/p][p][/p][h3]Categories & Best Records: [/h3]
  • [p]Fastest Commander Award: 2 minutes and 35 seconds 🚀[/p]
  • [p]Bloodthirsty Commander Award: 50 enemies 🩸[/p]
  • [p]Devastating Commander Award: 1088 damage in a single strike ⚔️[/p]
[p][/p][p]Thank you all once again for playing the demo, sharing your thoughts, and supporting Master of Piece throughout the festival. 💛[/p][p][/p][p]For those of you who missed Steam Next Fest, no worries! The Demo will stay online afterwards. 😊[/p][p]
We’ll be continuing development and preparing for the Early Access release next year — so please stay tuned for more updates and surprises![/p][p][/p][p][/p]

Master of Piece Devlog #9: Dice and Hourglass

[p]Hello Commanders,[/p][p][/p][p]Are you enjoying the new Demo at Steam Next Fest?[/p][p]We hope you have a great time, and take part in our community challenge in Discord too![/p][p][/p][p]In today's Devlog, we would like to talk about the Dice and Hourglass, which was added in the updated build for Steam Next Fest this week.[/p][p][/p][h3]Dice System[/h3][p][/p][p][/p][p]Dice are consumable resources that allow players to reroll and receive new choices during a journey.[/p][p]For example, when three mercenaries are presented in the Boot Camp or two relics appear in the Relic Shop, players can use one die to refresh the list and get a new set of options.[/p][p][/p][p][/p][p]This system helps players refine their deck-building strategy, adding a layer of tactical decision-making as they determine when to use their limited dice.[/p][p][/p][h3]Hourglass System[/h3][p][/p][p][/p][p]The hourglass is a consumable resource that allows players to rewind a battle back to its starting point if defeat seems inevitable or a small mistake leads to a disadvantage. Whether to use it immediately or save it for an even greater crisis ahead is a matter of strategic judgment.[/p][p][/p][p][/p][p]We hope that dice and hourglasses become small yet powerful tools that make your journey more flexible and enjoyable.[/p]