Monday Musings #39 – Back in the Lab
Happy 2026 fellow Mancers!
Today I want to share a nuanced take on what the short, medium, and long term plans are for MoteMancer now that I've had a few weeks to step away and see it from the outside. You know it's a good break when you catch yourself trying to start working halfway through it.

[h3]First Things First[/h3]
Thank you to everyone who played MoteMancer over Winter Break, there were lots of great feedback posts and a few nuanced bugs that fell out of that play time, as well as a handful of easy quality of life suggestions. The next week or two will be dedicated to shoring up the build and knocking out said easy wins.
Here are a few small but meaningful improvements focused on clarity, consistency, and reducing friction:

[h3]Affixes and progression[/h3]
The Affix feature is still the next major task on the docket. Not only will Affixes begin with a few dozen unique options (and therefore countless combinations of them) but I'm also planning on adding an option for the tutorial to start on Fire or Life. Affixes are going to give you a difficulty preview while you are selecting them, and Fire has a different set of challenges from Life, but both are good introductions to the game. I think giving players that fantasy or mechanical agency should help break some barriers to entry down. More on that later.
For pacing, there are a few significant changes coming as well:

[h3]The Alchemists Journal[/h3]
This is the ambitious one. MoteMancer's biggest problem is still the first few hours of the game, where there is a tremendous amount of information to ingest. I think I've chipped away at it, but I also think so far it hasn't been enough and I need to take a bigger swing at it. I really like the idea that you the player are learning alongside the alchemist avatar you control, and that the world needs to be solved with experimentation, but some things can still feel more obtuse than they need to.
To that end - I've had a back-pocket idea for a long time to have a journal of insights that can be learned along your journey. This can start with simple tutorial tip reminders, but also show key structural truths about the game that only really click after many hours that could be better explained with imagery. A good example is showing that Motes can be passed through a grindstone and used as a binding reagent for an adjacent Element, or elevated into the full Elemental form. It will also serve as a pursuit in its own right, giving you something to chase while you build your factory. It's ambitious and nebulous, but I do think it's a key piece that is missing.

[h3]1.0 When?[/h3]
MoteMancer was originally planned to launch in July of this year. I think that goal is attainable, but not at the cost of clarity. The biggest thing I've learned in the last few months is that I should take more time and care with areas of the game that can lead to confusion or information overload. Therefore I don't think I should claim completion in advance this time. I have a good sense for long it takes to make features and art for given parts of the game, but feedback is going to be the only way for me to properly assess the health and approachability of the early game, and so for that portion of development I think it's more correct to be in a 'done when it is done' stance.
MoteMancer will enter its 'thousands of hours of gameplay' mode very shortly through the addition of affixes, but I don't think 1.0 will be a worthy moniker until early-game approachability meets a high bar. Another note is that controller support is still a priority for me, but I also think the Alchemists Journal is more important to get in first, and can be improved while working on controller support and any remaining quality of life additions.
Very happy to hear comments around 2026 plans if you have them. As always your feedback and suggestions shape the flow of MoteMancer's development. Looking forward to a great year for MoteMancer, thank you for being along on the journey :)
Back to the lab! 🌿
~CyanAvatar
Today I want to share a nuanced take on what the short, medium, and long term plans are for MoteMancer now that I've had a few weeks to step away and see it from the outside. You know it's a good break when you catch yourself trying to start working halfway through it.

[h3]First Things First[/h3]
Thank you to everyone who played MoteMancer over Winter Break, there were lots of great feedback posts and a few nuanced bugs that fell out of that play time, as well as a handful of easy quality of life suggestions. The next week or two will be dedicated to shoring up the build and knocking out said easy wins.
Here are a few small but meaningful improvements focused on clarity, consistency, and reducing friction:
- Structures with range should show a range preview for themselves and any matching neighboring Structures. This is already true for most of them, but it's a good moment to standardize the behavior rather than all the one-off behaviors that exist where some can fall through the cracks.
- Umbral Waygates need a way to tag and name the destinations for easier travel
- Pipette works on things in the world, but could also be used in a variety of interface and in-world places to 'smartly' grab what you need
- Runeshroom placements should be able to flip through available ritual previews on placement.
- Tutorials that require research can teleport the player to the node required for more clarity.

[h3]Affixes and progression[/h3]
The Affix feature is still the next major task on the docket. Not only will Affixes begin with a few dozen unique options (and therefore countless combinations of them) but I'm also planning on adding an option for the tutorial to start on Fire or Life. Affixes are going to give you a difficulty preview while you are selecting them, and Fire has a different set of challenges from Life, but both are good introductions to the game. I think giving players that fantasy or mechanical agency should help break some barriers to entry down. More on that later.
For pacing, there are a few significant changes coming as well:
- Echoflare will be moving to the entropy tree and Echotracer is going to be removed from Shadow. Blueprints living in Entropy fits very well flavor-wise, but more importantly, it means that the unlock timing of blueprint tools will be consistent regardless of the plane you start on. I think Echotracer comes a little too late on Life and a little too early on Fire, this should make the pacing feel just right.
- Synthesis research recipes will change to require ingredients other than prisms. I've gotten a lot of feedback that all the planar research feels too samey, and I think that using prisms for everything falls a little flat. This will both encourage you to automate the useful synthesis tools for each combination, and also give you a puzzle to solve while doing so.
- The Ultimate Structures for each combo are going to come sooner in progression. There are a variety of ways to achieve this and I haven't settled on the exact details yet, but stay tuned. Either way, they are super fun to play with and I think it's a bit too laborious to unlock them at the moment.
- Shadow needs a new spell to replace Echotracer, and Wavedash needs a better spell replacement as well. I have some plans, but better to reveal them when they are more finalized.

[h3]The Alchemists Journal[/h3]
This is the ambitious one. MoteMancer's biggest problem is still the first few hours of the game, where there is a tremendous amount of information to ingest. I think I've chipped away at it, but I also think so far it hasn't been enough and I need to take a bigger swing at it. I really like the idea that you the player are learning alongside the alchemist avatar you control, and that the world needs to be solved with experimentation, but some things can still feel more obtuse than they need to.
To that end - I've had a back-pocket idea for a long time to have a journal of insights that can be learned along your journey. This can start with simple tutorial tip reminders, but also show key structural truths about the game that only really click after many hours that could be better explained with imagery. A good example is showing that Motes can be passed through a grindstone and used as a binding reagent for an adjacent Element, or elevated into the full Elemental form. It will also serve as a pursuit in its own right, giving you something to chase while you build your factory. It's ambitious and nebulous, but I do think it's a key piece that is missing.

[h3]1.0 When?[/h3]
MoteMancer was originally planned to launch in July of this year. I think that goal is attainable, but not at the cost of clarity. The biggest thing I've learned in the last few months is that I should take more time and care with areas of the game that can lead to confusion or information overload. Therefore I don't think I should claim completion in advance this time. I have a good sense for long it takes to make features and art for given parts of the game, but feedback is going to be the only way for me to properly assess the health and approachability of the early game, and so for that portion of development I think it's more correct to be in a 'done when it is done' stance.
MoteMancer will enter its 'thousands of hours of gameplay' mode very shortly through the addition of affixes, but I don't think 1.0 will be a worthy moniker until early-game approachability meets a high bar. Another note is that controller support is still a priority for me, but I also think the Alchemists Journal is more important to get in first, and can be improved while working on controller support and any remaining quality of life additions.
Very happy to hear comments around 2026 plans if you have them. As always your feedback and suggestions shape the flow of MoteMancer's development. Looking forward to a great year for MoteMancer, thank you for being along on the journey :)
Back to the lab! 🌿
~CyanAvatar

New Sovereign Manaheart and Overgrowth Pillar