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Future Optimization Plans for Archetype Balance and the Doll System

[p]First of all, we want to sincerely thank you for supporting Cubic Cosmos. Since launch, we’ve received far more feedback and suggestions than we ever expected. We know the game is far from perfect in its current state, yet so many of you have chosen to encourage us and share your honest thoughts. Seeing your passion has been both moving and inspiring, and it strengthens our determination to keep polishing the game.[/p][p]Among the feedback we’ve received, two topics stand out as the most frequently mentioned: archetype balance and the doll system. We’d like to share some of our current thoughts and the direction we plan to take moving forward.[/p][p][/p][h2]Archetype Balance[/h2][p]Archetype balance is something many of you care deeply about. We understand that some archetypes feel too strong, too weak, or too difficult to make work.[/p][p]Here’s how we’re approaching it:[/p]
  • [p]We don’t intend to take the conventional route of nerfing whatever’s strong until everything feels the same.[/p]
  • [p]We know nerf-heavy balancing can feel extremely frustrating. We want to preserve a sense of fun and power.[/p]
  • [p]When it comes to adjusting cards, relics, and hero skills, we’ll be careful and deliberate.[/p]
  • [p]Our priority will be to improve the cards and items that currently see little to no use—whether that means buffing their numbers or fully reworking them—so they become exciting, viable options.[/p]
[p]Our vision of ideal balance is one where every card and item has a role to play within its archetype, making it easier for different builds to come together and shine across the game’s many modes. [/p][p][/p][p]Once the most critical bugs have been resolved, we’ll begin working on new content while also gradually rolling out balance improvements. If at any point we make a change that feels like a “negative adjustment,” please don’t hesitate to let us know—whether that’s in the Steam forums or by joining our Discord and telling us directly. For us, progress comes from open communication.[/p][p][/p][h2]Doll System[/h2][p]We’ve also noticed that high-score dolls feel somewhat awkward in the current game:[/p]
  • [p]If they appear early in a run, they can make encounters far too easy.[/p]
  • [p]If they appear later, they often feel underwhelming.[/p]
[p]To address this, we’re planning to expand the way dolls work in future updates. Our current idea is to allow players to bring multiple doll cards at the start of a run, so you can really enjoy the thrill of a true “high-score doll” experience.[/p][p]Our goal is for dolls across all score levels—from low to high—to each have meaningful and enjoyable roles to play.[/p][p][/p][p]Once again, thank you all for your continued support and feedback![/p]