Early Access Dev Log 04

Today we finished the development of the upcoming update, and started with the two things that need to happen before we release it publicly: testing and balancing.
ːweatherː Testing is easy, but often boring: we changed a whole lot of mechanics and added the standalone tutorial, so what we're doing now is playing the build to try to crash it or find some contradictions (such as outdated tooltips, or missing information).
ːalchemic_potionː Balancing is more fun, but quite intensive: change – play – reflect – change again, on and on and on. For example, we'd like to issue Damage after 2 Fires, not 3 Fires. Playing a bit made us realise that yes, this is good, and now we want to change from "every 3 Fire issue 1 Damage per round" to "3 Fire or more issue 1 Damage per round". Is this a good idea? We need to play, to understand the experience.
We will keep testing and balancing on Monday and Tuesday of the coming week, and currently plan to release the update on Wednesday, November 24.
[h3]WHAT'S IN THE UPDATE?[/h3]

Here's the list of all that we're currently testing, and which should make it into the update unless in the next couple of days we run into critical bugs that we cannot fix:
- Tutorial: fully interactive, standalone chapter.
- Mulligan: reworked and updated based on feedback.
- Balanced formula for generating initial characters.
- Preview of upcoming elements in the deck: small feature, big impact!
- Negative mood effects: a new mechanic, based on feedback
- Special powers, inspiration: a new mechanic, based on seeing people play.
- Concentration stat and Chaos tokens: improving one of the core mechanics
- Chaos burst and Chaos burn: a new mechanics, based seeing people play
- Digestive system: updated the way that it works
- Faster animations in encounter: based on feedback.
- Some stories transitioned to events, to simplify flow (including Supplies)
- Locations became non-targetable: improving encounter dynamics
- New music: travel theme, Chapter 3
- New music: encounter theme, Chapter 3
- New music: forest camp theme, Tutorial
- New visuals: illustrations for states of blindness, paralysis, entanglement
- New SFX: SFX for the frost spells
- Updated texts of quests, opening/closing for Chapter 1
- Glasses: new special item for owners of Supporter DLC
- Other balancing changes and improvements across the board
By impact, Tutorial and Mulligan are the two biggest improvements. And based on our own playing experience, getting preview of the upcoming elements from the deck makes decision-making about what spells to choose a whole lot easier ːmagic_sparklesː.

[h3]THE BIG QUESTION OF THIS MONTH[/h3]
The big question of this month has been to synchronise our own understanding of the game with the experience of new players. We are way too deep in the development, we have a whole lot of "possibilities" that we keep in mind, and it's a pretty big effort to try to see the game as if for the first time. Thus we spoke to a number of our development friends at other studios, who gave us their own feedback.
Our friends did not worry about the token mechanics or the travel mode. Most of them found the game beautiful and the system of spells and tokens interesting (assuming it will keep getting balanced, of course). As to the tutorial, we told them that it's coming, and it wasn't an issue.
What was the real surprise for us is that a lot of people said they miss "the story", in the sense that they would like to see a few more quests scattered across the chapters; a beefier beginning and ending of each chapter; and more lore shared between the travel.
To us, the developers, creating a nice custom location with an NPC in it, who would tell a tale of Rund, is probably one of the easiest tasks around. No risk! All fun! It's just that we were so focused on the mechanics first, and then on the tutorial... that we all but forgot about these stories that, for sure, in our brain, are coming to the game.
This somewhat changes the priorities for the December update, when we will try – among other things – to deliver more of this "lore" for the existing chapters, to see how it feels when the world is more populated by NPCs and custom encounters.

If you play the game or follow the game for a while, and have a moment, please let us know in the comments your answers to these 2 issues:
- ːspellcastingː What do you like the most about the game?
- ːopponentː What do you find the most annoying or lacking?
With the next week's update adding Tutorial and updating Mulligan, the second question is really interesting. Let's talk about it!
Have a great weekend,
/ Team CO /