The patch train can not and will not stop! Here are some things I want to bring into the next major patch and I am more than excited to share this with you guys!
Overall I want to keep the scope of patch 0.5 smaller as 0.4 was a bloated one for sure. Patch 0.5 aims to beef up the existing content instead of changing it.
[h2]End game improvements[/h2]
There are a 2 main things I want to address here.
First being the transition into the end game, currently there is a big power gap between the guardians and the Abyss monsters. Having a power gap between them is ok but I feel like the gap is a bit too wide at the moment since they are technically not the hardest content anymore and there are many more challenges ahead. So I'll be aiming to shift some of their power into the new end game system.
Secondly, the current end game is not really impressive as you basically just keep going down the Infinite Corridor until you get tired. Patch 0.5 will aim to build a more robust and flexible end game system that is similar to the map systems in various ARPGs. Below is a sneak peek into the new system.

And there will be many new encounters that you will see in the new depth system and the map will be randomized every time!
[h2]Combat logs[/h2]
Many people really want to the ability to view a more detailed breakdown of skills' healing/damage after battles. Well, patch 0.5 will make that into a reality and I will just let the gif explains itself.
The combat log will be available on every boss fight.

[h2]New Crafting UI[/h2]
Many people also find it hard to navigate around crafting an item, as well as clarity on what does some of the upgrade means for an item. Patch 0.5 will introduce a proper blacksmith and a new UI that will be dedicated to upgrading/crafting your items!

[h2]Artifacts[/h2]
Overall artifacts and builds are in a relatively solid place but with the new end game system I feel like it can go a bit further so there are 2 main things I want to focus here as well.
First is to increase the maximum tier of the randomly generated items but slowly plateauing the power level of stats at higher level to avoid power creep. Think about it as a sigmoidal growth instead of pure exponential. This will most likely require heavy tuning here but that should open up more end game upgrade options
Second is to start introducing party focused builds. Currently the game has a lot of single party member builds where you focus on one party member to hyper carry the group, which is completely okay but it is time for party builds to get some love!
[h2]System update[/h2]
Of course I am not forgetting to continue on the system update for our international friends here. I aim to bring the localization system to ~60% done after 0.5. Thanks for your patience!
That's it! Short and sweet update, I aim to finish the content before the end of year and start testing it around that time as well. Which means the patch will most likely go live early January!
Thanks again for your support for the game!
Saddoge