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Hello, dreamers!

Another update just in time for the upcoming Summer Sale! Hope you’re enjoying the sun!

As always, feel free to join our Discord for exclusive giveaways, updates or to discuss among yourselves and with the developer!

https://discord.gg/DQuU4haBDH

If you are enjoying the game, please consider leaving a review to help with visibility! Dream on!

 

Combat

Since the early access release, I have occasionaly received feedback that readiness is too obtuse of a mechanic. I believe the following change will bring clarity and allow for more tactical decisions to be made by the player.

  • Readiness of every character and enemy will be displayed in the turn order display

Tower

  • Reduced quantity of healing items received on item restock (See Items update notes for reasoning)

Characters

Corrin

Temporal Shift’s high AP cost made it difficult to manage Corrin’s AP when acting repeatedly. For that reason, the ability now will additionally recover 2AP when granting another turn to the player.

  • Changed the effect of Temporal Shift

    • Old: Deal heavy DMG to one enemy. Gain another turn at a chance of 25%.

    • New: Deal heavy DMG to one enemy. Gain 2AP and another turn at a chance of 25%.

Enemies

  • Mildly increased ATK of select enemies in the areas Forest, Mountain and City

  • Increased effect of Ready Up

    • Old: +30/35/40% readiness

    • New: +40/50/60% readiness

  • Increased effect of Stand Down

    • Old: -30/35/40% readiness

    • New: -40/50/60% readiness

Items

To make combat more dynamic and promote the use of more consumables, using items now will no longer take up a turn action. However, only one item can be used per turn! With items no longer taking up a turn action, their prices and carriable quantity have been adjusted to reflect their increased utility.

  • Using items no longer will take up a turn

    • Only one item can be used per turn

  • Increased buying price of Curer

    • Old: 250 energy

    • New: 1000 energy

  • Increased buying price of ATK Boost

    • Old: 150 energy

    • New: 400 energy

  • Increased buying price of DEF Boost

    • Old: 150 energy

    • New: 400 energy

  • Increased buying price of Half Reviver

    • Old: 75 Play Token (1875 energy)

    • New: 80 Play Token (2000 energy)

  • Increased buying price of Reviver

    • Old: 1000 energy

    • New: 4000 energy

  • Changed max quantity carriable of Healer I

    • Old: Max 20

    • New: Max 10

  • Changed max quantity carriable of Healer II

    • Old: Max 15

    • New: Max 10

  • Changed max quantity carriable of Half Reviver

    • Old: Max 5

    • New: Max 3

  • Changed max quantity carriable of Reviver

    • Old: Max 5

    • New: Max 3

Status Effects

  • Increased effect and duration of Poisoned

    • Old: Inflicts 8% of max HP DMG per turn (3 turns)

    • New: Inflicts 10% of max HP DMG per turn (4 turns)

  • Increased effect of Ablaze

    • Old: Inflicts 10% of max HP DMG per turn

    • New: Inflicts 15% of max HP DMG per turn

Mining

  • Increased amount of time that has to pass before the dragon can be challenged

    • Old: 40s

    • New: 60s

General

  • Reworded select system text

Guide

  • Adjusted enemy sprite placement in the bonus quest

  • Updated guide

Bug Fixes

  • Fixed issue of Zero Hour applying excessive amounts of readiness reduction

  • Fixed issue that caused the turn order to be displayed incorrectly in select conditions

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