Once again, thank you to everyone who played the demo during Steam Next Fest and took the time to share your thoughts. The feedback, bug reports, balance suggestions, and discussions on the forums have been incredibly helpful.
Of course, not every suggestion can make it into the final game, but your feedback helps us clearly see which topics matter most to the community.
Here is a short summary of the most frequently asked questions.
We will announce the officially supported languages closer to the release date.
For additional languages, we would like to explore community collaboration. If everything goes well, this should allow more languages to be added after release.
We do not have a specific release date yet.
We prefer to announce it only once we are confident the game is ready. However, 2026 remains our target release window.
Our artist clearly caught a surge of inspiration, the latest portraits speak for themselves.
We now have an alchemy system.
Under the hood, it’s fairly complex, but our goal is to keep the interface simple and intuitive. Most importantly, we don’t want alchemy to feel mandatory, it should be easy to use and naturally fit into your playstyle. Alongside that, we’ve added several new potions for a variety of situations, giving players more tools to adapt to different situations.
The Paladin is definitely coming to the game. Skills and mechanics are still in progress, but we think you’ll be pleasantly surprised by his resource system, it works quite differently from traditional stamina or mana-based classes.
Staves now have long reach, so a mage without mana won’t just stand by while others handle the fight.
The Blood Mage and Thief are already shaping up to unleash chaos among enemies. The Blood Mage in particular stands out with the ability to cast spells using the bones of fallen enemies.
Teleportation gates are now functional across the game world, allowing for easier travel between locations.
We are continuing to tune the economy and shops.
And of course, we’re fixing a large number of smaller issues and improvements, not only based on your feedback, but also from our ongoing internal testing.
There’s still plenty ahead of us, but we’re moving forward step by step. Thank you again for all your feedback and support.
Question:
Should difficulty be adjustable during the game, or only chosen at the start and then locked?