
Hello, this is developer RasEn.
For this round of Coffee, Code, and Ashes, I’ve organized the current improvement plans based on the feedback many of you have shared.
Recently, I had the chance to attend several events and speak directly with players. Hearing your thoughts on the game helped me clearly understand which areas need improvement. Below is a brief overview of the work I’m currently doing and the direction I’m moving toward.
Some players mentioned that when a character’s HP reaches 0 and disappears during combat but then returns with 1 HP after winning the battle, it feels like a bug.
This issue arose because I focused too heavily on balancing difficulty, which unintentionally created behavior that didn’t feel natural. I understand how this could be confusing.
In an upcoming update, characters who reach 0 HP will remain completely incapacitated for the rest of that battle.
I also received feedback that the fixed combat camera feels restrictive.
To address this, I’m working on a new system where the camera transitions dynamically depending on the situation, improving visibility and overall flow.
I’m currently redesigning the entire temperament system.
The previous structure made it difficult to add new temperaments or connect them smoothly with combat and exploration. Because of this, I’m now working on a fundamental restructuring of the system.
During this process, some temperament effects or conditions may change. My goal is to make the temperament system connect more naturally—and more enjoyably—with combat, growth, and exploration.
I also received feedback that parts of the combat and exploration loop felt unfair or inconvenient.
Ashen Dungeon includes various gameplay mechanisms designed to create tension and strategic decision-making. To support this, I’m preparing new features that help players manage the challenges they encounter throughout exploration and combat.
One major addition is the camp system, which will allow players to manage risks during long explorations while enriching the gameplay loop between exploration and combat.
The most common feedback we heard at events included the following:
“Some game features only became clear after several runs.”
“Certain rules—such as combat flow or movement mechanics—felt difficult to understand.”
“It took around 30 minutes just to understand how to play.”
Many players felt that the initial learning curve was too steep.
Based on this feedback, we are exploring multiple approaches to better integrate early-game guidance into the gameplay experience. We plan to introduce guiding elements step-by-step so new players can grasp the core systems more smoothly.
Thank you to everyone who shared their thoughts.
Your continued interest and support truly help shape the future of Ashen Dungeon.
Thank you.
— RasEn