Hello.
This is the <PANOPTYCA: Idle RPG Manager> development team.
It's been almost two months since PANOPTYCA launched. During this time, we have been greatly encouraged by the interest and support you've shown us.
We are truly grateful for your support, and while there are still many issues and areas for improvement, we will continue to refine the game.
We are actively working on fixing many of the core issues that currently exist, including AI problems, and will also proceed with various content updates in the future.
We ask for your continued feedback and ideas, and would like to share our content update roadmap as follows:
The Altar System is designed to add more rewards, progression, and fun to the later stages of each Act by allowing you to adjust stage difficulty, increase drop bonus, and more.
While we plan to add content in the long term through new Ruins, additional Acts, Squad Raids, etc., these require significant development time. Therefore, we will first introduce the Altar System to quickly enhance the reward and progression experience, allowing you to tackle stages more strategically.
To maximize the sense of progression while reducing stress, we will continue to add higher levels of automation and idle systems.
We will improve the item collection and idle experience through features like Auto-Open Chests and Auto Storage management.
Additionally, we will provide Enhanced Automation Features by adding AND/OR conditions to auto-configuration for skills/potions, Exploration AI settings, and dismantle filters.
We will add Class Advancement and Advancement Skill Trees to expand character progression limits and introduce passive skills with unique abilities that allow for diverse build configurations.
You will be able to create your own unique build by combining a wider variety of equipment stats, set effects, and advancement passive skill trees.
We'd like to briefly update you on AI improvements, which are currently our top priority.
To fundamentally fix various issues such as characters getting stuck on walls or being unable to attack enemies beyond walls, we are preparing a pathfinding system that can analyze terrain and navigate to desired locations. Since this system finds paths by analyzing terrain, the issue of characters getting stuck on walls will be fundamentally resolved.
You will be able to see these improvements in an upcoming update.
Beyond the above, we will continue to work on and update various content additions and QoL improvements, so please look forward to it.
Additionally, if you have any feedback on the roadmap content or other ideas, please feel free to share them with us.
You can email us at [email protected], or join our Discord for faster and more direct communication.
Thank you.