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集墨三国 · 184 · 涿县之战EventsProgress Update Vol.3:About the Direction of the Game
In-game event

Progress Update Vol.3:About the Direction of the Game

集墨三国 · 184 · 涿县之战 · published 17 May 2026, 07:51 UTC

All eventsPlayers around this dateRead on Steam

Hello everyone, this is the development team behind Jimo Theater™: Three Kingdoms.

The game has now entered its third week after launch.

Over the past two weeks, we’ve been fixing bugs at a very high pace while also taking a step back to re-evaluate the overall gameplay experience. Many players have probably noticed that recent updates are no longer just “bug fixes” — we are now in the middle of a much larger Experience Reconstruction Plan.

This week, we want to talk openly about:

  • what kind of game we originally wanted to make,

  • why recent updates have changed direction,

  • and where the project is heading next.


What kind of game is this?

From the beginning, Jimo Theater™: Three Kingdoms was not designed as a “follow the quest marker and clear objectives automatically” type of RPG.

The core direction has always been:

  • immersive storytelling,

  • exploration,

  • reading and observation,

  • deduction and environmental understanding.

Players are expected to piece together information through dialogue, journals, map layouts, character relationships, and environmental details.

We know many players genuinely enjoy this classic RPG-style experience, and we absolutely want to preserve it.

At the same time, we also realized that modern players have very different expectations regarding guidance and accessibility.

Because of that, we decided shortly after launch to begin developing two separate gameplay styles:

Classic Mode

  • Minimal hand-holding

  • Exploration and observation focused

  • No heavy navigation assistance

Modern Mode

  • Clearer objective guidance

  • Better map indicators

  • Directional hints

  • Improved readability and accessibility

Our goal is not to abandon the original design philosophy, but to find a way for both classic immersion and modern usability to coexist.


About the “unfinished game” concerns

We also know that some players have described the game as “unfinished.”

We don’t want to dodge that discussion.

However, the core issue was never that the game lacked a complete gameplay framework.

At launch:

  • the main storyline was fully completable,

  • the core gameplay systems were already implemented,

  • combat, exploration, progression, and achievements were functional,

  • and the game loop itself was fully playable.

The real problem was that, as developers deeply familiar with our own systems, we underestimated the importance of:

  • onboarding,

  • feedback clarity,

  • UI readability,

  • pacing,

  • and modern interaction expectations.

As a result, many systems that already existed simply were not being communicated to players properly.

Emergency fixes made during launch week also introduced several unexpected blocking bugs, which then caused additional chain reactions.

Because of that, the current Experience Reconstruction Plan is not about “finishing an empty shell.”

It is about:

  • stabilizing the game,

  • improving readability and feedback,

  • modernizing the player experience,

  • and properly presenting systems that already exist.


Why do updates feel “small” despite so many patches?

Because most of the last two weeks were spent rebuilding core systems underneath the surface.

Including:

  • UI structure

  • combat mechanics

  • input logic

  • tutorial flow

  • progression feedback

  • gameplay readability

These changes are foundational work. They are not always immediately visible, but they are necessary before larger gameplay improvements can truly land.

The next phase will focus much more on “feel.”

That means:

  • clearer progression feedback,

  • stronger combat impact,

  • more satisfying rewards,

  • smoother UI interactions,

  • and better gameplay teaching.

Once players start feeling:
“the game suddenly feels much better to play,”

that usually means the reconstruction work has entered its later stages.


Why does combat currently feel harder?

This week, we completed the first major redesign of the three main protagonists’ combat identities:

  • Liu Bei

  • Guan Yu

  • Zhang Fei

At the same time, we also rebuilt large portions of the duel combat balance system.

Because these changes are still very new, balance numbers are currently under heavy iteration.

Especially regarding:

  • elite enemies,

  • scaling,

  • survivability,

  • difficulty pacing,

  • and character differentiation.

So yes — some players may currently feel that:

  • the game is harder,

  • or certain characters feel weaker than before.

That feedback is valid.

Right now, we are still calibrating the new combat systems and progression curves.

Over the coming weeks, we will continue refining:

  • combat satisfaction,

  • build variety,

  • pacing,

  • progression feel,

  • and overall gameplay flow.


What was improved this week?

Mainly:

  • Major combat identity redesigns for all three protagonists

  • Duel system rebalance

  • Combo system bug fixes

  • Shared party equipment

  • Improved UI readability

  • Better bounty target visibility

  • Additional NPC voice feedback

  • Multiple progression and map fixes

  • Dialogue polish

  • Animation and presentation improvements

  • Many bug fixes and stability improvements


What comes next?

The Experience Reconstruction Plan will continue over the coming weeks.

Current confirmed priorities include:

  • a fully redesigned UI,

  • Classic / Modern mode support,

  • improved progression feedback,

  • better integrated tutorials,

  • modernized interaction flow,

  • stronger combat presentation,

  • and a redesigned replayable survival mode focused on real-time combat.

We also want to avoid publishing overly long-term roadmaps.

Game development changes constantly, and extremely detailed future plans can quickly become unrealistic.

Going forward, our weekly updates will focus only on:

  • what is actively being worked on,

  • and what is planned for the immediate next phase.


Finally

The past two weeks have been an intense period of reflection for our team.

We realized many weaknesses we failed to notice during development, and we also realized how differently various player groups approach RPGs today.

But one thing has not changed:

We still want to continue building this world.

And we intend to do it seriously, long-term.

Thank you to everyone who continues to give feedback, observe the project, and stay with us while we improve it.

We will continue updating the game — and over time, we hope players will increasingly see what Jimo Theater™: Three Kingdoms is ultimately trying to become.

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