
This game has been developed entirely by me as a solo developer, and I’ve spent around three and a half years working seriously on it.
My background is primarily in art rather than programming, and my technical experience is not as strong as that of a professional programmer. Unfortunately, this resulted in a number of serious bugs at launch, which created a frustrating experience for many of the first players. I sincerely apologize for that, and I’m also very grateful to everyone who took the time to report issues and help me track them down.
Over the 10 days since release, I’ve focused heavily on identifying and fixing these problems. At this point, all reproducible bugs that could cause the game to become stuck or soft-locked have been addressed, and the game can now be played through much more smoothly and reliably.
The launch issues had a significant impact on the game’s initial performance, but rather than dwelling on what has already happened, I want to focus on continuing to improve the game itself.
If you still find the game interesting and believe it deserves to reach more players, I would greatly appreciate it if you recommended it to your friends. And if you feel the game deserves a positive review, that would also be a very direct way to support its continued development.
Below is the roadmap for the upcoming updates.
The game will continue to be updated according to the following priorities:
Fix bugs that disrupt game progression
Improve onboarding and tutorials
Improve controls and interaction
Expand gameplay and build variety
Develop the world, lore, and narrative
Character Details Page
Add a detailed character information page showing how each stat is calculated, where bonuses come from(2026.8.28√), and the conditions and current progress for triggering different Mental States.(The Mental State system did not achieve the experience originally intended and has been temporarily removed from the game. 2026.8.29)
EncyclopediaAdd explanations for core mechanics, keywords, status effects, and other important game systems.(2026.8.29√)
Combat LogAdd a combat log that records and displays the major events that occur each turn, including Damage, Heal, Shield, status triggers, and more.(2026.8.31√)
Codex Improvements(2026.9.2√)
Add previews for higher-quality item stats and allow items to be filtered and searched by tags, making it easier to plan builds.
Launch Trajectory Improvements
Improve the launch trajectory preview and highlight potential negative consequences along the projected path, such as dangerous terrain, traps, or other harmful effects.
Generated Item Information(2026.9.3√)
When hovering over an item that can generate another item or object, also display information about what it generates.
Additional Hover Information(2026.9.3√)
Before entering a combat room, players will be able to preview the approximate stat range of the enemies inside.Hover descriptions will also be added to elements such as box buttons and combat statistics icons.(2026.9.4√)
New Difficulty Scaling System
Before entering each new stage, players will choose a Curse that determines how the difficulty increases.
Examples include:
Increasing enemy strength
Increasing Flow consumption
Reducing Essencite gained
Receiving an indestructible item that applies a negative effect
The goal is to let players decide what kind of risk they are willing to take, rather than relying entirely on automatic numerical scaling.
Three New Bosses
Bosses will appear within specific floor ranges instead of simply cycling randomly.
The number of possible bosses across the five major sections will be distributed as 1 / 2 / 2 / 2 / 1, giving each part of the expedition a stronger sense of progression and identity.
After entering Endless Mode, bosses will return in a randomized order.
Boss-Specific Talents
After defeating a boss, players will be able to choose a unique boss talent.
These talents will not appear again during the same run and cannot be upgraded.
Diamond Item & Endless Mode Improvements
Diamond-quality items will be able to receive Blessings through the Statue.
A Blessing will grant a Diamond item a random, powerful bonus.
In the future, entering Endless Mode will require the player to equip at least a certain number of Blessed items, turning Endless Mode into a true late-game challenge designed around long-term progression.
Meta Progression & Achievements
Meta Progression and Achievements will be integrated into a single system.
Each expedition will contribute toward achievement progress, with rewards granted based on the milestones completed.
Rewards may include:
Permanent stat bonuses
Exclusive item unlocks
Special-tier talents
Other forms of long-term progression
New Character: Elemental Priest
The Elemental Priest specializes in using Air, Fire, Earth, and Electric items to unleash powerful active skills and destroy enemies.
This update will also expand and improve both the Elemental and Flow-related item pools, allowing these builds to develop into more complete archetypes.
Enchantment System Expansion
Expand the variety of Enchantment Stones and enchantment effects.
Planned additions include:
Set-effect enchantments
More enchantments that change item tags
Random-stat enchantments
Other special enchantments capable of changing the direction of a build
New Character: Plague Traveler
The Plague Traveler specializes in Poison, Heal, and various potions, strengthening themselves while gradually wearing enemies down.
This update will also expand the potion system, as well as Poison- and Heal-focused items and builds.
Events & Mental State System Expansion
More events will be added throughout expeditions, with stronger connections to the Mental State system.
Choices made during these events will influence hidden attributes and can eventually trigger different Mental States, giving decisions outside of combat a longer-lasting impact on each run.