Prigod Idle Demo · published
Development is going on nicely, thank you for all your feedback. This is a bigger post than the last two. Auto-run turns Prigod Idle into a full idle game, every tech tree is drawn as an actual tree, six screens were rebuilt, the loading times got reduced massively and there is a long list of fixes and balance changes from your reports.
While some of these changes will only effect the full game later, most of these changes are already available for you in the demo!
And also: We have a release date, the 4th of November! Prigod Idle releases on Steam and on mobile (android) the same day.
A new Utility tech tree node after Autopilot. Flip the Auto-run switch in Stage Select and runs start and play themselves. It stops when you tap Stop auto, after a repeat defeat or when your energy is spent. Stop auto sits on the home screen and in the fight while it is on.
Later on, Standing Orders (level 55) does the same for dungeons.
The design of each tech tree has been updated, check them out once you reach level 5!
The Gem Forge, Chests, Menagerie, Dojo, Artifacts and the Rarity Roulette and Plinko games were redrawn from scratch. Idle Generators and Commissions got the same treatment.
There is also a new search and filter bar on all screens that use them
Apart from Chests and Idle Generators, these screens are full game only, but I thought it is still cool to share here. The demo currently ends before the rest unlock.
The loading screen has a progress bar and loading in general is way faster now.
33 new music tracks! This should help a bit with immersion and variety
The recommended CP for stages was reworked as a whole and should be a lot more accurate now
26 new enemies, each with a different profile and attacks. The Prigod Dex has been updated accordingly
Improved the stats screen, more explanations and color highlighting
Many more screens got a full translation
Improved the Merging and Fusing of weapons, their selection is now clearer
About 280 new gear icons to avoid duplication
The Commission Crews Minigame got a full rework
140% text size is up for test, 125% has been improved on every screen.
A ton of small bug fixes
Every ability now costs mana and there is mana growth per level.
Early game is a tiny bit easier now, as the XP gain is up a bit and the quest rewards are better now
Energy costs per stage run are up, so you actually need to invest in energy gain
There now is a level cap for the player, depending on the highest stage reached
Enemy burns, poisons and chills are capped in the campaign, so stages 11 to 13 no longer melt you.
All regular bosses got their abilities improved, some even have multiple abilities now. Also there is more clarity for their attacks now
Late game has more gold sinks
Thank you for reading! Keep the reports coming, there are nine weeks left.