Dear Players,
Hello! Since our first playtest, we have developed clearer plans for improving the dual-player mode experience, optimizing controls, and developing new content. In this dev log, we will detail these plans and welcome your suggestions.
(The information below is version that under development.)
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Through this playtest and offline demo events, many players invited friends to experience the game. We received numerous suggestions for the co-op mode, such as adding dual-player combo skills, enriching item interaction combinations, and introducing mutual sabotage/combat modes.
First, we will definitely enrich item interaction combinations in the future. Whether in single-player or co-op modes, item interactions remain the core gameplay. In co-op mode, as two players can choose different weapons, weapon-item interactions will become even more diverse.
Example:
• Player A selects Pile Driver
• Player B selects Lighter
• Players obtain an enchantable item like Tennis Ball
• After Player B ignites the ball, Player A uses the Pile Driver to repeatedly launch flaming tennis balls, dealing fire-attribute damage.

We will deepen weapon-item synergy mechanisms to ensure effective cooperation between any weapon combinations.

Mutual Sabotage/Combat
We are considering adding mutual sabotage/combat mechanics. These will undergo internal testing first, and if successful, be included in future player tests. Given the visually busy combat scenes, we need to ensure these mechanics don’t negatively impact the experience.
Current Concepts:
1. Special stages dedicated to chaotic PvP fun
2. NO friendly damages. You can push mates into a trap by"accident" !
Unlike split-screen modes in other games, our co-op uses shared-screen viewing. Current issues include:
• Camera confusion causing Player 2 to exit the frame
• Abrupt camera transitions during jumps
We are prioritizing fixes for camera shake and character disappearance before the next playtest.
Combo Skill Development
We are testing dual-player combo mechanics to expand cooperative depth.
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• Expanded customizable key bindings (fixed key binding save errors from last test)
• Controller improvements:
- Remapped B button to "Cancel"
- Optimized item switching shortcuts
- Fixed controller priority being lower than keyboard/mouse
• Streamlined redundant on-screen information
• Redesigned UI (currently testing):
- Relocated cooldown timers from bottom-left to prominent positions
- Enhanced visual cues for in-game buffs
- Removed intrusive item description popups during combat
- Smoother NPC interactions (no strict proximity requirement)
This UI overhaul will undergo iterative improvements through future playtests.

• Steam Deck: Adaptation largely complete (optimizing font scaling & performance)
• Future cross-platform plans remain secondary to PC version prioritization.

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Conceptual Designs:
•Defensive shield for bashing
•Water-spewing syringe as a spear
Player Suggestions Being Reviewed:
• Key-shaped swords
• Retractable boxcutter spears
Elemental Reaction System:
Current issues with inconsistent elemental combinations (e.g., water + oil failing to react) are being addressed through:
• Item Modification System: Lets players permanently add elemental attributes to any item.
Focusing on mechanic-driven environmental interactions:
• Freezer Stage Example:
- Water freezes into movable ice blocks (block enemies or knock them back)
- Dripping water forms attackable ice spikes

A tower defense-inspired standalone stage:
• Objective: Protect giant leftover food from enemy insects
• Mechanics:
- Enemies prioritize stealing food over attacking
- Deploy traps or attack directly
- Co-op role division supported
• Rewards: Scale with remaining food quantity