Thank you all for your patience; for these past two months, we’ve been primarily rushing through battle performances.
Below are the development highlights for these past two months:
The battle performances look like this:
Players can choose which skills and items to bring into battle.
Different skills or items will be automatically triggered under different conditions.
For example, a health potion will automatically trigger when health is low and will be consumed upon use.
Counterattack items, for instance, will trigger when the player is attacked by an enemy.
Therefore, it’s important to flexibly adjust your strategy for different enemies!

Win battles to earn experience points and rewards!
In addition, we’ve been gradually adding different ecological scenes.
Beyond the original swamp and grasslands, we now have deserts and dungeons.


Players can pre-set the destination they want to move to.
During the Pomodoro focus phase, the character will continuously explore the map.

Apart from combat, there will also be numerous random events and story sequences.
Depending on the player’s chosen character, skill level, or items held, the outcomes can be completely different!

That’s it for this development log!
We will launch the Demo version this summer, where players can choose between two characters.

Be sure to stay tuned for our latest updates!
P.S. If you’d like to experience the Demo early, you can join our Discord group for announcements about closed testing.