Hi protectors! This is LIFUEL.
Recently, we’ve received a lot of feedback from players, and two of the hottest topics have been the Reroll/Dice Mechanic and the Compendium System. Today, we’d like to take this opportunity to share a bit about our plans for these features.
One of the core joys of our game is giving players the freedom to shape their ideal builds, and dice plays a very important role in this. If the number of dice is too limited, the game risks becoming a roguelike experience that relies purely on randomness, which in turn reduces strategic depth.
We share the same view as many of you: when exploring builds, there should be both the fun of adapting to random environments and the ability to manipulate probabilities through rerolls, allowing players to gradually realize their ideal builds. That’s why we’re planning improvements to the dice system, and we’ll incorporate as much of your feedback as possible in the upcoming version.
PS: We are still actively gathering new feedback and ideas, so please understand that the contents mentioned here may be subject to change during development.
Confirmed Development Directions:
Increasing the number of dice obtainable in Omega
Adding additional ways to acquire dice
Granting +1 dice upon defeating mini-bosses (for example)
…and more!
This update is currently targeted for September, though development may take a little time. Some of you may have already noticed that compared to completed player builds, wolves are still underpowered. Therefore, along with expanding the number of dice, we also aim to introduce a Hard Mode in the same update.
Of course, if you have even better ideas or suggestions, we’ll be more than happy to adopt them and keep optimizing. Please continue sending us your feedback—we’ll read every single comment with care!
We’ve noticed that many players would like a comprehensive compendium that gathers all information on skills, modules, weapon modifications, systems, and more. After all, with the limited number of dice rolls in the game, it’s difficult to fully grasp every element.
Therefore, we are currently developing a compendium system to help players better plan their builds.
The features we expect to include are roughly as follows:
Descriptions related to skills, modules, weapon modifications, enemies, and systems.
Detailed mechanics of skills and effects
- In-depth explanations on things like destructive power, electric shocks, etc.
- Trigger conditions for exclusive passives
- And more!
Reserved space for future content expansion (with the potential for further updates)
Currently, we have completed the UX design in Figma and have officially started the UI design. While the UX prototype currently shown is still quite basic (mainly composed of simple blocks), rest assured that we will soon incorporate artistic design to present a more intuitive and visually appealing compendium interface.
Beyond this, we are also aware that everyone has many other pieces of feedback, and we will work to implement improvements as quickly as possible. We are truly happy and grateful to be developing this game together with all of you.
Once again, we sincerely thank everyone for your support and suggestions—each piece of advice helps drive the growth of Ovis Loop!