
Hello, fellow pots!
Reading all of your reviews lately has made us feel, more than ever, that developing games was the right choice.
We are incredibly happy. Thank you so much!
This update introduces broad balance adjustments to synergies, items, and monsters across each floor.
We have adjusted various values and reworked some mechanics to reduce the dominance of a few specific synergies and encourage a wider variety of builds.
Adjusted the overall performance gap between synergies.
Reduced the power of synergies that were performing too well.
Improved weaker synergies that were rarely used.
Modified the behavior of certain synergies where necessary for balance.
Rebalanced progression efficiency and power relative to the investment required at each synergy tier.
Reduced the base main stats of items belonging to synergies that increase their main stats.
Reduced the ActivationCoinCost of items belonging to synergies that charge or reduce cooldowns.
Rebalanced item performance based on actual attack intervals and DPS, including the effects of synergies.
Adjusted each section so that the difference in difficulty between Floors 5, 10, 15, and 20 is more clearly noticeable.
Adjusted the difficulty curve to prevent sudden difficulty reversals when entering a new section.
For example, a normal battle on Floor 6 is designed to be easier than the boss battle on Floor 5.
Adjusted monster attack growth rates based on expected item activation times and player DPS.
Improved monster health and attack scaling so that they increase naturally alongside the player's progression.
Previously, after viewing an ending, players had to reset the story through the Settings menu to choose another route. The story will now continue to play on subsequent runs until every ending route has been viewed.
Fixed an issue where the synergy preview created by a Spiderkin item in its current position remained visible after picking up that item.
While moving an item, only synergy previews matching the resulting placement will now be displayed.
Improved node progression so that clearing a previous node unlocks the next connected node.
Available routes and locked routes can now be identified more intuitively.
Added a confirmation pop-up before moving to the next floor.
Added multilingual support for the confirmation message.
Improved performance in battles involving large numbers of attack and defense effects.
Reduced duplicate meshes generated by fonts.
Adjusted combat text such as Shot! and Boom! so that it does not appear excessively.
Optimized the processing of attack and shield tokens.
Improved modifier and synergy calculations that previously ran repeatedly every frame during MSG generation and processing.
Reduced unnecessary repeated calculations during combat.