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Void RegaliaNews0.1.4 Difficulty Overhaul and Better Tuning
In-game event

0.1.4 Difficulty Overhaul and Better Tuning

Void Regalia · published 15 Sep 2026, 21:26 UTC · build 25332430

All newsPlayers around this dateRead on Steam

Thanks to everyone who has been playing so far, and who has provided feedback. Hopefully with this batch of changes, the “difficulty” problems with the game can be exacerbated so that I can focus on adding varied and fun new content.

1️⃣Major Updates

Game Difficulty ramp adjustment

  • Difficulty now follows a ramping system that more gradually increases throughout the run.

  • There’s an upgrade to help discern which tiles are more or less difficult.

  • Even if difficulty doesn’t end up “perfect,” I have plenty more tools to tune it without having to apply major changes.

  • NOTE: I suspect the game will be easier than I initially intended, for now. Difficulty will be tuned with each update. The goal is to have a challenging experience that rewards skill and clever upgrade combination.

Better Flambeau

  • Torch regalia now has upgrades, making it a more interesting choice.

Plus many other changes and bug fixes all around.

🎯Current Objective(s)

  1. Finish the Fortitude Map, to start on the new one.

  2. Add more variety to encounters.

  3. Create some synergies between Regalia and their Upgrades.


⚠️Spoiler and Details Table

Name

patch_notes

type

playtest and difficulty balancing

Main objective of this sprint. Difficulty should be toned down, and most importantly, easier to manage on the backend.

⚖️balance

Only 2 regalia shrines upon Goblin Remembrance

bugfix

⚠️bug

weak bow_long shot cuts through grass infinitely, instead it should stop on it immediately.

bugfix

⚠️bug

Enemy Recycle (on Cave) eventually crashed

bugfix

⚠️bug

Encounter Clean up with New Simpler Systems

Difficulty work.

⚖️balance

road encounters adjusted

Difficulty work.

⚖️balance

consider NOT creating a Shadow Echo off of Wandering Encounter

Shadow echoes will no longer contain “Wandering Encounters”

⭐design

simplified bonds system to be off of Encounters completed, not arbitrary points

management

⭐design

Globalize more of the Difficulty Systems

difficulty work

⚖️balance

second regalia pick (from shrine) did not hold over save a load, but shrine still showed cleared

bugfix

⚠️bug

NOTES - make the game extremely beatable and “easy” the go through it - TAKE NOTES

New standardized difficulty system in place.

⚖️balance

Dungeon gets stuck without doors opening.

bugfix

⚠️bug

Goblin chief difficulty

balancing

⚖️balance

Add first batch of Upgrades to torch

New upgrades for the “Flambeau”, with a focus on status effects.

⭐design

Remove from TEMP Bomb Upgrades: Charge Bomb, Ground Burn, Volatile Bomb

Bomb upgrades that have self-damaging side effects should not appear as temporary upgrades, keeping them completely optional.

⭐design

Broken bramble level

bugfix

⚠️bug

100 dashes Mastery not working

bugfix

⚠️bug

map difficulty indication colors

New way to communicate the difficulty of map tiles.

QoL

Road 3 acid snails too difficult probably road 4 too.

balancing

⚖️balance

More from Void Regalia

Other announcements

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