
Hello, this is the developer of ForgeTax.
First, a heartfelt thank you to everyone who has played ForgeTax.
The game launched without a demo or enough playtesting, and your time with it has brought many problems to light. I am sorry to everyone who has experienced frustration. I am reading your reviews, bug reports and candid criticism with gratitude.
In less than a week since release, we have worked on bug fixes, optimization, controls, clearer explanations and balance. I also know there is still much to improve.
This update focuses on strengthening the game's foundations. We have reworked relic roles and overlapping effects so that you can better feel their strength when your chosen relics work together.
Difficulty has also been adjusted. The goal is not simply to make you fail more often, but to make finding a way forward with the relics and resources of each run matter. Some parts may be harder than before. We will keep reviewing your feedback and gameplay records from those who opt in, and continue making adjustments.
We are also preparing what comes next.
Hasn't it felt wasteful—and infuriating—to hand over every sword you worked so hard to forge?
For the next major update, we are preparing content where you can wield the swords you made yourself and use each sword's distinct abilities to stand against the dragon.
Perhaps one day, in the dragon's vast lair, the sword you have hammered and hammered into shape will let you take revenge on the dragon that has been exploiting you.
While we prepare that content, improvements to existing systems, relics, controls and balance will continue. We will share more about how combat will work and its schedule when we are ready.
Thank you again to everyone who has played. Your feedback is being put into fixes and tests as we work toward a better ForgeTax.
— The developer of ForgeTax