Version 0.2.0 - First big game update!

major update

Vanguard's Descent Demo · build 24685959 · published

On SteamNotes only · this build shipped before we watched the app

Vanguard's Descent 0.2.0

Combat and characters

- Completed and refined the playable combat kits for Remi, Ian, and Aria, including Basic Attacks, Skills, Focus Skills, Ultimates, passives, animations, effects, and targeting behavior.

- Completed the shared Dodge system.

- Players now have two Dodge charges that recover over time.

- Perfect Dodges negate incoming hits and immediately restore Dodge charges.

- Dodging remains available during enemy Timestop attacks.

- Improved ability cancellation and retriggering for more responsive combat.

- Characters now automatically face their targets when activating abilities.

- Refined Ultimate Charge generation across Skills, Focus Skills, Basic Attacks, Ultimates, and Dodge.

- Added clearer handling for multi-hit, Blast, AOE, random-target, and summon-based attacks.

- Refined Remi’s Ultimate, Ian’s Flying Swords and enhanced form, and Aria’s multi-cast fireball abilities.

Archetypes and team-building

- Introduced seven build-defining archetypes: Break, Consume, Stacker, Crit, Summon, Support, and Debuffer.

- Added multi-tier synergy bonuses that grow as more matching rewards are collected.

- Break and Critical Hits now function as baseline combat mechanics for every team, with their archetypes providing additional bonuses.

- Added Chosen Archetypes. Up to three different archetypes can become Chosen during a run.

- Added a shared Chosen Activation meter and a unique active ability for every archetype.

- Break opens powerful damage windows.

- Consume manipulates party health and unleashes a magical sword.

- Stacker converts stored stacks into a projectile barrage.

- Crit trades Critical Rate for a temporary offensive surge.

- Summon immediately deploys and accelerates allied crystals.

- Support passes an increasingly powerful Attack buff between party members.

- Debuffer detonates damage-over-time effects and applies multiple ailments.

- Added autonomous Summon Spirits, periodic Support Pulses, team-wide Consume and Stacker resources, Break Bursts, Crit cascades, and Poison-based Debuffer gameplay.

- Added visible auras, status indicators, timers, and combat-log feedback for archetype effects.

Rewards and progression

- Completely redesigned the reward system around one shared progression pool.

- Added 52 Global Relics, 8 Slot Relics, and 12 character-specific Amplifiers.

- Every reward can reach Level 3.

- Duplicate rewards upgrade the existing item instead of creating separate copies.

- Previously acquired rewards are more likely to reappear, making it easier to finish a focused build.

- Added cross-archetype relics that contribute to two synergy tracks.

- Slot Relics now empower stable party slots and remain attached to that slot even when characters are rearranged.

- First-time Slot Relic offers clearly display their assigned slot.

- Added distinct icons, colors, level presentation, keyword highlighting, and hover explanations across the reward catalogue.

- Improved reward descriptions, targeting information, and post-combat summaries.

Party management and post-combat UI

- Added a three-slot party management interface.

- Characters can now be moved or swapped using clicks, touch input, or drag-and-drop.

- Party order persists and immediately updates the combat HUD.

- Character slots now display Health, Energy, and Ultimate Charge.

- Empty party slots are represented clearly and can still hold Slot Relic effects for future recruits.

- Added post-combat summaries for Global Relics, Slot Relics, Amplifiers, active archetypes, synergy tiers, and damage contributions.

- Added a richer combat log with color-coded character names, ability sources, archetype actions, buffs, healing, shields, summons, and reward activations.

- Added enemy names and improved combat-status presentation.

- Improved reward-card styling and consistency throughout the interface.

Enemies and encounters

- Completed the core enemy roster: Grunt, Rogue, Mage, Slime, Golem, and Knight.

- Added Elite versions with increased stats, additional attacks, and reinforcement-summoning behavior.

- Implemented the Warden’s two-phase boss transition, including its transformation, armor change, material swap, and revealed weapons.

- Redesigned enemy attack scheduling so multiple enemies can prepare attacks concurrently.

- Enemy hit timings are spaced to remain readable.

- Occasional simultaneous attacks create deliberate high-pressure moments.

- Normal attacks and Timestop attacks now use separate scheduling lanes.

- Elite and Boss enemies receive greater presence in the attack rotation.

- Improved enemy formation recentering after a combatant is defeated while preserving readable spacing.

- Refined projectile behavior, hit windows, spawning, rotation, and Timestop interactions.

Dungeon experience

- Implemented the Floating Ruins dungeon’s 20-stage run structure.

- Added Starting, Early, and Late encounter pools with expanded enemy combinations.

- Added Combat, Character Recruitment, Reward, Rest, and Boss stages.

- Added weighted battle selection and persistent character resources across encounters.

- Added party defeat handling and end-of-run transitions.

- Added reward refreshes using gold.

- Improved dungeon progression, stage transitions, spawning, camera flow, and post-combat presentation.

Visual and audio presentation

- Completed major environment passes for the Floating Ruins, Magical Forest, Grass Plains, and Overlord-room scenery.

- Improved terrain materials, textures, foliage, grass color, trees, depth of field, lighting, and camera presentation.

- Added and refined visual effects for summons, auras, archetype abilities, projectiles, and status effects.

- Updated character materials, clothing, skin weights, animations, montages, and ability effects.

- Added a large collection of unique icons for Relics, Amplifiers, Slot Relics, Synergies, abilities, and status effects.

- Improved trailer and demo presentation, timing, transitions, and camera behavior.