魂之爪痕 Playtest · published
▎Prison Statues: Reduced from two to one + Invisible wall fixes
Some players reported that the two pushable statues in the starting prison area could easily get stuck in wall gaps, and others pointed out invisible walls in certain corners—places that looked walkable but were actually blocked.
Both issues have been addressed in this update: the statues have been reduced from two to one, keeping the puzzle design intact while completely eliminating the risk of getting stuck. The invisible walls have also been cleared out, making movement in the prison area much smoother.
▎Prairie Cabin: Reduced floor space to eliminate empty feeling + added loops to reduce one‑way paths
Some players said the cabin "looks nice, but feels a bit too empty."
I went back and checked—and yes, it did. Previously, the design leaned toward "grandeur" but overlooked the psychological impact on the actual experience. With the reduced size, the space feels cozier and visually more comfortable.
The second change is route optimization. Before, there were too many one‑way paths; taking a wrong turn meant a long detour, which hurt the flow of exploration. This time we've added multiple loops and cut down on one‑way junctions, so traversing the prairie feels more natural and you won't have to backtrack as often.
▎Running Stamina: Lower consumption, less frequent "gasping" while exploring
This was one of the most common complaints—stamina ran out after just a few steps, and the constant need to recharge made exploration frustrating.
I ran through the game again myself and really felt that annoyance.
So we've directly reduced the stamina drain rate, which noticeably improves the overall flow of travel. You won't need to stop and wait for recovery as often, and the pacing of exploration feels much more comfortable.