August 10 2026 Demo Build Update

HAECHE_Ism · published

Level Generation System Changes

The campaign now unfolds as a diagrammed blueprint leading all the way to the boss. You will push through a total of 22 rooms, choosing your path at each branch.

  • New combat zones added

  • Most rooms are chosen at random from several candidates

New System: Zone Traits

Each room carries its own environmental rule. Adapt your tactics on the fly.

Below is the list of Zone Traits appearing in Chapter 1 of Campaign mode.

Trait

Effect

Cold

At the end of the turn, entities that did not move take damage

Draft

All entities gain movement power

Hyperoxia

Gain AP when you defeat an entity

Heat

All damage is increased by 50%

Some rooms apply two traits at once.

Combat Improvements

  • Free first move indicator — a Move icon now appears above allies that have not moved yet

  • Combat animations play faster in later turns

Quality of Life

  • Dialogue skip — one click completes the current line and advances to the next

  • Instant unit info — hover over a unit to see its name and HP right away

  • Ally HP bars are now green

  • Other UI design improvements

Balance

  • Adjusted the balance of some Plug-Ins

  • Some elites gained HP, with attack power and range reduced

  • Bajole's Vanity kill bonus: +3 → +4

Bug Fixes

  • Infected Dr. Kang rarely used his area-of-effect attacks

  • Kill credit was recorded incorrectly for units killed by environmental damage

  • Combat rewards could pile up on a single character or come up empty


Thank you for playing. Feedback is always welcome! 🐦

Respectfully submitted,

MINSUHONG

Junior Agent, Central Directorate for Public Order