Nenly here. This is my first game, and the launch has been a bit of a scramble — so first of all, my apologies for the rough edges you've run into while playing! Thanks to your playtesting, reports and conversations, a lot of these problems got pinned down one by one. I'm especially grateful for your patience and understanding!! Here's what's in the new version (V0.1.1): two fairly big additions, a whole basket of bug and balance fixes, and a dedicated optimization pass for low-end machines.
Endless Mode added
From your second run onward, you'll find the Endless Mode toggle on the character select screen, letting you push the challenge past wave 17.
Enemy damage and health keep climbing, so they grow steadily more dangerous. Bosses you've already faced will return — possibly alongside their disciples.
Run conditions get harsher. Supply drops become limited.
That orange-tier art you picked up right before the finale should finally get its moment, right?
Your clear record is still recorded at wave 17. The furthest wave you reach in Endless Mode is logged separately on the results screen and in the Chronicle. Those numbers will likely need more testing before they settle.
And... is it really endless?
Tutorial added
If you've never played a survivors-style game before, your first run can feel bewildering. I also wanted key inner-force mechanics like Force Burst and Body Guard to be discovered much earlier. So I've added fairly prominent tutorial prompts throughout the game, to help you settle into the rules of this battlefield.
If you're a returning player, just tick Skip Tutorial on the character select screen.
Some good ideas from the feedback form and the community are now live
You can now sell hoarded items from your inventory. Open the inventory via the bottom-left button: click once to see the price, click again to confirm, and the third click closes the sale. (A bit tedious, but nobody wants to fat-finger away an orange-tier item, right?) Sale prices — including selling loot straight off the ground — follow the current shop discount, but ignore wave-based price inflation, to avoid runaway currency creep.
You can now equip martial arts by dragging them. Equipping, reordering external arts, and setting the primary/secondary relationship for internal arts can all be done by dragging. The old click and right-click quick-equip still work — use whichever you prefer.
Encounters that dissipate an art now show its full details. If you're still getting familiar with the game's martial arts system, this should help you make the call.
Qinggong now counts toward your Sect Resonance total for sects that are already implemented.
Visuals and performance
Added a three-tier Performance Mode: Off / Smooth / Turbo. The settings page spells out exactly what each tier changes. Low-end players should try Smooth or Turbo; you can also switch to them in the late game when effects get heavy.
The combat screen can now show an FPS counter. Off by default.
The game now launches fullscreen by default. In windowed mode, the default resolution adapts to your screen resolution. This should fix the display issues some of you hit on smaller screens.
I can only test performance so far on my own hardware. If you keep running into performance problems, please report them through any channel — ideally with your system specs attached!
Balance changes
Bounty Board now pays out by tier: 2 silver for elites, 15 silver for mini-bosses, 40 silver for bosses.
Decree of Reward and Punishment now caps at 5 triggers per wave.
Song of Frenzy's Frenzy now triggers once per cycle, and its magnitude drops from 20% to 10%.
Dragon Vein Treasure Map's completion threshold drops from 8 waves to 5. Good luck.
Tide-Piercing Finger gets a significant projectile speed increase.
Cultivation pick-three no longer offers the Spear & Staff attribute for now.
Bug fixes
Getting knocked out of the walkable area at map corners and freezing in place should be significantly improved. If it still happens, please keep reporting it.
Volume settings now persist.
Fixed a range of UI issues. (Lots of odds and ends.)
I hope this day-one update makes the game more enjoyable for you! I'm back at work tomorrow and the day after, so further optimization and new content will probably have to wait until next week. If you run into anything new, feel free to report it any time via the feedback form behind the little envelope button on the main menu.
Thank you sincerely for the time you've spent on this game!!
