Hi everyone. Over the past week the game has gone through a series of optimization updates. With today's push, version 0.1.2 officially lands, to help you get a smoother, more natural experience with the game as it stands. Here's what the recent updates cover.
The most important thing: optimization, optimization, and more optimization
Ever since launch, frame drops and stutters in the late stages of Endless Mode have been troubling some of you. In this new version, those problems have been resolved to a considerable degree.
The rendering side (GPU):
Some immature code design from the game's early days put a real strain on graphics cards. Now, it adapts far better to different GPU environments:
The graphics settings page has been rebuilt into a single five-step slider, with a new "Render Resolution" dimension added — it's decoupled from window size, so you can lower the game's rendering cost on its own without sacrificing the clarity of the UI and text. Atmospheric effects have also been split out from the quality preset into their own independent toggle.
Frame rate caps for high-refresh monitors have been filled in, and the old "Unlimited" option has been retired. On a high-refresh display it would keep the GPU spinning at full tilt until it ran hot — especially during those in-between moments when there's really nothing on screen.
A round of VRAM slimming was done on the assets, with not a single frame touched on attack, cast, or performance animations.

The logic side (CPU):
This was the largest engineering effort in this round of optimization. What actually maxes out the CPU in the late game isn't the visuals — it's everything the dozens or hundreds of on-screen enemies do every single frame: finding paths, picking moves, shoving each other around, checking whether they've hit you. This whole area was essentially rewritten:
Enemy processing was switched to a completely different approach. Distant trash mobs that can't reach you no longer run the full logic every frame, calculations of the same kind are now batched across the whole frame, enemies are reused instead of being reconstructed every time one dies, and the various hit checks now share a single index. The more enemies on screen, the more this pays off.
Enemy pathfinding has been improved. Terrain detours and stuck-recovery were added — enemies grinding against a corner used to both drag down your frame rate and leave you scouring the map for someone to hit.

Also
The processing logic for end-of-wave settlement was optimized, to ease that hitch between waves.
Material construction and shader compilation for area effects were moved up to the wave intro screen, reducing the stutter on your first attack.
A round of memory-residency compression for long runs; the stutter when poison-mist effects get dense, the frame drops when many enemies die at once, the extra power draw on non-combat screens and when the window loses focus, the hitch when deep-wave Endless enemies first appear… all of these were handled as well.
To make these changes verifiable, I set up a dedicated low-spec test machine and turned the whole stress test into a repeatable automated process — as of today it has run ten rounds. Each round measures repeatedly under a fixed scene and a fixed enemy count. The effects of these optimizations have been verified on my equipment, and they've been pushed out to you in batches over the past week; today's 0.1.2 is a complete consolidation of them.
Of course, these optimizations can't guarantee that 100% of you will never hit a frame drop or a stutter. But at this stage I've also put some things in place so I can keep following up long-term. If you're willing, you can go to Settings → Diagnostics and export this run's diagnostic package to send to me. With data from real machines, I can tell whether a certain kind of stutter is a widespread phenomenon or something only a specific configuration runs into.
Likewise, my apologies to those of you still experiencing unexpected frame drops and crashes!!
If it isn't too much trouble, please file a report through the feedback form to help me track down the problem and make the experience better going forward:
Optimization is a long-term project. With every version update from here on, you'll probably see the game get a little bit better.
The Dash system, redesigned
Many of you offered suggestions about the feel of the spacebar "Dash" (a sprint or active evade, as distinct from the passive dodge on being hit). In the original design, Dash was only ever a temporary mobility option for getting out of trouble. After taking your feedback fully on board, I've made some adjustments to it.

Dash can now interrupt a martial art mid-cast. For arts with long cast animations, dashing cancels every damage segment that hasn't gone out yet, and starts the Cycle Gap (the cooldown before your next skill) the moment you dash. Hidden weapons already in flight and swings whose hit has already resolved are unaffected — they'll settle as normal.
Dash speed now benefits from Agility (身法). The duration of all four phases now scales with Agility (about 30% faster at 100 Agility), so Agility-focused builds can get more flexibility out of Dash. Distance still benefits solely from Foot Speed (脚速).
(Note that the Dash invulnerability window is now a fixed duration and will no longer shrink with Agility. So high Agility converts into real survivability to a meaningful degree. A new "Dash Duration" entry has been added to the attributes panel, so you can see the return on your Agility investment directly.)
It's worth saying that interrupting isn't entirely free: the Inner Force (内力) spent on the windup isn't refunded, the cast still counts toward your attack rotation, and the art advances to the next slot. In other words, what Dash trades away is the rest of that move's damage — it doesn't make the move un-happen. I hope these changes help you deal with enemy crowds and high-difficulty bosses, or trade more active play for a smoother damage rotation. And I hope this change makes room for more Dash-based design ideas in the future.
Endless Mode difficulty balance
For those of you familiar with survivor-like play and martial arts combinations, the Endless Mode offered in the day-one update seemed to be lacking in challenge. Over the past several minor versions, I've taken a careful look at Endless difficulty and made the following adjustments:
Enemy pressure has moved earlier overall, and the way they grow is more layered now. You should feel some genuine pressure starting from wave 30: HP, damage, and movement speed on threat-tier enemies now grow along three separate axes instead of one coefficient lifting all three at once; more enemies can act against you at the same time, and more of them will show up close to you.
Soft caps were added to some attribute and resource returns, and Fortune's (福缘) long-term influence in the endgame was reined in. The goal isn't to make you poorer or slower — it's to make "what to buy" and "where to put your points" decisions worth weighing again in the late game.
No more carpets of copper coins in late Endless. The old scaling decay pushed down the denomination of each individual coin, so the late-game screen ended up covered in coppers. Expected total income is unchanged now, but large denominations are visible again.
The Endless entry point has moved to the start of a run, decided by a toggle on the character select screen. After your first clear, the Endless toggle unlocks normally.
The current version of Endless should feel somewhat more oppressive than it did at launch, and the enemy composition in the late waves is richer. Combined with the optimization work that's already landed, it should make for a smoother time. I've also prepared some related achievements for those who enjoy taking on Endless, as company on that long road.
But please note: Endless Mode is still a transitional, temporary form. Over 95% of the game's content can be experienced in full in Normal Mode.
I'm already thinking about how to offer you a richer experience during this period. If the ideas pan out, you'll see them in the next few versions — and that'll be the time to take on the challenge again.
A full upgrade to the Codex
The game's martial arts system may not be what you'd call rich yet, but I still want to help you get a fuller picture of the viable schools and styles. So this version expands and upgrades the entire Codex page. In it you can now preview every playable martial art and resonance in the game, and get to know the game's core systems through a set of glossary terms.

A new "Glossary" index page, with 50 entries covering statuses, encounter debts, attributes, and system concepts.
A new "Resonance" category — the arts that can trigger a resonance went from a run of plain text to a matrix of icons in rarity frames, so you can take in which moves feed a given resonance at a glance.
70 dedicated icons filled in, retiring every generic placeholder icon.
Every term in the game can now be hovered for an explanation, and terms appearing inside an explanation can be hovered further still.
(Also, the Codex entry is now placed at the outermost level of the main menu. Did a lot of you not even know this thing existed?)
P.S. For players who haven't played a survivor-like before, I've put together a simple "Getting Started Guide." If you need a hand, you can find it under Settings → Beginner's Guide.
A new martial art, and a new challenge
Most of my time and energy this past week went into optimization, so I haven't been able to offer much in the way of new playable content for now. But in this version, you'll get to experience:
A new martial art: Crimson Needles (绣红针), a new Legendary "Scatter" (散布) hidden-weapon art. It weaves a dense web of red threads with fast-flying needles to strangle enemies. With its arrival, the 2-stage Crimson Lotus (红莲) resonance can now be activated.

In the current version, only External Arts (外功) and Movement Arts (轻功) participate in resonance. Early in the game's design, Internal Arts (内功) deliberately didn't contribute to resonance directly — the intent was for them to serve resonance from the side, through attributes and power bonuses. After taking your feedback fully on board, I'm now planning an approach that lets them contribute directly. It's just that this will take longer to balance and validate. It may go live alongside the next wave of content expansion.
A new enemy: the Eyeless Assassin (无目刺客). Encountered by accepting a challenge letter through an encounter event. It replaces the old placeholder knife-fighter and becomes a genuinely threatening assassin — it has a complete moveset of its own and its own threat health bar, and it can "dodge" your attacks.

It may indeed be somewhat challenging, so please choose carefully when you run into that kind of encounter. Falling at its hands might not be such a bad thing.
Balance and adjustments to game content
For a roguelite, balanced strength across different schools is an important prerequisite for players to have diverse choices. To that end, over the past versions I've made the following balance adjustments to attributes, martial arts, items, and titles:
The terminology for attributes and forms got a cleanup. The primary attribute and style "Fist & Palm" (拳掌) has been formally renamed to "Unarmed" (徒手), and the sub-forms have been merged into three categories — they used to be split so finely that many form resonances could never actually be completed. The Tiannan (天南) school has been retired and folded into Shaolin (少林), with several related arts and items renamed accordingly. None of this affects the numerical curves, and no save migration is needed.
Caps were added to a few returns that had none. One title's damage conversion could previously grow without limit — in testing, a general-purpose run could roll it far past the intended design band by the end. There was also an art that reset infinitely off kills and could be cast almost continuously. This kind of "the more you invest, the less the return converges" design makes every other choice look pointless.
A few "universal" items were narrowed down to the schools they were meant to serve. A batch of kill-detonation items had card text describing specific conditions, while the implementation triggered on kills from any source — which both made the text untrustworthy and made them a no-brainer pick in any build. They now only work with their corresponding move families, and the shop won't offer them to players who don't have that school.
There's also a batch of routine buffs and nerfs to items and arts. Some were strengthened (Cloud-Grasp Ring (拿云环) was reworked entirely into an area aura, Lodestone's (吸铁石) pickup range increased), and some were weakened (scatter-type hidden weapons no longer come with a free zoning field).
The concrete effects these adjustments have on your play remain to be observed, but the vast majority of them have a positive influence on the game as it stands. Above all, though, their most important role is to lay groundwork for future updates — so that when you're faced with more new choices, you can freely try out different builds and schools, and get richer combat out of it.
Beyond the major points above, the game has also added, changed, and fixed a number of details over the past few versions. Summarized below:
Added:
"Render Resolution" added to graphics settings: can be lowered independently to 720p / 480p / 360p, while the UI and text are still drawn at your window resolution. On first launch a step is chosen automatically based on your screen, capped at 1080p.
Frame rate cap gains 165 / 180 / 240, and "Unlimited" becomes "Follow Display," which genuinely reads your monitor's refresh rate.
Settings page adds Diagnostics: lets you export this run's diagnostic package (containing snapshots, input trace, and the tail of the run log) to send to me for troubleshooting. It is never uploaded automatically.
Settings page adds Beginner's Guide: opens the bundled Getting Started Guide in one click.
Codex adds a "Glossary" index page and a "Resonance" category, along with 70 dedicated icons filled in (20 on the resonance page, 50 on the glossary page).
The martial arts matrix supports hover and jump: hovering a cell brings up a nameplate, and a click takes you straight to that art's detail page.
Tab now toggles the build details screen: press it again to close; entering from the pause menu still returns you to the pause menu.
The martial arts page gained an "Equipped" badge — arts already equipped in your owned list carry a "装" tag.
The results screen and battle report cards fill in title damage-source markers: damage dealt by a Title (名号) now carries a "名" tag on its row.
A "Dash Duration" entry was added to the attributes panel.
Some powerful enemies are now "Unstoppable" during their moves: Xuanji's (玄寂) sword-wind volley, Yue Hansheng's (岳寒声) blizzard, and Wen Xueheng's (闻雪衡) grapple no longer take stun mid-cast, and will pop a grey "Unstoppable" indicator on hit instead.
A prompt appears when frame rate is low: sustained frame drops will surface a suggestion in the center of the screen, pointing at the corresponding option in graphics settings.
Three new hidden achievements.
Changed:
Endless Mode
The slow-start stretch across waves 21–24 has been shortened, moving the pressure forward to waves 30–40.
Boss and elite HP, damage, and movement speed now grow along three separate axes; the number of enemies allowed to act rises with wave count.
Enemy poison and internal-injury damage-over-time is now tied into the Endless damage curve.
From wave 30 on, a portion of ordinary melee enemies spawn closer to you, with the proportion rising by wave (capped at wave 60). To compensate, the telegraph window on those spawn points has been extended from 0.5s to 0.8s, and the marker is larger and brighter.
Silver drops decay 8% every 5 waves (retaining a floor of 40%), Wealth God statue interest goes from 10% to 6%, and shop price and refresh curves have been filled in through wave 60. Cultivation (修为) and medicine drops are unaffected.
Endless decay on silver has been pulled out of the amount multiplier and changed to a per-segment probability of full retention: the expected total is strictly identical to before, but the silver that is retained no longer drops a denomination tier; threat milestones will drop larger bills.
Foot Speed (脚速) beyond 100 points now counts toward move speed and Dash distance at 35% (full-build move speed multiplier drops from about 4.66x to 2.93x); Dash cooldown and the displayed value on the attributes panel are unchanged.
Fortune (福缘) now converts at 1 multiplier per 300 points (was per 100), with no increase to the cap; Heaven's Fool (天选憨儿) has its Fortune bonus raised from +50 to +100 to compensate.
The Endless entry is now decided by the "Endless Mode" toggle on the character select screen, and the end-of-run confirmation dialog is gone; Endless is not offered before your first career clear.
Attributes and naming
The primary attribute and style "Fist & Palm" (拳掌) is renamed "Unarmed" (徒手), with sub-forms merged into Fist & Palm (拳掌) / Finger & Claw (指爪) / Leg (腿脚), reducing form resonances from 14 groups to 12. Affected item applicability and card parentheticals have been synced; English identifiers and numerical curves carry over, and no save migration is needed.
The Tiannan (天南) school is retired and folded into Shaolin (少林): Southern Finger (天南一指) is renamed One-Finger Zen (一指禅) and now scales primarily off Constitution (根骨) instead of Inner Force (内力), with its Lv10 trait renamed One-Finger Stillness (一指禅定); Southern Talisman (天南金符) is renamed Guardian Medallion (护法金牌), and Milk Fan (乳扇) is renamed Milk Skin (奶皮子); Dragon Crossing (猛龙过江) has its school tag returned to Jianghu (江湖).
Formless Palm (无相无往掌) is renamed Great Demon Palm (大天魔掌) — name only, mechanics and numbers unchanged.
Martial arts
Crimson Needles (绣红针) is now formally in circulation; previously it was only selectable in the Practice Range.
Soul-Reaping Blade (追魂刃) gains "Chain Decay" at rank 10: each time you reset the art off a kill, the next cast loses 20% power, stacking up to 4 times; clearing one normal cooldown before attacking again restores full power.
Wave-Chasing Kick (逐浪回风腿) gains 8% power (base power and the Range, Foot Speed, and Unarmed coefficients all scaled up by the same margin).
Iron Caltrops (铁蒺藜) and Celestial Petals (天女散花) no longer knock back in their scatter zones; Iron Caltrops base power goes 15 → 13 and its rank-10 area stun 0.4s → 0.2s; the rank-5 residue extension on both is now total-damage-conserving.
Items and titles
Cloud-Grasp Ring (拿云环) reworked: from "locks onto the single nearest enemy at any distance" to "all enemies within a 160 radius around you are afflicted with 1 stack of Slow (缓滞) for 2 seconds," still on a 10-second interval, with a blue shockwave effect.
The Miser (守财翁) silver-to-damage conversion gains a +35% cap (previously uncapped; in testing a general-purpose run could roll to +108% by the end). Interest and prices are untouched.
Torchbearer (薪火行者) purchasing power recalculated: points per silver reduced, for a 17-wave cumulative equivalent of roughly 5,093 silver; positive cap growth now restores an equal amount of HP, and refunds no longer trigger healing.
Twin Shadow Wall (双生影壁) shadow damage 60% → 50%.
Lodestone (吸铁石) pickup range per copy +25% → +40%.
Bounty Board (江湖悬赏榜) purchase limit 3 → 1 (one per run); bounty tiers and Fortune are unchanged.
Kill-detonation effects are now limited to move families: Purple Qi Edge (紫气凝锋) to critical kills with Keen Edge (锋鸣) external arts, Snowfall Talisman (回雪符) to kills with Qingheng (青蘅) external arts, Drumstick (鼓槌) reassigned to the Unarmed family, Venom Mist Flask (毒雾瓶) to direct-hit kills with Poison (中毒) mechanic external arts, and Powder Charge (火药包) to Thunderclap Bomb (轰天雷) / Firebolt Charge (霹雳雷火弹). These, along with Bone-Melting Flask (化骨毒瓶), have also gained shop availability requirements.
Items at their stack limit no longer occupy a dead slot on the shelf and are swapped out for another item free of charge; picking one up to its limit in combat now removes it from the candidate pool permanently, the same as buying to the limit.
The cumulative distance threshold for the achievement A Thousand Miles (千里之行) is lowered from 1,000,000 to 888,888.
Text and UI
A large revision pass on card and tooltip text: any effect that deals damage now states a convertible figure, any effect that applies a status spells out "N stacks + M seconds," currency is uniformly called "silver," and durations are uniformly in seconds.
Achievement descriptions fully rewritten (including the ones shown on the Steam backend), aligning each description with its actual unlock condition.
Blood-Burning Token (燃血令) drawback text disambiguated: now reads "at the end of each wave, deducts HP equal to 5% of max HP; not lethal, minimum 1 point retained," making clear it takes current HP rather than the cap.
Fortune Sticks (求签筒) / Street Dice Cup (市井赌盅) effect descriptions fully rewritten, with the Dice Cup's effect surfaced as a "Dice Luck" chip in the buff bar; the end-of-wave draw notification is now consolidated into a single line, so it no longer pushes the notification carrying the amount off screen.
Opening the pause menu on the post-wave prep screen now lays down a semi-transparent scrim; when an action is refused it now states the reason outright, instead of a greyed button silently swallowing the click.
The Practice Range no longer runs the tutorial by default, so you won't get blocked by the post-wave focus overlay.
The developer's letter has been updated: it now includes an explanation of and apology for the current state of optimization, and a reorganized list of known shortcomings.
Visuals and performance
Ground residue auras on scatter-type hidden weapons reined in: the rings left by Iron Caltrops, Celestial Petals, and the Crimson Needles needle-rain narrow from full-area tinting down to a boundary ring, settling to a low-brightness steady state.
Frame rate on enemy walk / idle loop animations lowered to trade for VRAM and frame rate; attack, cast, and performance segments untouched.
End-of-wave settlement pipelined, saving moved to the background, and silver attraction staggered, reducing the hitch between waves.
Enemy processing rework: distant trash mobs run a simplified simulation cadence and only return to full processing when they're able to act; movement, soft collision, and facing are solved in per-frame batches; enemies now go through an object pool; hit checks, palm-wind bands, persistent zones, and follow-targeting all feed into a unified spatial index.
Enemy reachability work: spawn, summon, and encounter-injection landing points converge to the region connected to the player; stuck enemies are detected and redeployed off screen; pursuit now uses a detour flow field; large bosses are wired into the same self-recovery fallback.
Memory residency compressed for long runs; the stutter when poison-mist effects get dense, the frame drops when many enemies die at once, the extra power draw on non-combat screens and when the window loses focus, and the hitch when deep-wave Endless enemies first appear have all been addressed.
The post-wave settlement sequence and the pre-wave intro screen — both empty-field stretches — are temporarily clamped to 60 fps.
Fixed:
Fixed "damage and range go absurd enough to wipe the screen after playing long enough." Triple-Meridian Palm (三元贯脉掌), Wave-Chasing Kick (逐浪回风腿), and Keen-Edge Swordplay (锋鸣剑法) would, past full proficiency, permanently stack another layer onto their own bonuses with every cast, causing range and damage to balloon exponentially with cast count — presenting as 8- to 9-digit damage numbers and moves filling the entire screen with flat-color flashing, accumulating across waves and across the whole run, clearing only on a game restart. Now fixed at the root.
Fixed Firebolt Charge (霹雳雷火弹) and Thunderclap Bomb (轰天雷) dealing no damage at all. Since August 14, these two thrown hidden weapons had perfectly normal explosion visuals, sound, and screen shake on landing, but took off no HP whatsoever. This amounts to a significant buff to both, and I still need another look at how they balance out.
Fixed merchant prices of 4 digits or more silently losing their last digit: 8888 displayed as 888, 188888 as 1888, with no indication on screen. This isn't Endless-only — the shop curve pushes orange-tier items past 1000 by wave 15 in the main campaign. The number now widens to the left automatically, and only steps down its font size once it runs out of room.
Fixed treasure maps obtained as drops not yielding treasure: Treasure Map (乱世藏宝图) picked up from an enemy drop wouldn't dig up the treasure, and Secret Passage Map (密道图) picked up as a drop wouldn't grant its permanent death save, while the same items bought from the merchant worked fine. Drops, encounters, and digging now follow the same rules as purchases.
Fixed multi-segment external arts only playing the first hit sound: all segments of a single cast shared one deduplication key, so everything from the second segment on was suppressed outright — 30 of the 34 multi-segment external arts in the game were affected. This also fixed the same family of problem where "a hidden weapon passing through multiple enemies, or a bounce chain hopping along, only sounds once."
Fixed a stutter on the first attack of a run: material construction and the first shader compile for area effects used to land on the frame of your first hit, and now happen up front on the wave intro screen.
Fixed internal arts damage bonuses "leveling up for nothing": Marrow-Cleansing Sutra (洗髓经) previously raised only the mitigation value of Tendon-Changing Sutra (易筋经) and not its cap, making the gain identically zero at high proficiency.
Fixed Endless Mode progress lagging by one run: results from an Endless finale weren't written back to your career immediately, so achievements and career progress bars only updated on the following run. Also fixed a missed resonance achievement check at the Endless finale (the case where the fifth same-source art is only completed after cards are locked).
Fixed critical hits being undercounted in combos: when multiple crits in the same instant were merged into a single damage number for display, the merged-away crits were wiped from the combo count as well. This version goes a step further — turning damage numbers off no longer severs the combo chain either (it previously affected achievements and the Pure Heart internal art).
Fixed the opening cinematic being muted by turning music off: audio for the opening CG used to sit on the music track, so muting music silenced the cutscene along with it.
Fixed tutorial narration ignoring volume settings: with voice turned off or lowered, the narration still played at its original volume.
Fixed windup interruptions still consuming cast buffs: when an attack failed during its windup phase, a one-time buff that should have been retained was consumed for nothing.
Fixed the logo screen showing fullscreen before snapping to windowed on startup: with the game set to windowed mode, that logo screen was still fullscreen at startup and only snapped to a window once the main menu came up.
Fixed the silver figure on the combat HUD overflowing at higher digit counts (5–7 digits).
Fixed the Career Log's martial arts usage stat counting unreleased content in its denominator.
Fixed four-digit power bonuses on art cards silently losing their last digit.
Fixed status auras on high-threat enemies being pushed out by ordinary ones: elites and bosses now only displace the oldest ordinary enemy when the aura budget is full.
Fixed the Venom Drill (毒龙锥) icon being cut off; fixed the duplicated "Fist & Palm" tag on the Stone Lock (石锁) and Bronze Arhat (铜罗汉) cards; fixed move descriptions on Codex enemy cards being crushed line by line.
Fixed a number of hangs and crashes: the crash when switching tabs on the post-wave prep screen, the draw crash caused by malformed geometry data, and problems caused by abnormal frame-time readings on some graphics cards. The diagnostic package also gained more precise location information.
Fixed the mid-phase of poison-mist persistent zones not expanding — this effect had never once worked since launch (the visual difference is very subtle).
Fixed foot shadows lingering after an enemy is knocked down, and shadows not fading in sync during the death dissolve.
⚠️ One-time changes (these will affect settings you already have):
If you're updating directly from a much older version, your graphics settings will be reset as a group to the "Balanced" step once on startup. This is a one-time unification to go with the graphics settings rework, and after the reset it's entirely yours again: whatever you set from then on sticks, and neither reopening the settings page nor restarting the game will pull it back. Players who have installed any of the recent versions won't see this trigger.
If your frame rate cap was set to "Unlimited," it will automatically become "Follow Display", with the actual cap equal to your monitor's refresh rate (falling back to 240 if it can't be read, with a floor of 60). The option list no longer offers any uncapped choice at all. Quality, render resolution, atmosphere, and all your other settings are preserved.
Finally, a few things I'd like to say
Thank you all, sincerely, for the affection, the suggestions, and the patience you've shown this game!
Qunxia Survivor is just a little homework assignment I made off a simple thought: "I want a game that's fun to play." That it has drawn this many friends to follow and play it, from launch until today, is more than I — a rookie developer — ever expected.
To this day I still haven't worked out which decisions produced the parts you found genuinely "fun" and "different." But one thing is certain: I've played many excellent survivor-likes and wuxia games, and every one of them gave me experiences I haven't forgotten; in making this game, perhaps all I did was translate those experiences, clumsily and in fairly simple terms, into this "half-finished thing" of my own — and in doing so, managed to pass along the parts that moved me.
And so, I'd like to once again offer my highest respect to those games in the same genre that gave me inspiration and ideas.
With the optimization problems eased for now, my focus in the next stage will shift to expanding content. I've been thinking about plenty of interesting things lately — a genuinely challenging mode, an expanded map of martial arts, a richer and fuller enemy roster, and maybe some interesting stories too?
Look forward to what's coming! And if there's content, mechanics, or builds you'd like to see, feel free to leave a comment on this post and tell me!
See you at the next big update!