It's been three weeks since 0.1 launched. First off, thank you to everyone who's played — I'm genuinely blown away that so many people showed up for a game I made. That's my biggest motivation.
Of course, I also know there's still a lot that isn't polished, or isn't even finished (solo dev, limited bandwidth — man, I wish I had more money.jpg).
About update cadence: I've never really liked the "keep players hooked forever" approach. What I'd rather have is: play a version, have your fill, go play other games; and when a big update lands, come back if you're interested. So going forward it'll be season-based, like other Diablo-likes. For now I'll just write up the next step, version 0.2 — not too far ahead.

Version 0.2
Talent Tree Rework: Free Assembly
Switching to an assembly system: you'll pick 4 different fan-shaped sectors and combine them into one complete talent board. Your talent setup becomes far more free-form, instead of "picking a few nodes that look okay from a fixed set of board layouts."
Better Crafting
New auto-crafting sequences: line up your own chain of crafting steps, set your filter conditions, then start one-click auto-crafting until you hit the result you want. Sequences also generate share codes, so other players can reuse the exact same sequence.
Buffing Underperforming Builds
Plenty of skills didn't reach their intended strength this season — testing alone, I'm bound to miss things. This time, based on the data you all upload, I'll do a broad round of buffs for underused, underpowered skills to make more playstyles fun.
Endgame & Loot-Grind Pacing
The broad direction hasn't changed: Rogue early, gradually shifting into loot-grind later. But after actually shipping it, some parts feel off. In 0.2 I'll sharply separate how "Primal Talents" and other abilities are acquired: the later you get, the more reliably you can obtain these experience-defining abilities, so you can put together the combos you want more deliberately. I'll also open up Abyss Mode earlier, so loot-grinding takes up a bigger share of the game.
Training Dummy Room + Filter
These two got the most feedback, and both are coming in 0.2:
Training Dummy Room: with DPS / damage stats, so you can test your builds.
Filter: mark and filter items the way you want, and auto-dismantle whatever you don't want.
Leaderboard & Build Hall
The Leaderboard was meant to be a place to learn builds, but its scoring rules naturally push "the build best suited for climbing" to the top. In 0.2 I'm adding a Build Hall: you can like, dislike, or give a "fun" vote to builds on the leaderboard, and the hall will surface distinct builds with the most likes or fun votes, making it easier to find builds that are actually fun and interesting.
Oh, one more thing: in the new version, Corrupted Maps no longer grant an extra Score Multiplier.
Brand-New Season Content
0.2 probably won't have time for much new art, but there'll be a light season activity with a proper season mode: in season content and the season leaderboard you can only use Season Decks, and standing opposite that is Wild Mode (lol). Details to come — stay tuned~
Community Feedback
Multiplayer
Multiplayer isn't in the plans right now; as one person, I honestly can't pull off co-op...
Training Dummy Room
This one's definitely happening! Coming in 0.2.
Workshop
I really want to open up the Workshop, but the game's still too early — later updates could wipe out all your mods. Once the game is more complete, I'll open it up and publish the data/APIs so everyone can make better mods.
Feedback & Suggestions
If there's something you want to give feedback on or see in the game, submit it here. If it gets picked up, you'll see your name in the credits~
Chinese form:
https://docs.qq.com/smartsheet/form/fxPQdIgApHlH%2Ft00i2h%2FvZHKnT?tab=t00i2h
English form:
https://docs.google.com/forms/d/e/1FAIpQLSfgz13xn5JAuuF9O5G8RIwFsPYsHZ5Qsz3ZtIicrCihTzfaEg/viewform
The above may change during development; the official announcement is final.