Devlog 27.09.2026 And Thanks
Thursday, 24.09, was release day, and since then 73 players have gotten the game and 10 have already returned it. Not great ^^
Anyway, a big thank you, guys :) The money will be used to pay a UI designer to finally get rid of the current placeholders.
The review comment mentioned a big freeze/crash in the second level, and it took me a while to find the reason since it only happens in the shipping build. It's not the perfect fix but it should be now just a small frame drop and not a freeze/crash.
There were also a few other things that looked pretty game-breaking. Shrunk enemies were hard to find, so I added a timer so that they eventually return to normal. You can no longer run into the river and die. Mana reload sometimes didn't work. I also decreased the health of the pepper monster since it seemed too strong.
What's next:
I plan to spend roughly 5h a week on the game, so I'm slowly sketching out a roadmap and also creating a backlog.
At the moment, I'm thinking about:
- Add more boons to the current spells and weapons
- Finish the onion monster
- Add more spells
- Make enemy behavior more unique
- Redesign the UI
- Improve VFX
- Add the remaining levels
- Add more enemies
- Add the remaining systems
- Bug fixing
- Exit Early Access
Nothing is fixed yet; this is just how I currently have it in mind. While I'm keeping an eye on the game this week to see if more issues occur, I'll also work on a roadmap for the rest of the year and post it here next week.
Again, thanks to everyone who bought the game! I hope you had some fun with it, and as always, I'm happy to hear any feedback and suggestions. :)
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.