[p]Evil has perished[/p][p](If âDebug Mode!â is still displayed on the stage selection screen, restarting Steam and applying the update will resolve this.)[/p]
Bug Fix for 8-3 (Mirror)
[p][/p][p]The bug causing double acquisition of or extremely high acquisition under specific conditions had remained unfixed for a long time, but we've finally fixed it.[/p][p](We've only done light testing, so if any bugs reappear, we'll fix them via a silent update within 1-2 days whenever possible.)[/p][p][/p]
ăLate Christmas PresentăSpecial-3 has been implemented
[p]â»Chapter 5-0 is scheduled for implementation around January 21st[/p][p][/p][p]â»The issue preventing bundle items from being added to the mouse avoidance list is scheduled for fix in a few days[/p][p][/p][p]â»Monthly Nexus will be updated around December 36, 2025[/p][p][/p][p][/p][p]âHonestly, I think it's just a whim[/p][p][/p][p][/p][p]As a surprise, the Special-3 Tactical Guide has been implemented.[/p][p](Kawarawari dojo has been removed)[/p][p][/p][p]âWalk across the map. Until you reach its outer edge.â[/p][p][/p][p]This stage is included in the Mainpackage, so all players can receive it.[/p][p](It's the third stage from the bottom. Don't miss it!)[/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]On December 23rd, while staff were discussing âChristmas is almost here,â various circumstances led to the decision to quickly create a stage that had been planned for implementation at some point.[/p][p]This is the result. It was completed in roughly 10 days.[/p][p][/p][p][/p][p]Originally, there was a proposal to implement a simple stage called âTactical Guideâ where players could experience content from each DLC.[/p][p]Therefore, since there was some unused data from the previously implemented Chapter 8-3 (Mirror), we reused the status design from 8-2 (Lit). We had the game designer create a simple stage in just a few days, made some adjustments, and then released it.[/p][p][/p][p][/p][p]Originally, this stage was planned for 8-9 floors, but a series of careless decisions caused it to balloon to nearly 30 floors.[/p][p]Looking back, while it felt quite polished for a stage created in just a few days, the usual âfinal adjustmentsâ were rushed, leaving many parts significantly incomplete.[/p][p][/p][p][/p][p]Specifically, clearing the Nexus stage is practically impossible without the DLC.[/p][p]It's undeniably poor design that a âDLC introduction stageâ requires the DLC itself.[/p][p]Therefore, we decided to create a stage where âplayers can experience the overall layout and simple mechanics by following a path that almost completely avoids enemy combat, while still offering a satisfying challenge for advanced players.â[/p][p][/p][p]Honestly, depending on how you phrase it, it ends up sounding like âbeginners can get a broad feel for the game system, while advanced players can dive deep.â[/p][p]...Providing a mirror magic for players stuck at the main package feels a bit like a Elsa gate incident, but I'll pretend I didn't see that.[/p][p][/p][p][/p][p]Honestly, there are quite a few points I regret, but I'll write about those in the Monthly Nexus column.[/p][p](Since it contains many stage spoilers, I'll wait about 5 days before posting it.)[/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]Due to the intense workload during this development phase, bug fixes have been delayed. We sincerely apologize.[/p][p]Additionally, this stage likely contains several design flaws, crashes, and other errors. We will address these through silent updates over the next few days.[/p][p]Furthermore, the bundle items lack sufficient QoL improvements. We plan to release an update soon to enhance the mouse avoidance list.[/p][p][/p][p][/p][p][/p][p]Honestly, trying too hard to meet the 2025 deadline probably led to a few more mistakes than usual. It's currently just before 2 AM on January 1st Japan time, but this is Team-Nexus.[/p][p]This year too, I plan to keep falling flat on my face while reaching beyond my means alongside the idiots who propose outrageous gimmicks. Thank you for your continued support.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]
New QoL: Implementation of the Demoralization Feature
[p]*Due to completely rewriting parts of the processing structure for this implementation and not having fixed many reported bugs yet, silent updates for bug fixes will likely occur frequently going forward.[/p][p][/p][p]When damage received from enemies drops to 0, the enemy's graphics change, making it immediately clear that they can be defeated without taking damage.[/p][p](Due to processing constraints, there are some minor functional issues; some may remain unresolved.)[/p][p][/p][p][/p][p]To achieve this, we took 50,000 family members of our graphic designer hostage, compelling them to create approximately MANY new âDemoralization Motionâ patterns, including discarded ones.[/p][p](There are a total of 39 different motion types that appear during gameplay.)[/p][p][/p][p]When I asked the graphic designer who pulled this off for their thoughts, they commented, âYou'll pay for this.â Seems like a pretty positive reaction.[/p][p]If this feature had been implemented after microtransactions, I could've made some cheap request like âPlease donate to support the graphic designer.â Oh well, too bad.[/p][p][/p][p][/p][p]Chapter 5-0 features unique enemies with unusual appearances, and while we initially planned simpler demoralization graphics, we discovered this was surprisingly interesting.[/p][p]That's because âenemies losing morale (i.e., becoming defeatable without damage)â also functions as growth feedback for the player.[/p][p]So, we surrounded our graphic designer and subjected them to warm, humane torture to extract various ideas.[/p][p][/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36055241/b4f1b0c23c5cb7f11bdca2abdae98c9813f93ef2.png"][/p][p]âČSeveral âtoo pitiful-lookingâ morale-breaking graphics were scrapped because âthey dampen the player's desire to defeat the enemy (some players even felt guilty)â or were replaced with tier, who appears less frequently.[/p][p]Fortunately, one staff member possessed a delicate, fragile sensibility?one that people tend to forget?stating, âWhen opening a bag containing character art or photos, I feel guilty if the art gets torn.â We centered our discussions around this staff member to find an acceptable line.[/p][p]The overall conclusion was that âdiscontented or comical expressions are preferable to frightened or crying ones, as they allow players to laugh while defeating them without guilt.â Consequently, graphics likely to evoke guilt were reserved for a boss-tier enemy prone to drawing player hatred.[/p][p][/p][p][/p][p]While this update has no impact on gameplay itself, enemies now display quite expressive reactions, making the game feel a bit livelier overall.[/p][p](I think you'll probably get used to it soon, but it might feel a bit strange at first...)[/p][p][/p][p]At this point, some might be impossible, but aiming to demoralize unique enemies could be an interesting challenge element.[/p][p]My recommended demoralization animations are for Blue Crown, Void Thief, Void Ranger, Chrono Breaker, and Kelt.[/p][p](Incidentally, the âMedalâ feature announced in Monthly Nexus will also include defeating unique enemies with 0 damage as an achievement.[/p][p]If you manage to defeat a unique enemy, you might want to save your game data in preparation for the Medal feature's implementation.)[/p][p][/p]
Monthly Nexus November Issue
[p](When updating the article, the text cut off mid-sentenceâprobably because it was too longâand I nearly lost my mind. Just as I started creating a new page, I pressed the preview button one last time, and this time the text didn't cut off, which made me lose my mind.[/p][p]So if any sentences are cut off, I'll rewrite them later while losing my mind. I wish this would stop already.)[/p][p][/p][p][/p][p][/p][p]Hello.[/p][p]This is the November issue of Monthly Nexus.[/p][p][/p][p]Last month, we sincerely thank you for your support of our âProving the Earth Cube Theory Associationâ crowdfunding campaign.[/p][p]Receiving 15 quadrillion dollars in loans from our 4 quadrillion players was incredibly encouraging. Thank you.[/p][p][/p][p][/p][p]TacticalNexus's game design is often described as ârolling the dice.â[/p][p]This is because the game is so complex that our group of amateurs can't properly evaluate its balance. We just throw ideas in haphazardly and deliver it to players in a state where the adjustments are pretty shoddy.[/p][p]It's essentially gambling, leaving everything to chance.[/p][p][/p][p]There is no content in this world without random elements. Right, players of TacticalNexus?[/p][p]Games where randomness is eliminated, or where the same actions yield identical results no matter how many times you repeat them, have never existed and never will. Right, players of TacticalNexus?[/p][p][/p][p][/p][p]There are theories suggesting life's origins stem from various coincidences, including one where inorganic matter was struck by lightning and somehow transformed into organic matter.[/p][p]That lightning-like flash of inspiration creates the game's random nature?this is essentially how TacticalNexus was developed.ăTherefore, there is no doubt that the world is fundamentally a gamble. This is reality.[/p][p]Thus, the Earth Cube Theory proves that the Earth is shaped like a die, thereby elevating the social status of random numbers and achieving that certain something.[/p][p]Furthermore, even if the Earth were not a cube, science could later reshape it into one, making this theory invincible.[/p][p][/p][p]TacticalNexus is always supported by all of you, our players.[/p][p]We could never be so arrogant as to claim this new theory is something we alone created.[/p][p]The Earth Cube Theory is effectively being created by all of you, our players. We are irrelevant.[/p][p]Please look forward to the proof of the Earth Cube Theory, which you all started on your own.[/p][p]Stay tuned.[/p][p][/p][p][/p][p]Note: To implement the Earth Cube theory, Chapter 5-0's update is expected next month.[/p][p]Stay tuned.[/p][p][/p][p][/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]âNew Item: âBundle Formatâ and Future Game Balance[/p][p][/p][p]While implementation is most likely by Chapter 5-0 (though not 100% certain...), we plan to add a âBundle Formatâ type to the variety of items dropped by enemies.[/p][p]For example, items like âRed Potion Ă2â or âPower Potion Ă3â that provide the combined effects of multiple existing items in a single bundle.[/p][p][/p][p][/p][p]The sole purpose of this is to âincrease the variety of stat-boosting items.â Frankly, the current item distribution is garbage.[/p][p]Seriously, just look at the ATK/DEF boost items in this game.[/p][p]They incremented slowly: 1â2â3â5. Then suddenly jump: 5 (Cards) â 15 (Deck) â 50 (Pulse Book).ăThis is pretty lame.[/p][p]Originally, TacticalNexus was a game I made on a whim. Around stage 5, I started bringing in other staff to work on various things. However, I was actually the one who handled these parameter adjustments, which is why I've gotten quite a bit of flak from the game designers.[/p][p][/p][p][/p][p]Because of that, the idea of âimplementing new items that boost statsâ had been floating around for a while. This game has a potion encyclopedia, and implementing encyclopedia-style items was decided pretty early on.[/p][p]As players probably know, using the potion encyclopedia is actually pretty fun, right? Getting +1 ATK from a red potion or +1 DEF from a blue potion?it's kind of satisfying.[/p][p]Having that kind of fun, then suddenly new items appear, existing items become less common, and their effects weaken... that would be frustrating. If I were a player, I'd hate it.[/p][p][/p][p][/p][p]So, we kept brainstorming ideas about how to handle this, and this time, we decided to implement a new type of item: bundle items.[/p][p]For example, the Heavenly Potion 4 Bundle gives HP +12000 and ATK/DEF each +12.ăUsing the will naturally boost these effects significantly.[/p][p]Chapter 5-0 is still undecided on whether to include the Mystic Gate, so it's unclear if it will be a stage where you can fully experience it. For now, it's a stage where you can significantly boost your stats through enemy drop items.[/p][p]We hope you'll find this new item type refreshing compared to what we've had before.[/p][p]Well, implementation is next month or later.[/p][p][/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]âAnnouncing the Unique Achievement System: âBadgesâ and Microtransactions (Payment Feature)[/p][p][/p][p]As previously announced on Twitter, we plan to implement a new system called âBadgesâ around January to March. (It might end up being âMedalsâ instead...)[/p][p]Additionally, around this time, the concept for a âcompletely non-essential, optional payment feature (i.e., only for players who are genuinely satisfied with the game)â has largely been finalized.[/p][p][/p][p]We've had quite a few discussions about âa payment system that holds absolutely no appeal for players,â at a level of detail close to stage development. This new system is probably the most polished version of that concept.[/p][p][/p][p][/p][p]Below is a bullet-point list outlining the general specifications.[/p][p][/p][p]ă»A âBadge Shopâ will appear on the stage selection screen, allowing players to purchase âbadges that meet the purchase conditionsâ described later using microtransactions (in-game currency: âENâ).[/p][p][/p][p]ă»All badges cost 5 EN. This in-game currency (EN) can be earned quickly?playing a free game like Cookie Clicker for just 5 seconds will typically earn enough to buy all items.[/p][p]âThe shop screen features a button that grants 1 EN per click. Once you reach 10 EN, you automatically earn 60 EN per second without any action required.[/p][p][/p][p]ă»Microtransactions are planned at $1, $5, and $30, granting 100 million EN, 500 million EN, and 3 billion EN respectively.[/p][p]However, if we fall behind on stage updates or implement adjustments like nerfs to score balance, 100 million to 1 billion EN will be distributed as apology EN.[/p][p]To reiterate, microtransactions are intended for those who cannot spare 5 seconds.[/p][p][/p][p]ă»No matter how much in-game currency (EN) you possess, you cannot purchase a badge unless you have fulfilled its specific unlock conditions.[/p][p][/p][p]ă»After the badge system implementation, you will be able to purchase corresponding âBadgesâ by fulfilling various conditions such as âDefeating a specific enemy in a specific stage,â âAchieving a score ending in 777,â or âPossessing over 100 Sunstones.â[/p][p][/p][p]ă»Each badge has a grade (rarity), ranging from â 0 to â 15.[/p][p]The total rarity of purchased badges (i.e., achievements unlocked so far) will be displayed on the stage selection screen.[/p][p](Implementation of âreward badgesâ obtainable through in-app purchases is undecided; if implemented, they will always be â 0).[/p][p][/p][p]ă»For every multiple of 10 that the total rarity count reaches, you will additionally receive 1 Sunstone.[/p][p](However, the amount of Sunstone obtained relative to the badge difficulty is extremely minimal, and collecting badges solely for Sunstone is not recommended).[/p][p][/p][p]ă»Some badges have unrealistic/extremely high difficulty requirements.[/p][p][/p][p](For example: âMake the last 7 digits of your score 7777777â or âClear Pop Tactical Lord using only 12 Nexusmedals costing 45 Sunstone or less and being Diamond or lowerâ)[/p][p]â We plan to create a large number of badges in the future.[/p][p]If players perform interesting gameplay on Discord, corresponding badges may be added.[/p][p][/p][p][/p][p]ă»Our policy is that âTacticalNexus is a game for passing the time, and we want to avoid making players waste time on achievements or similar.â[/p][p]Therefore, badges and Steam achievements are not synchronized (Steam achievements will likely never be implemented).[/p][p]âMany badge conditions require DLC, and some Steam players play games solely to unlock achievements.[/p][p][/p][p]Given that this game offers thousands of hours of play, this is not our intention. We want badges to be treated as âcontent collected purely as a hobby by people who simply enjoy TacticalNexus and have free time.â[/p][p][/p][p]ă»You will be able to display up to 24 of your favorite badges on the stage selection screen.[/p][p]You might be able to show off your favorite badges to friends and the community.[/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p][/p][p]That's the gist of it. In short, badges are a âslightly rewarded achievement system,â and you can earn them without using any microtransactions whatsoever.[/p][p][/p][p]Future DLC will be priced at a fixed $1. We hope that among players who've put in thousands of hours, only those who genuinely want to pay will purchase it.[/p][p]However, as mentioned earlier, this microtransaction system holds absolutely no meaning or value for players. It's a completely worthless system designed solely to extract money from you.[/p][p][/p][p][/p][p]The only real concern is the microtransaction-related terms of service.[/p][p]Looking at other games, we believe this system should implement without issues. But if it violates the terms and all alternatives are impossible, this becomes completely worthless.[/p][p][/p][p][/p][p]The âBadgeâ system itself was actually something we'd considered since TacticalNexus's early days.[/p][p](Originally, we planned not to implement it due to translation issues, but given the absurdly complicated spells and legacy systems already implemented, we concluded translation problems shouldn't be a concern.)[/p][p][/p][p]So, we will definitely implement this system itself. However, our real worry is whether we can actually implement these microtransactions properly.[/p][p][/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]âVarious Thoughts on Microtransactions and Community[/p][p][/p][p]Since the rest of this article continues this discussion for hundreds of lines, the talk about TacticalNexus's future systems effectively ends here.[/p][p]We'll have the cactus dance for good measure.[/p][p][/p][p][/p][p][/p][p]ăăăăăăăăăăăăăăăă((đ”))[/p][p]An enticing dance signifying that what follows isn't particularly significant[/p][p]
Now, ever since drafting this microtransaction system, I've consistently felt that, as our envisioned sales approach, it's a remarkably well-designed system.
This is because adopting this format for future sales will enable a âpay-laterâ model for game distribution.
Meaning we can sell the game for free or $1, and after players finish playing, they can pay an amount based on their satisfaction.
TacticalNexus is overwhelmingly a game you can play for a very long time, but âtime spent playing a long gameâ doesn't necessarily equate to âtime well spent.â
I think many of us have experienced playing a game thinking, âThis is clearly a terrible game, but since I bought it, I feel compelled to finish it,â or âI want to complain after I finish it.â
That's unpleasant, right? Sure, you finished it, but there's no real reward. All that happens is that several tens of dollars just vanish.
In work, knowing when to cut your losses is crucial. So, yes, you could argue this is âyour own fault for playing something you find boring.â
But when you see reviews saying âit's so highly rated, maybe something good happens if I push through to the end,â that curiosity and expectation make it impossible to quit.
The result is a waste of dozens to over a hundred hours. My mood has gone from âGive me my money backâ to âGive me more money.â
I totally get this feeling, so it's only natural that negative reviews come not just from players who played briefly, but also from those who invested a lot of time.
I didn't clear this game for the developers' sakeâI did it for myself.
A game that failed to meet that expectation I simply can't consider it ârecommendable.â
(I fully understand the view that giving a low-rated review to a game by someone with only indie experience is unfair to the developer, and I personally only write reviews for games I genuinely want to recommend.
However, regarding our game, I want people to honestly say it's boring where it's boring. Player reviews are for the players.)
We operate with that sensibility, so ideally we wanted to do it this way: âIf you didn't enjoy it, you don't have to pay; if you did enjoy it, you can pay whatever you like.â
For us, this feels like a very good approach, based on âwhen we were players ourselves.â
Fundamentally, we don't particularly like systems that âmake you pay before you even play.â We believe only players who are satisfied after playing should pay afterward.
However, we didn't know how to implement this concretely.
We're sure some companies out there are already using better methods, but they're just not within our field of vision.
Of course, âtalking to various peopleâ is one approach, but we have our own strong convictions, and suggestions we receive are often quite difficult to adopt.
Even with people we're reasonably close to, it feels awkward to directly say something like, âThere's not even a 1% chance we'll use this, but if you know about something like this, please tell me.â
Systems allowing casual fund transfers could potentially be treated as âmoney launderingâ in Japan, depending on the circumstances.
After considering and discussing various systems, we concluded that the âworthless microtransactionâ model skillfully navigated those issues. It exploited loopholes in various regulations while ensuring neither players nor developers were disadvantaged.
----
To be clear, for items sold on Steam, 30% of the sales revenue after taxes is taken as their margin.
However, we personally don't really care about that, or rather, we consider it reasonable for ourselves.
Last year, we built servers for another project and created a small-scale metaverse. This work was incredibly tough.
Bugs kept popping up, and I went crazy when âlocal IP communication testsâ I ran alone yielded different results than âglobal IP communication testsâ done with other staff. Out of sheer frustration, I even imagined blasting Tokyo Tower with beams or heat rays to destroy it.
System development was genuinely tedious, so having Steam (Valve) handle that side of things and take their margin is perfectly fine for us, since we're developing games more as a hobby.
That work is seriously tough. Anyway, crappy maintenance pops up way too often. Honestly, I don't even want to think about doing that day in and day out at a major company for decades.
Sure, Steam servers go down and get fixed within tens of minutes to a few hours, but I imagine that kind of work is tough unless you have staff with a certain level of technical skill.
In other words, I suspect that every time the servers go down, those people get suddenly woken up and made to work until it's fixed.
Of course, the profits probably don't go directly to those hardworking folks, and Steam's environment might not be the hell I imagine.
But I'm self-centered and tend to think based on my own experiences. So, when I consider things from the perspective of âwhat if it were me?â, I feel like I'd be happy to give them a decent margin.
Having a proper cooling-off period (return policy) for games might be complicated for developers, but from the player's perspective, it's incredibly valuable.
Being able to return a game if it's seriously problematic is a system that gives buyers significant peace of mind.
On the other hand, for small-scale developers, implementing that kind of feature is incredibly difficult. We're really grateful that Steam handles support for things we can't do ourselves.
My personal gripe with Steam is that I wish they'd either stop doing UI adjustment updates so much or at least leave a diff file so we can revert to the original version.
Also, please stop this habit of demanding SMS verification with every update, which then has a lag or is off by about a minute, meaning fixing all the DLC data easily takes over 10 minutes.
When I'm finally ready to update a stage and get stuck waiting an extra 20-30 minutes for the update process, it makes me want to lose my mind.
Seriously, please stop that. Please, please stop. You already require SMS verification just to log inâwhy force extra authentication?
I occasionally try to find the settings page, but there are so many pages I can't make heads or tails of it. It's like TacticalNexus. Probably because they're also following the Earth Cube theory.
Please don't do weird things with the UI. I beg you. Changing the subject, I also won't tolerate Discord's UI changes. Just give us a subscription option to revert to the old UI.
I even hate the fact that I'm starting to get used to the new UI. This is how hatred, which shouldn't be a big deal, gets amplified over time and etched into people's hearts.
----
Before continuing, there are two things I want to write down.
First, as a premise: this isn't about business, and doing this commercially would be utterly foolish.
In business strategy, at least at this point, adopting a âpost-payment modelâ would cause revenue to plummet to a fraction of what it would be with upfront payment.
Unless the âpost-payment modelâ culture becomes so dominant that everyone is forced to imitate it (or even if it does), decent profits won't be possible.
About 25 years ago, âsharewareâ software was circulating, but in Japan, this has drastically decreased.
In business, the most important thing for making money isn't âcreating a good product,â but âcreating a product people want to buy.â
If you want to make money, learning marketing is far more important than polishing your product.
In that context, over-polishing a product is a foolish waste of resources in commercial terms.
Most people harbor a desire to be good. However, they lack consistency with that spirit.
Almost everyone just says things like âI'll do it if you ask me,â but they never take the initiative to do it themselves.
That kind of appeal efficiently satisfies their desire to âact like a good person,â so they just pay lip service.
If a developer wants to pursue this without any special, grounded experience, I think they should first abandon any expectation of relying on people's goodwill. People aren't paying as much attention to you as you think they are.
If you're going to do it, methods like crowdfunding or announcing âWe'll be doing this going forwardâ are better. That's because it creates a balance where there's âmutual rewardâ rather than âfree labor.â
If the world ran on goodwill alone, âbusinessââwhere things are exchanged for moneyâwouldn't exist, and the world would have achieved peace long ago.
Everyone possesses goodwill, but they don't exercise it because doing so would mean losing out or making things harder for themselves.ăThat's just human nature.
And since news thrives on sensationalism, the world seems flooded with stories of corruption and villains. Yet, even among those who attain positions of power, there are still good people, or those desperately trying to be good.
However, even with such people existing, the world doesn't improve as much as one might hope. Or, even if it does improve, it often goes largely unnoticed.
----
âIf only someone's kindness could spread...â is a thought everyone has.
On the other hand, if you want to spread someone's kindness or make it known to the world, you must promote it in a way that reaches people's hearts. You also need to build connections with others who will help spread it.
To do this âconsistently,â you need thousands of hours studying writing and thousands more studying how to build relationships.
Above all, you must also study âwhether someone's kindness is truly kind, and what makes it exceptional.â
When told to expend enormous effort not on actually performing good deeds, but merely on spreading others' good deeds, almost no one will do it.
Nowadays, the âretweetâ function on social media makes it easier for things to spread, whether out of goodwill or malice, but there is no âscrutiny of informationâ involved.
This is why fake news and rumors become news.
Even if people have the desire to spread something, almost no one scrutinizes whether the content they wish to spread is truly correct or beneficial. This holds true even for those who already possess the ability to scrutinize it.
Therefore, goodwill does not spread.
When attempting grand or unrealistic endeavors, one's thoughts drift further from reality, fostering desires completely detached from it.
When you walk a path expecting people's goodwill while great figures themselves struggle, you'll likely get crushed, grow to hate humanity, and end up accomplishing nothing.
Coming from a family of doctors and politicians, I've heard about this parched part of the human heart countless times and experienced it myself.
Amidst this, the reason I want to do this within Team-Nexus, which I lead, is simply because I want to.
----
As additional information, let's post the sales figures for the last two weeks here.
[img src="https://clan.akamai.steamstatic.com/images/36055241/8a1e8d47fa6783e21377cfa0ba0afe728e8914be.png"][TAG-302]It's $141 Then, Steam takes about 40% from this for taxes and their margin.
(That said, this is a record from a particularly slow period; sales are usually a bit higher.)
Now, lately I've been posting ridiculous amounts of weird documents on Steam every month. In terms of typing speed, I'm roughly in the top 0.001% in Japan.
Even just doing keypunching (typing-based part-time work), I can easily achieve about 2-3 times the efficiency of the average person.
Therefore, the amount left after deducting the margin from $141 is roughly what I could earn by working casually for a few hours.
Furthermore, professional writers typically earn around 5 to 20 yen per character.
Monthly Nexus articles run about 10,000 to 25,000 characters. Having a pro writer handle this would cost roughly $1,000 per article.
(Regarding writing skill, mine is even rarer than my typing speed. Depending on the field, I suspect the per-character rate would be at least ten times higher.)
Players who follow Discord will recall around Chapter 8-3 (Mirror) of Promoted-feedback: I worked nearly 40 hours straight without sleep, reporting progress every few hours.
If I'd done that kind of work as a keypuncher, I could have secured at least a month's worth of income.
And regarding the breadth of skills here, the staff are basically the same. Or rather, the average IQ score of the staff remaining since TacticalNexus's development is 80.
TacticalNexus saw its player base increase tenfold after going free-to-play, but revenue hasn't changed.ă
We're fine with that, but I should note that âpost-payment systemsâ and âfree main packagesâ are commercially ineffective.
----
Now, before discussing microtransactions, there's one more thing I want to address upfront.
We've written extensively about the âpost-purchase systemâ up to this point, but TacticalNexus's original pricing had a different intention, and this approach completely contradicts that.
TacticalNexus originally had DLC priced several times higher than it is now. This was partly intended to âavoid competition with superior follow-up games released after TacticalNexus.â
The idea of âpricing this game high to ensure the sequel sellsâ clearly contradicts the current approach of âmaking the game accessible to everyone by selling it on a pay-as-you-go basis.â
Claiming this isn't contradictory is simply impossible.
However, to be frank, if you want to make a game better than TacticalNexus, implementing âMagic and Legacyâ and âExtended Screenâ are fundamental prerequisites.
At present, heavy users can chat endlessly about âthe upcoming implementation of magic and legacy.â They no longer need to actually play TacticalNexus to engage with their TacticalNexus.
This is because magic and legacy offer so much room for imagination, and it's genuinely quite enjoyable.
And I believe there are almost no other games that have developed these two systems to this extent.
There are 43 stages featuring Legacy and Magic, with only 14 currently implemented. That means just one-third is live, yet even in this state...
As for Extended Screen, it goes without saying that feature has been a massive help to most players.
On the other hand, developing Extended Screen made me realize demanding someone else implement it would be a crime worthy of life imprisonment.
This game is ridiculously buggy, and since I haven't done everything I could, this might lack persuasiveness.
I'm the sole programmer at Team-Nexus, but even before releasing this game, I possessed skills sufficient to be told, âTeaching a major programming language could earn you a million dollars a year.â
Over a decade ago, I actually improved the engine part of a program built at a cost of 11 million yen using Excel VBA. Furthermore, by implementing a custom system using C++, I increased both processing accuracy and processing speed by over tenfold. This took three months.
I also created and sold software for B2B use priced at 500,000 yen. This took about four months.
Furthermore, TacticalNexus's source code currently stands at 157,000 lines, written in SJIS format, yet it only takes up about 4MB of space.
It's expected to exceed 200,000 lines next year or the year after.
Even so, I genuinely grew to hate developing Extended Screen.
The stages I (the programmer) found particularly grueling to implement were Dawn (I was heavily involved in its game design myself), OLD (took forever and was finished without the team settling on a clear âThis is it!â idea), Phantom (simply had an insane amount of work), and Mirror (I rebuilt the stage from scratch over five times).
However, Extended Screen brought me several times more pain than any of those.
It was also hard to share QoL-related work with other staff, making it difficult to vent in a way others would understand.
I used to complain about how hard undo-related bugs were to fix, but the workload Extended Screen demanded was on a completely different level.
If you look at the implementation logs on Discord, you'll see I stated at the time, âThat work was absolute hell. Even if requested, I won't touch it for six months.â
Regarding programming tasks, I often say things like âI'll take a few days offâ or âI'll push it to next week,â and I might postpone minor bugs for a few weeks. But rejecting something this strongly was probably a first. That's how much I hated it.
(I've recovered now, so I occasionally work on ES feature improvements.)
It might be different if the development environment or such were better, and I do think programming is exponentially easier now.
But if someone tells another developer with less than 10 years and 25,000+ hours of programming experience to implement ES, I'd go slaughter that person.
----
Furthermore, magic and legacy systems are dangerous too.
It's nearly impossible to implement them properly and maintain a decent balance, not just with scripts.
Not only is the actual scripting work for those things incredibly tedious, but coming up with the ideas in the first place is genuinely tough.
I'm constantly filling in âkill points,â âguaranteed kill points,â and âabsolutely kill pointsâ for game designers, but I totally get how hard it is to come up with ideas.
Fundamentally, this game is content that both developers and players have poured thousands to tens of thousands of hours into.
And the more magic and legacy elements you add, the more scrutiny you need to apply to how they compare with existing effects.
TacticalNexus saw both players and developers escalating against each other, but that was only possible because it was an exceptionally fortunate environment. Normally, some kind of trouble is bound to happen.
As mentioned later, the fact that Discord maintained this atmosphere for five and a half years is itself unbelievable. It's like a Tower of Babel floating in mid-air, leaning at an angleâmore horizontal than vertical, perhaps a bridge? Where does it lead?
Therefore, I apologize to those who come after, but I've decided not to dwell on those matters anymore.
I wrote the source code from scratch using an old programming language. While many convenient development languages exist now, TacticalNexus might not actually be that complex a system. But based on experience, it probably requires about five programmers.
Anyway, the Legacy, Magic, and Extended Screen mechanics are just too insane to handle. Plus, the stage gimmicks from Chapter 6 onwards.
For players who only knew up to Chapter 5, Chapter 6-3 must have been incredibly shocking. Yet by Chapter 8, systems of that level are implemented in every single stage.
----
Now, having written about how our proposed post-payment system is commercially unsustainable and how TacticalNexus already contains contradictions, let's revisit what we've covered so far.
(We've digressed quite a bit, and we'll digress further here, but this discussion is about our stance on microtransactions and money.)
Originally, TacticalNexus was conceived with the idea that âeach stage has the content of a full game, and there are 60 stages.â Back then, games cost over four times what they do now.
For example, Tactical Tower P is a relatively average-sized stage among those released so far.
A game offering that much playtime would have cost around $5 to $10 as a standalone title just a short while ago.
Furthermore, with each new stage released in TacticalNexus, it creates âadditional playable contentâ for past stages as well.
And the fun of the âLegacy Magicâ introduced starting in Chapter-6 is immeasurable.
Considering how much each new stage transforms the game, I believe $15 per stage is actually quite reasonable.
We were developing this with serious dedication, so we thought only the very few players who truly understood this would need to buy the game.
On the other hand, this stems from a Japanese perspective. At the time of the game's release, we weren't fully aware of how Japan was relatively privileged in terms of âequality.â
In Japan, regardless of region, any adult working part-time jobs diligently can earn around $1000 to $1500 per month.
While many of my relatives are wealthy, personally, I have considerable leeway in terms of being able to save money.
Over the past three years, my monthly expenses have never exceeded $1000.ăFrom living expenses to hobbies, roughly $700 total is enough for a pretty healthy life.
The biggest expense here is supplements, which cost me about $200. Excluding that, I can get by on about one-third of the average annual income.
----
However, we didn't realize that unlike Japan, many countries abroad have slums.
Japan is considered a relatively advanced nation, yet compared to other developed countries, it isn't economically wealthy.
Still, our lives have become increasingly affluent year after year.
While the âsubscriptionâ system is relatively controversial abroad, in Japan it also has the aspect of being âa system that allows you to experience vast amounts of your favorite content extremely cheaply, without worrying about economic or regional disparities.â
For example, subscribing to anime or drama services allows you to watch thousands of titles for just $5 to $10 per month. Renting a single title would typically cost several to over ten dollars.
Especially in rural areas, finding DVDs or videotapes (though these are now outdated formats) for niche or older works is often difficult.
Additionally, smartphones (mobile phones) commonly used by Japanese people incorporate the concept of âmodel changeâ (Kisyuhen).
This system allows users to upgrade to a new smartphone relatively cheaply when newer models are released after several years.
(I recall getting my current smartphone for free during some event or promotion.)
Of course, there are plenty of exceptions, but this system can also be interpreted as âallowing users who have already purchased a smartphone to continue receiving the latest models for free or at a low cost.â
For example, imagine a system where âpeople who own a laptop over five years old could acquire the latest model for almost free.â That would be an exceptionally good system.
For âessential items (lifelines)â like smartphones, such a system is actually a reality.
Of course, smartphone companies generate revenue through ongoing costs like service plans (continuous usage fees), and I doubt that would happen with PCs.
And whether the device upgrade system was created with good intentions is another matter entirely.
However, as a result of intense market competition between companies, such systems have become widespread in Japan.
Monthly payment plans are a system accessible even to those with lower incomes, and virtually all citizens can use them if they choose to.
----
Due to this aspect of Japanese culture, we assumed that economically prosperous countries meant âalmost all citizensâ would be wealthy.
For Japan, âthe nation becoming wealthyâ inherently meant âcitizens also becoming wealthy.â
Especially since Japan is a capitalist country, we vaguely assumed all capitalist nations functioned this way, and that socialist systems operated differently.
However, in reality, even if a country is wealthy, if it has significant inequality, its structure meant that âalmost all its citizensâ did not necessarily benefit equally from that wealth.
Now, we understand that abroad, âa country becoming wealthy does not necessarily mean its citizens become wealthy.â We also understand that even if a country's GDP doubles, it doesn't necessarily mean the slums are saved.
But back then, we rarely looked up objective facts (data) about unfamiliar cultures, so we knew almost nothing about such things.
Japan has a population of 120 million, with roughly 200-300 homicide victims annually. Yet news about âmurder casesâ airs almost daily, with tabloid shows sensationalizing content that fuels social anxiety.
On the other hand, consider the United States: with a population of 340 million, the annual number of homicide victims is 19,000. Even when adjusted to a per-100-million-people ratio, the rate of homicide is 20 to 30 times higher.
This is neither a joke nor an exaggeration.
(Incidentally, while homicide rates differ greatly, data shows Japan and the US have roughly the same suicide rate per capita.
I have various thoughts on this, but I'll save that discussion for next month's issue or later).
----
Unaware of such cultural differences with other countries, we sold our game like this.
With such stark class divisions and a correspondingly high murder rate, it's only natural that people from other countries wouldn't trust individuals or sellers.
Or rather, given such fundamentally different cultural backgrounds, mutual understanding between countries is fundamentally impossible.
Even the very image of âa country becoming wealthyâ differs this much. The lines defining âsafetyâ and âdangerâ are also far too distant.
However, around April 2020 (and even slightly earlier), this game was being promoted by English-speaking players who had started playing it immediately after release.
Articles were posted, using copious screenshots and spanning over 100 lines, essentially saying: âThe sales model is bizarre, and the game is strange, but it's an amazing game.â
A tremendous amount of effort had clearly gone into this game. Unaware of the cultural differences, we were surprised but thought things like âSee, I told you soâ or âIt's something only those who get it will appreciate.â But the real shock came after we learned about that cultural background.
[dynamiclink href="https://store.steampowered.com/news/app/1141290/view/519703537657054056"][TAG-304]I've covered the details extensively in an older article, so I'll skip some parts here, but even with that context, the fact that players genuinely played the game and tried to spread it with such sincerity was completely unexpected for us.
This âsincerityâ wasn't directed at the developers, but towards the players themselves.
They wrote with great care and detail, operating on the premise that âjust because I like something doesn't mean others will accept it.â
This level of thoughtfulness wasn't limited to that one player. As the player base grew, several others emerged who wrote remarkably sincere and thoughtful posts for fellow players.
This is quite rare in Japan, where even minor games often spark nasty arguments on strategy sites.
Since players were taking the game more seriously than its price suggested, we felt we needed to take them seriously to some extent as well.
After much consideration about âgood business practicesâ in this regard, the result was the aforementioned worthless microtransaction system.
Honestly, regarding sales, âI really couldn't care lessâ is close to the truth. It doesn't matter if they happen or not.
But, for example, if a player who'd played 5000 hours suddenly sent us $5000, we'd be totally freaked out. Unless they were some incredibly wealthy person, that level of sincerity would border on terrifying.
Plus, we've often stated, âTeam-Nexus can keep going with zero revenue from this game for at least another five years.â This is also basically true.
Unless staff suddenly get destroyed, or their families or dogs get killed in some diabolically cruel, utterly unearthly dark manner, leaving the surviving staff to become dark avengers or John Wicks... but unless that happens, we can keep going.
(Also, developing TacticalNexus has significantly improved our operational efficiency. We rarely get that serious about sharing information with each other to that extent.
Regarding âproviding inspiration for excellent business models,â we actually reference player conversations quite a bit and receive indirect benefits from them.)
----
This âpay laterâ system is absolutely exhilarating.ăIt's genuinely enjoyable and uplifting for both players and developers.
Considering this, you might think, âJust make all DLC free now and implement this payment system!â But another major issue is the sheer difficulty of handling individual requests.
Regarding changes in community âvibe,â our biggest fear is a âsudden influx of players.â
Communities tend to see their established atmosphere collapse instantly when players keep pouring in at a certain rate.
When the main package went free, player numbers swelled over fivefold within a month, and Discord membership doubled.
However, thanks to existing players stepping in to help, the pre-free atmosphere was largely preserved.
(Though there was a change limiting the feedback channel to players who had played the game to some extent).
Considering this, I suspect that outside Japan, even if DLC were made free (or perhaps more accurately, priced at $1), the original atmosphere probably wouldn't be significantly damaged.
Since the main package is already free, the player base would likely only increase by about 1.5 to 2 times within a month. Within that range, I don't think the community would change much.
But Japan is tough. Seriously, it's impossible.
Just to be clear and avoid misunderstanding: we really like Japan.
As mentioned earlier, it's a country where national wealth translates to citizen wealth, and it has an overwhelmingly lower death rate compared to others.
Healthcare is robust. With a health insurance card (recently replaced by the My Number Card), about 70% of hospital costs are covered by the government it's practically a party.
Social welfare is also robust. Most areas have tap water you can gulp down without worry. Japan rocks!
That said, if a community gets hit with a whole group of people who âdon't listen,â âhave never had proper communication with others,â and âhave expansionist tendencies,â it's over.
Having lived under dictatorship for over a decade, I consider this an indisputable truth in Japan. I'm firmly resolved to enforce it.
If they come individually, such people will gradually be influenced by observing others' interactionsâlearning âthis way of talking is goodâ or âthat way is bad.â They also have room to develop these skills simply through real-world experience.
However, when they come as a group, there's no way around it.
When an outsider points out, âThis approach is unacceptable,â instead of reflecting or improving, they start licking each other's wounds internally, saying things like, âIt's fine,â or âThat's too harsh.â
Truthfully, âcomforting someone who's hurtâ is natural for anyone. With friends or family, you naturally want to encourage them.
However, there are different types and directions for comforting or encouraging. There's the type that acknowledges the failure and says, âLet's try harder next time,â and there's the type that denies the failure itself, saying, âThat wasn't a failure.â
People who make the latter their emotional anchor will have their lives stall there.
----
I might write about this in detail in the December issue of Monthly Nexus or the February 2026 issue, but I know from personal experience that âif you remain ignorant and refuse to learn, you'll never truly change.â
To heal wounds, solve problems, and get back up, escaping or withdrawing isn't inherently bad or shameful.
However, there is no future in continuously fleeing without solving problems, or in perpetual withdrawal.
Whether for the person themselves or those who accept it, if âstanding upâ is not anticipated, the place of escape or withdrawal gradually becomes a place that drains one's vitality.
For the past decade or more, or even longer, Japan has been in the midst of a transitional period towards becoming a âcountry where people don't have to die.â
During such transitional periods, various success stories and failures emerge.
Only by establishing countermeasures for failures and paving pathways for success can we finally mature and conclude the transition.
We are no longer in a state like decades ago where âthere were only places you couldn't escape from,â but regarding âhow to rise again after escaping,â we are still in the exploratory phase.
Society cannot undergo multiple changes simultaneously. Only after a certain number of people die or issues become societal problems do they finally gain widespread awareness and begin to evolve.
(To avoid misunderstanding: this isn't some kind of complaint about modern society, and at least I don't know of any realistic way to solve this better than how it's done now.)
Consequently, while some people âsurvived and achieved great success because they could escape,â many others âaged without ever thinking about life after escape, losing opportunities for growth.â
If one can live repeating the same daily routine without growing, they may harbor dissatisfaction but never truly desire growth.
Single-player games tend to appeal strongly to introverted tendencies.
And English-speaking players, in my impression, tend to have more experience collaborating with others, even when dealing with such introverted tendencies.
I suspect this stems from a cultural awareness of âhierarchy,â where individuals within the same hierarchy naturally gravitate toward cooperation.
(Of course, many individuals may defy this pattern when viewed individually, but as a general tendency, I feel this observation holds true.)
However, Japan lacks such a culture, and the emphasis on cooperation and coordination isn't as strong.
Consequently, there's often a pattern where people act without realizing they lack these skills.
----
The most dangerous and difficult to handle within this type are those who act under the guise of âfor others,â âfor you,â or âfor the game,â despite lacking deep knowledge.
I've had enough varied experiences to be able to write about these matters fairly fluently.
The primary reason is that actions âfor othersâ often come with a desire for recognition.
Let me state upfront: the desire for recognition itself isn't bad. No matter how strong the desire, if you âlook at the other person even more carefully than that desire,â both parties can benefit.
As long as you truly see the other person and act in a way that benefits them, even if your motives are somewhat clouded, the outcome is still positive. And cloudiness itself isn't inherently bad.
Some people want to be seen; others want to see. Some prefer clarity; others prefer complexity.
The desire to value yourself is important and shouldn't be dismissed.
I think it's fine to hold the belief that âI like myself, and I like the other personâ to a certain extent, based on reason.
Goodness or such things are hard to achieve without both knowledge and grit, and even with them, there's no guarantee you can do it.
You gain a real sense that âgoodness is something everyone possesses, but even so, it's hard to achieveâ through repeatedly experiencing things like acting completely with the other person in mind, yet still causing them trouble.
I won't say it never happens that someone tries to do good solely for themselves, but it's extremely rare.
Everyone has their own sense of ethics, yet conflicts with their abilities or effort often prevent them from fully following that ethical path. This âincomplete goodnessâ is what gets called evil or harm.
Conversely, what is evil for one person can be good for another. And sometimes, something that brings happiness to people can still be considered evil or harmful.
I'll elaborate on this in next month's issue if space permits, but communication skills actually rely heavily on mathematical aptitude. You can apply the âtips for studying university-level mathâ almost directly.
I can't guarantee it works 100%, and it requires significant effort, but it probably works about 85% to 90% of the time.
This approach hasn't been widely shared outside the realm of those scoring 80-85 on standardized tests (top 0.2%+), but once you grasp the logic, even those scoring 65-70 can likely master it.
Nowadays, with platforms like SNS, people with expansive ambitions usually maintain public accounts. By tracking their logs for several months to a year using such techniques, you can gain significant insight into how they interact with others.
With experience in reading people, you can discern a great dealâthough not 100%. You can see how they're treated at work and gauge their communication skills.
Goodness, without accompanying communication skills, doesn't become goodness for others.
No matter how beneficial it may be for the person themselves, if they can't convey their heart or feelings, that goodness won't reach anyone beyond them. It inevitably ends up as mere self-righteousness.
In stories and creative works, âgoodness lacking communication skillsâ is often portrayed as positive, but in reality, it usually leads to disaster.
Regarding this matter, no matter how one acts, only hell awaits. The moment âsuch a person happens to be favored by others,â it's already game over. Therefore, I currently believe the best course is to cut ties early.
----
The more you act, the more you realize you can't escape failure. Those who stop because they dislike failure can't accomplish anything in the first place.
But people without that life experience don't know this.
As you grow older, younger people who know nothing of the past before you are born. These inexperienced individuals then convince themselves they are ârespectable people.â
It becomes a kind of perpetual motion machine: âIf you can survive by repeating the same things, you can convince yourself you're respectable.â
Very few people grow without ever being corrected or reprimanded.
Those who never built such relationships won't be corrected or reprimanded, but they'll end up capable of far less than their peers.
Just as two are stronger than one, building the skill of âmutually beneficial communicationâ makes things proceed far more smoothly.
Even in the internet world, failing to make such efforts means you'll fall further behind others.
âNot being able to do ordinary thingsâ isn't inherently bad, but a causal relationship exists.
If you can't grasp the cause-and-effect link â âBecause I couldn't do this, I couldn't do ordinary thingsâ â your future life will be filled with things you can't do.
People have strengths and weaknesses. It is absolutely essential to be aware of âwhat you can't doâ and âwhere you're not good,â and taking countermeasures is also crucial.
Living without this awareness usually means continuously burdening others.
Even if you can't do something, or things don't go well, being aware and taking countermeasures is extremely important.
Japan is in the midst of a transitional period, and even such people can live comfortably thinking âI'm just a normal person.â
That in itself isn't necessarily bad, but communities built by such people can be quite hellish.
When people whose lives never improve gather together, it becomes a space where they merely await a slow death. Making that your base and living there long-term is akin to becoming a ghost.
Furthermore, if people from such places try to engage with other communities âas a community unit,â an even greater hell begins.
----
Most people don't want to reject others. They don't want to see someone uncomfortable, nor do they want to be the bad guy.
However, when someone incapable of sound judgment and prone to spouting nonsense appears in a community, leaving them unchecked usually leads to their arrogance growing.
This is because âthey can't build proper relationships with others to the extent they spout nonsense,â and âby not being rejected, they convince themselves they're a meaningful person here.â
If such a person is alone, a warning might suffice. But if you offer something for free, dangerous people will bring other dangerous people and form gangs.
Typically, these people act without deep thought and aren't used to being reprimanded. So, if you intimidate them, you can usually handle them if they come alone.
As mentioned earlier, we have quite a systematic approach to identifying and dealing with such individuals.
However, the TacticalNexus community does attract people from various countries, and many are genuinely decent folks. Some might even want to accept such individuals.
But they lack the high communication skills of players from other countries. If they feel âaccepted,â they start acting completely recklessly.
Growing up in an environment where they âaren't scoldedâ or âaren't reprimandedâ is, in the end, terrifying in its own way.
To reiterate, the vast majority of Japanese people are decent. However, the freedom to live as they please also means it's easy for the bottom 1% or even the bottom 0.1% to gather together.
And while these lower-tier individuals in Japan may have weaker harmful tendencies in terms of criminal activity, their harmful impact on the community is extremely high.
Things that would teach a painful lesson if done abroad are never learned because they never suffered that pain.
Of course, just as most people understand âkilling someone isn't exactly a good thingâ without being told, most learn without needing to be told. But some cannot.
----
However, given my writing ability, I suspect that no matter how much I write about Japanese cultural traits here, it would be difficult to properly convey the true gravity of this issue to players abroad. The cultures are simply too different.
(Even among Japanese people, the gap between ordinary individuals and those who aren't ordinary is vast, something you might not grasp without observing them for a while.)
In fact, the more I write, the less persuasive it likely becomes.
Also, I don't want to engage in some kind of negative campaign against Japan. While TacticalNexus and some terrible communities have many awful examples, Japan is a fun and enjoyable country.
So, regarding this âcommunityâ topic, I'll touch on it in a different way, including why we place such significant importance on the TacticalNexus community.
Suddenly, but good and evil are like a crappy Rubik's Cube â it's hard to get all sides uniformly aligned.
Therefore, to return to the earlier point: if the sides that should be aligned âfor the other person's sakeâ are in place, then even if the âdesire for approvalâ piece is a bit messy, it generally counts as good.
(While a Rubik's Cube itself requires one side to be solved before you start, in reality, not everything requires all six sides to be perfectly aligned all the time.)
However, their âgood intentionsââwhich cause significant harm so casuallyâare extremely skewed toward âfor their own sake.â And precisely because they don't properly recognize this, they keep endlessly doing things we wish they'd stop.
In a Rubik's Cube, the center face is always fixed to one color. Yet they insist on forcing a Rubik's Cube where all eight pieces outside the center face are different colors onto you, claiming âthis is good.â At the very least, I wish they'd show you the side with at least two matching pieces.
The real problem is that the person doesn't recognize the issue. If they don't even understand âwhy it's wrongâ (what the standard for âimprovementâ is), let alone âwhat's wrong (where improvement is needed),â then there's nothing you can do.
Telling someone who doesn't understand the standard, âFix this part like this,â won't work.ăThat's just treating the symptoms. Without a fundamental understanding of the criteria, if that person stays in place, the situation will only continue to deteriorate.
Even if you spend a day or two having serious talks with such people, they rarely improve to an average level. Because the breakdown is so deep-rooted, the only solution is for them to spend years learning for themselves, âThis is how things are.â
(For others, even if a major problem surfaces, about ten hours of intense discussion can help them grasp the cause, leading to significant improvement afterward.)
This isn't something a small, insignificant indie team like ours can handle; it's the role of broader social welfare institutions, starting with schools.
----
The Rubik's Cube is just an analogy, but I find it incredibly illustrative, so let me elaborate on this point.
As any beginner who actually tries it will discover, the Rubik's Cube plunges you into the depths of despair on that very first day.
Randomly twisting the cube to solve all six sides is practically impossible, and by the end of that first day, it starts to look like some kind of cursed artifact.ăBy the second day, you start suspecting the cube itself might be possessed.
To solve it reliably, you must deeply memorize the cube's patterns and rules, while also training your ability to anticipate movesâlike âif I move this and this, it will shift like this.â
In short, solving it quickly only becomes possible through a massive accumulation of tricks, experience, and repetition that builds speed.
We advocate the Earth = Cube Theory, but simultaneously propose the Social = Rubik's Cube Theory. Primarily me.
Once you turn it and improve one aspect, things worsen elsewhereâlike the sides or back. And when you do things like the âthree-turn swapâ common in the latter stages of a Rubik's Cube, even if it ultimately improves the situation, significant backlash occurs during the process.
When a politician says, âWe need three turns to change positions, so let's start with this one,â and makes the first turn, if another politician then says, âNo, no, undo that,â or âTurn it like this,â it's over, right?
(Well, in reality, a single politician often misses many things, so in that world, it's probably impossible to âturn it alone.â)
âCooperationâ is a wonderful thing, but it requires skill.
Imagine a âturn-based Rubik's Cube of failureâ where every time you make a turn, someone else must also make a turn. What you'll find there is pure chaos.
If either party is inexperienced, I believe the Rubik's Cube called âhuman relationshipsâ will collapse.
The next Rubik's Cube they turn will likely be one made from someone's skull.
I described a Rubik's Cube with individual players taking turns to make it easier to understand, but in society, the rights primarily belong not to âindividualsâ but to âpolitical parties.â
Now, imagine holding an âelectionâ where people who've never touched a Rubik's Cube decide by vote which part of the cube to turn. I think you'd end up with a pretty outstanding image of utter garbage in this world.
Society is doing this with a look of resignation and despair.ăWell, of course, the colors will eventually look somewhat right, and it's definitely better than doing nothing.
However, I don't think âcompletionâ is ever truly achievable.
The best way to achieve âunityâ is probably not to rotate once per turn, but to rotate several times before switching. But if the person who takes over then messes everything up, discarding all the previous effort, then pure chaos is forged once again.
Therefore, ultimately, both steering the ship and letting someone else steer it are difficult.
Regardless of good or evil, I feel that governing society itself is just genuinely tough.
Fundamentally, if society were truly governed in a way that satisfied everyone, then no matter what form the country took, there would be no such thing as âdissatisfaction.â
I'm no politician, but if forced to do the same thing, I'd conclude: âJust make me solve a Rubik's Cube alone from the start.â That's why I've been a small-scale dictator for years.
Of course, I do explain the reasoning behind how things operate and strive to make my intentions transparent. But a larger-scale, rotating Rubik's Cube system? That's terrifyingly impossible.
Team-Nexus can operate this way precisely because there's no baton to pass to the next generation, no handover process for successors.
----
Currently, the TacticalNexus Discord community manages the Rubik's Cube metaphor quite effectivelyâboth the player side and the developer (game design) sideâand actually better than either side could alone. (metaphor).
I think the analogy I just used conveys my point well enough, but I truly believe this is nothing short of a miracle.
If some amateur suddenly came along and started messing with the Rubik's Cube (metaphor) like, âNah, this is how it should be lol,â it would be the end.
There exists a breed of people described as manipulators. They are the type who try to handle large numbers of people or situations exactly as they see fit.
Many manipulators have weak empathy skills, and fundamentally, I probably belong to that category myself.
(When you master one thing and structure/systematize information, you can also apply it in the opposite direction.
I often apply my dictator-like or manipulator-like nature, flipping it completely depending on the situation.)
Manipulators want to twist the Rubik's Cube (metaphor) exactly as they see fit. And when that situation arises, it's over.
To prevent that, we ultimately have to maintain a significant level of suspicion towards the players.
This applies to all human relationships: we must maintain that tension and pressure of ânot knowing when or what might happen.â
If we're all twisting the Rubik's Cube, we constantly need to stay alert to prevent shady characters from manipulating it.
On the other hand, if developers harbor suspicion, players will naturally become suspicious of developers too.
However, this isn't necessarily a bad thing. In a way, such suspicion and tension are probably necessary for both sides to maintain.
But if only suspicion and tension exist, those participating will naturally become mentally exhausted.
For both sides to coexist, not just one, there needs to be something that makes each feel, âYes, there's tension and pressure, but there's also something else.â
That said, maintaining that level of tension is essentially like playing Jenga.
That this has continued is truly miraculous.
It's something politicians are itching to do, and an environment certain groups desperately crave.
Right now, we're taking turns twisting Rubik's Cubes while also playing Jenga. Oh, and Tactical Nexus.
It's only working right now because our heavy users are incredibly sharpâthey intuit our intentionsâand they trust us. Plus, we've built a relationship where we can look closely at the players' moves, thinking, âThey probably have a solid strategy here.â
Having witnessed broken Rubik's Cubes (metaphorically) collapse in other fields countless times, we never expected this miraculous relationship to last until TacticalNexus is complete.
We're absolutely certain some fatal misalignment will occur midway, leading to its collapse.
Even now, we believe it wouldn't be strange at all if something fatal happened today or tomorrow, creating a decisive fracture.
----
So, we probably won't make all DLC free until about six months after the game's release. Frankly, the developers think this is just plain shitty.
Therefore, if you see this officially sanctioned shitty system where a clearly superior solution exists but isn't implemented, please feel free to write negative reviews. We're convinced we're shitty, so we won't think âWhat the hell~â.
(Honestly, reviews saying âI can't recommend this game now since it'll eventually be free!â feel perfectly reasonable from a player's perspective.)
I wrote this with a tone that might seem like I'm agonizing over it, but honestly, aside from community-related issues, I feel like whether we keep the pricing as-is or make it free doesn't really matter much.
Truly, either way is fine. We'll likely base our decision on what players say in communities and such.
In terms of passion and effort, we're developing TacticalNexus with more drive than a regular job, but fundamentally, it's hobbyist development.
This world isn't a hobby anime world, so there's no secret society ruling the world via TacticalNexus, nor a young hero fighting back against them using TacticalNexus.
Personally, I'm just researching various data and verbalizing information and structures. When it comes to ethical discussions, I'm mostly in a âOh, I seeâ kind of mood.
This game never involved money to begin with. Therefore, society doesn't move either.
On the other hand, lives and livelihoods are moving along as they should. Developers and top-tier players are each investing enormous amounts of time.
Our primary goal is âto create a game that's fun for us.â Ethical considerations or what's best for players come second or third.
I can't predict the future, but so far, the heavy users seem to have sought and pioneered a âfunâ aligned with our direction.
Having played for several years, they can communicate information to each other quite effectively. Considering the âfunâ of the game, the ideal environment is one where they enjoy themselves and actively share information.
----
Even through translation software, we've had dozens of playersânot just one or two, but well into double digitsâwho've spent tens of hours or more chatting with us.
Quite a few have been with us for over five years. Honestly, even if some critical community conflict were to occur, I believe we could ultimately find a resolution that satisfies everyone.
We have our goals, and players have theirs.
While we can't know exactly what players think, when we discuss things and reach a certain level of mutual understanding, the emotions that remain when we still can't fully agree are far stronger feelings of affirmation, resignation, or acceptance than anger, hatred, or dissatisfaction.
Even if TacticalNexus ended up in some chaotic, messy, all-out clash between the community and developers that was just... wow.
Ten years down the line, I think the majority of players who were passionate about it back then would probably lean towards positive feelings like, âWell, the time leading up to that was fun.â
You might feel something while your emotions are still raw, but once you've processed it, I think it will become a memory with quite a few positives.
From April 2020, when TacticalNexus was heavily promoted by players, the community lasted five and a half years.
We believe these five and a half years, sustained without major collapse, are at least a Guinness-record level achievement in game development.
Of course, this way of thinking is unhealthy.ăAs players, it's only natural to want to enjoy the game comfortably until the very end.
However, for us personally, it's more like, âWell, something will probably happen somewhere and cause it to collapse, and even if that happens, it'll be somewhat acceptable.â
Fundamentally, the environment and culture are too different. On top of that, we are extremely unique even among Japanese people, and the programmer leading Team-Nexus has a very different sense of right and wrong compared to most people.
As briefly mentioned in the âNext Timeâ preview at the end of this article, he's not exactly a yakuza, but he's not exactly a law-abiding citizen either.
Given this background, and considering the game has already been in development for an absurdly long time, the entire staff views TacticalNexus development not as a quest with the premise of âreaching the final stage with high polish,â but more like a âscore attack where you keep going until game over.â
It's highly likely that conflicts or breakdowns will occur somewhere before the game is finished.
But at this point, even if it breaks down, the sense of enjoyment outweighs the frustration, so in a way, we're developing it quite casually.
----
Honestly, I'd like to make all DLC free exclusively outside Japan, but I feel it's questionable to create such a disparity between countries.
As mentioned earlier, the majority of Japanese people are decent.ăIt's just that the actions of the unreasonable ones are too extreme, so as a small development team, we have to make rational decisions based on that reality.
On the other hand, well, Japan really doesn't have the same level of economic disparity as other countries. And since future DLC will be $1 anyway, we're unlikely to get money from players who've already invested significantly.
Overall, Japanese sales total about $20,000, which is significantly lower than the average annual income for Japanese people in their 30s.
Setting aside the unexpectedly tough overseas market, Japan is a country where national prosperity translates to citizen prosperityâfar more so than elsewhere.
Considering that, I'm starting to think it might be acceptable to just drop a line like âJapan will go free after six months of completion...â and make all DLC free outside Japan, even if it means preparing for some backlash or criticism.
Of course, doing something like that would invite trouble. But in my experience as a dictator, the most troublesome people aren't those who dislike you and cause trouble; it's those who like you and cause trouble.
While it depends somewhat on the situation, anger towards strangers or people you've never interacted with doesn't last very long.
Online backlashes and news stories become hot topics in the moment, leading to criticism or trouble, but they're forgotten within days. Besides, truly dangerous situations (especially within the same country) might be better handled by involving the police.
And since it's confirmed that DLCs after Chapter 9 will cost $1, players who currently own all DLCs won't lose out.
So, well... I've written quite a bit, but ultimately, my core feeling is âI could do it, or I could just not bother.â
In fact, something might trigger me to suddenly announce something like âAll DLCs will be free starting in two weeks!â on a whim.
I'm not sure if this is compliant, but after implementing microtransactions, if the total microtransaction purchases exceed $3,000, I might occasionally share information about how much revenue we're generating.
(If it's less than that, it would feel like we're begging for it, so I won't do it.)
So, if the total microtransaction purchases from outside Japan exceed $20,000, I might consider making all DLC $1 only for overseas players at that point. For now, this is a definite plan, but I'll also make decisions based on my mood.
(As mentioned earlier, players are currently putting in over ten times the game's price in actual playtime, and we're satisfied with that.)
Japan is a bit tough. The response is just plain rough.
We've experienced quite a few situations where things just don't work out, even though there shouldn't be a need for translation software. It's pretty much ongoing right now.
Honestly, we won't feel motivated to do anything unless we get around $700,000 from Japan.
But anyway, we're trash. You all have the right to call trash trash. We're waiting for the downvotes.
----
âLong Preview for the Next Long Article
There's actually a substantial continuation to this, but I'll postpone it until next month or later, when I have space to write it out properly.
Truthfully, I have about 1500 more lines of long-form content drafts piled up. This article is roughly 1000 lines.
(I don't recall being able to write this much in a single article last yearâhas the character limit been expanded?)
So, I'll write the preview for the next article here.
(Originally, I planned to write various things about âdesires,â but since that brought up other topics to cover, continuing last month's discussion about âLooking at Tactical Nexus Strategy Guidesâ will likely be delayed by 3-4 months.)
Wow, it's amazingânot just the game, but even the articles are starting to get delayed previews.
The previews for the next two articles? Their theme is âpostponement.â
The theme of the article announcing postponements is postponement, and I'm about to write a lengthy preview for that lengthy preview. How about it, everyone? Are you still with me?
----
This aspect comes through quite a bit in this article too, but fundamentally, weâor rather, Iâhave a distinctly different, discriminatory sense of good and evil.
I aim to address about 98% of things (well, realistically maybe 95% or less), but I clearly cut out about 2%. And emotionally, I rarely feel guilty about that exclusion.
On the other hand, I've had my life nearly ended by a car running a red light, and fundamentally, I've always had a relatively difficult daily life due to sensory sensitivity that's probably in the bottom (or top) 0.x% range.
In other words, I take this exclusionary stance from a position where I myself would likely be on the excluded side. This isn't about thinking âthey can probably help themselves, so it's okay to exclude themâ â it's just plain exclusion.
This article touched a bit on TacticalNexus's history. Before TacticalNexus went free-to-play, the player count was around a thousand or so.
The average playtime back then was 250 hours.ăThis means a significant percentage of players who bought the game back then were actually playing it quite intensively.
Six years have passed since development began.
In Japan, the mortality rate for people aged 30 to 50 is said to be around 2%.
In the US, the mortality rate for the same age group is said to be around 7%.
Many players stop playing games, and I actually think that's perfectly fine.
However, statistically speaking, it is almost certain that around 30 players have passed away during these six years.
No matter how much better this game becomes in the future, those players who have already passed away cannot play it.
After five more years, another 30 or so of them will pass away.
The mortality rate increases with age. After another five years, around 40 to 50 will likely pass away.
Or perhaps accidents or illness could take the lives of myself or staff members.
Both you players and we staff are essentially drawing a lottery ticket every day, with odds of one in a hundred thousand to one in several hundred thousand.
Over ten years, several percent of people will die. I did various things to explore efficient ways of living within that reality, and I cared for my own relatives, witnessing their final years and their faces at death.
This proved remarkably effective for efficient effort, and since then I've approached everything based on âhow people die.â
My lack of attachment to money stems from the fact that âthe value of moneyâ is only valid up to a certain point before deathâit's useless after becoming bedridden or at the moment of death.
Stories about taking money after death exist in every country, but they're all the wishful thinking of people who've never died.
Doctors smooth the terrified death mask, and family members call it a âgood death face,â while the person's most terrifying experienceâthe moment right before deathâremains unknown to anyone. This is especially true for the elderly.
I believe that at the moment of death, the memories one carries with them are stronger than money (though of course, there's no guarantee against dementia, etc.). Therefore, I focus primarily on how to live pleasantly.
However, as mentioned earlier, I have sensory hypersensitivity. Having become an adult with almost no coping strategies, my tolerance for stress beyond my dislikes is extremely high. My ârange of warmth that feels pleasantâ is basically the temperature at which most people would suffer scalding or burns.
----
I've thought quite a bit about âdeath in everyday life,â and after reviewing several statistics, I've become convinced that roughly a few percent of the time, people are killed by accidents or illness before they can accomplish anything.
Or rather, human life is a consumable item, and there's no guarantee it will continue.
In my twenties, I spent considerable time pondering âwhat constitutes my own sense of goodness.â This ultimately led me to the notion that âstealing someone's time with meaningless things is a crime on par with physical harm,â and âfailing to grow or progress is equally criminal.â
Since time and reality kill people, my view was that without ability, you become âa villain who drags others into inefficient pursuits, stealing their time and effectively killing them.â
If you want to âsave many peopleâ or âhelp all kinds of people,â the prerequisite is to avoid failure and not waste time.
Therefore, while valuing morality and ethics, I held a terrifying view: people who fail or waste time must first be broken down completely, never allowed to rise again until their failures are corrected.
And I believed doing this was a âvirtuous act to increase the number of good people.â
Since I was originally in a position where I âmade people expend effort and time,â I treated it as âa tribute to comrades lacking ability while demanding morality.â I would first push them to the point where they couldn't do anything for a while, to gauge their endurance and force them to improve.
I didn't understand it back then, but I think over 98% of you probably do.
This is simply an act of producing hell.
Even though I âstopped imposing it externally,â this remains the core of my concept of good and evil, virtually unchanged.
To summarize, it's the notion that âthe cruelty of reality is stronger than the beauty of human desires, so let's see that first.â Taken to its extreme, this is what it becomes.
(My family lineage includes former lawmakers and ministers who were top-tier at Tokyo University, yet I'm still called âthe most violent and harsh within this lineageâ and âembodying pre-war severityâ).
On the other hand, I quite like living by recognizing such terrifying notions as self-righteousness and choosing to develop them only within our own circle.
It was tough until I could do it, but once I could, it boils down to one word: âdelightful.âăBecause things I once thought impossible have become quite easy to do.
Moreover, this stems more from a passive mindset, preceding any notion of âmanners expected of someone born into such a family.â
I've witnessed the death faces of those who died alone, and most living people don't contemplate the agony of the most terrifying time: âthe moment just before deathâ or âthe time left only with death.â
I simply had high endurance, and my âI can do it, so I'll do itâ threshold was absurdly high, which is why I ended up that way. Without that, I'd happily just live a life of simple hobbies.
The fact that this mindset is self-righteous and doesn't need to be forced on others is a relief to me too. We're introverted too, so doing things with like-minded people is the most enjoyable.
Long ago, universities were âinstitutions that produced geniuses by creating masses of broken people,â and creators often had that kind of atmosphere too.
Whether good or bad, that was part of the culture back then.
But as Japan changes like this, such people must be excluded from public spaces.
We've discussed various negative aspects of goodness, but even if unrealistic, the spirit of helping others or striving to be good often creates salvation by âeasing tension.â
Sometimes, no matter how hard you try, it just doesn't work. In those moments, âkindnessâ is needed to acknowledge such people.
(I had an abnormally high tolerance and assumed others were similar because I was fine with it myself)
At the very least, on the scale of a nation, it's better to âvoice kind wishes, even if irresponsible.â
As mentioned earlier, Japanese society is currently in the midst of twisting a Rubik's Cube as it transitions toward a âworld where people don't have to die.â If I participate in this, things will get dangerous.
Because I'll start slowly turning the Rubik's Cube society is twisting in the opposite direction. And quite forcefully at that.
I'm not a yakuza, but I'm not an ordinary person either.
I firmly believe we work and think far more than the average person.
Yet, while I write that âtime is lifeâ and âlife is a consumable,â I'm still doing unnecessary things right now. This article itself is quite a waste of time.
Furthermore, there are days when I barely work and just play, and there are even more things I can't touch because I'm occupied with other tasks.
(Non-programmers are also basically juggling several other projects simultaneously.)
If we're doing something âfor the players,â then simply developing is the right thing to do.
Given this mindset, why do we keep making so many âdelaysâ?
I also plan to write about what happened to change my thinking, and the logical structure behind this way of thinking.
...If there's space left.
----
Well then, I'll be heading off to a lecture on the Earth Cube theory. Good work today.
[/p][p][/p]
Enhancement of the Solar Orb
[p]This legacy seemed like it might do something outrageous, which was scary, but since it didn't do anything too outrageous, I slightly increased its effect.[/p][p](However, it's not as strong as it looks)[/p][p]âCost: Reduced from 22% to 18%[/p][p]âMaximum Reuses: Increased from 1 to 4[/p][p]âAdded effect: Upon reuse, gain equal to the number of reuses[/p][p](1st use: 1 orb total, 2nd use: 3 orbs total, 3rd use: 6 orbs total, 4th use: 10 orbs total, 5th use: 15 orbs total)[/p][p][/p]
[Reading Material] Monthly Nexus July Issue
[p]â»No updates have been made yet. Sorry about that.[/p][p]âMonthly Nexusâ is an article for reporting on recent developments and providing brief announcements about future updates.[/p][p][/p][p]â»As an experiment, I wrote an article reporting on recent developments. If you would like to see more articles like this in the future, please give this article a high rating. If you don't think articles like this are necessary, please give this article a low rating.[/p][p](I will decide whether to continue writing articles like this based on the ratio of each rating.)[/p][p][/p][p][/p][p]ăProgress on Chapter 8-4ă[/p][p]Sorry, it looks like it will be extended until around August 10. I have already destroyed the game designer. He is currently respawning.[/p][p][/p][p]----[/p][p][/p][p]This has already been introduced on Twitter and Discord, but here is an overview of Chapter 8-4.[/p][p][/p][p][/p][p]Chapter 8-4: The Tactical Moon of Tradition[/p][p][/p][p]âIn this stage, the âinventory systemâ will be introduced, and orbs, keys, and some special items will be stored in the inventory.[/p][p]When the inventory is full, you cannot pick up items.[/p][p](You can walk over items.)[/p][p]âHowever, certain types of keys and items can be held without restriction.[/p][p](Keeping the inventory empty to ensure you have items for map transitions, etc., can become overly stressful if done excessively.)[/p][p][/p][p]âAs an experiment, âSunwisherâ in a âshopâ format similar to 8-1 or 8-3 will appear.[/p][p]Specifically, some of the instance passives in this stage can be purchased using Sunstone.[/p][p](However, the price doubles each time you purchase the same passive.)[/p][p]âThis type of system was previously avoided due to potential conflicts with Legacy, but since the âinventory systemâ is an extremely unique system, it was decided to implement it experimentally with the goal of increasing customization and enabling various playstyles.[/p][p]As a restriction, this âshopâ Sunwisher can only be used at the start of the game, and the initial inventory size is planned to be 5 or 6 slots.[/p][p](Items to increase inventory can be purchased, but the maximum inventory is 18, and inventory expansion items exist on the map in numbers exceeding the maximum inventory.)[/p][p][/p][p]âSilver Sunwisher with ATK and DEF will be implemented.[/p][p][/p][p]âThis stage will feature special items that can be stored in the inventory.[/p][p](Example: âLife Collarâ - While held in the inventory, HP recovery rate increases by 100%, and maximum HP +100,000[/p][p]âSword Tabletâ - While held in the inventory, ATK +500)[/p][p]At this time, these items are defined as âTraditional Items.â[/p][p][/p][p]âEach floor of this stage contains an object called a âTraditional Altar.â[/p][p]By offering a designated âTraditional Itemâ at a Traditional Altar, you will obtain an Instance Passive with 1.0 to 2.0 times the effect of that Traditional Item.[/p][p]âPowerful buffs are applied to the player at two timings: when obtaining a Traditional Item and when using a Traditional Item.[/p][p][/p][p]âUsing a Traditional Altar requires conditions such as âconsuming a key of a specific colorâ or âdefeating Burgeoner (or avoiding it using an Orb).â[/p][p][/p][p]âInitially, moving between maps was planned to consume âturns,â but instead, a different movement system called âInactive Portalsâ will be implemented.[/p][p]âIn this stage, all portals (for moving between floors) are âinactiveâ by default.[/p][p]âInactive Portalsâ can be temporarily activated by consuming the consumable item âMoon's Guidance.â[/p][p]However, if another âInactive Portalâ is activated, any previously active portals will become inactive.[/p][p]The number of times âMoon's Guidanceâ can be used before an activated portal becomes inactive again can be increased via Instance Passive.[/p][p][/p][p]â An Instance Magic that grants significant status buffs until you move floors by consuming âMoon's Guidanceâ will be introduced.[/p][p](It will be possible to clear high-tier floors early in the stage.)[/p][p][/p][p]âLevels are expected to rise slowly, but stats will inflate significantly.[/p][p]Specifically, stats can reach six digits, and an Instance Passive that multiplies ATK/DEF by several times through equipment is planned.[/p][p][/p][p]âThe map is fairly large, but the number of enemies is low.[/p][p]âCurrently, there are approximately 10â25 enemies per floor. Nexus stages have a higher enemy count.[/p][p]The map size is planned to be slightly smaller than Rainbow.[/p][p][/p][p]âNew items will be introduced as follows:[/p][p]Sand Of Moon Ocean: Restores 50% of maximum HP. (Maximum 1,000,000 points)[/p][p]Drop Of Moon Ocean: Restores 25% of maximum HP. (Maximum 5,000,000 points)[/p][p][/p][p][/p][p][/p][p][/p][p]ăFuture Update Plansă[/p][p]After implementing Chapter 8-4, we plan to implement a new stage called âChapter 5-0,â followed by Chapter 9-1.[/p][p]Normally, DLC sales are not conducted until two stages are available, but as mentioned in an article written earlier, all DLC for Chapter 9 and beyond will be sold for $1 each.[/p][p]Therefore, we have decided to release the Chapter 9 DLC once Chapter 9-1 is completed.ăWe may be unfairly exploiting players for $1.[/p][p]After implementing Chapter 9-1, we plan to experiment with either microtransactions, which are the âworthless paid featuresâ mentioned in the article, or selling the Tactical Nexus soundtrack. We wonder how it will turn out.[/p][p][/p][p]ăChapter 5-0 Previewă[/p][p]After implementing Chapter 8-4, we will release Chapter 5-0.[/p][p]Chapter 5-0 is a new stage that will be included as an update for Chapter 5, which is famous for being âexpensive for the amount of content.â[/p][p](The new stage will appear at the bottom of the stage list, where âKawarawari Dojoâ currently is, and âKawarawari Dojoâ will be moved to the Special-3 position.)[/p][p]As indicated by its unique stage number, Chapter 5-0 features a highly distinctive system.[/p][p]While implementation is still some time away, the system itself is largely finalized, so we will provide an overview of the stage.[/p][p][/p][p][/p][p]Chapter 5-0: Rainbow Tactical Bridge[/p][p][/p][p]âThis is a special stage with the following background setting: âAfter the final day of a certain world, players head toward a place known as the âRainbow Bridge.ââ[/p][p][/p][p]âWithin this stage, there are five small stages spanning approximately floors 8 to 15.[/p][p]Players can only play one stage per playthrough, and upon clearing a stage, they will warp to the âBridge Leading to the Rainbowâ area.[/p][p][/p][p]âA unique system includes âshopsâ like 8-1 and 8-3.[/p][p][/p][p]âA unique system introduces a meta-progression item exclusive to this stage called âWorld Fragments.â[/p][p](Meta-progression refers to benefits like Sunstone that can be obtained even after restarting the game.)[/p][p]âIn each stage of 5-0, fulfilling specific conditions allows you to obtain âWorld Fragments.â[/p][p] can be consumed in stores or converted into Sunstone using the Sunwisher.[/p][p][/p][p]â and Sunstone can be obtained in small quantities by clearing stages with high scores.[/p][p][/p][p]âSpecial-tier enemies called will appear.[/p][p][/p][p]âIn the âBridge to the Rainbowâ area, special bosses may appear depending on the player's actions during the stage.[/p][p][/p][p]âA total of 9 unique enemies, including some that have already appeared and others that will appear in future stages, are scheduled to appear in a different form than usual.[/p][p][/p][p]âBy fulfilling certain conditions in this stage, you will be able to move between stages under certain conditions.[/p][p][/p][p]The clear data (obtained Sunstone) that enables stage-to-stage movement will be obtained via a different score frame than usual.[/p][p]Chapter 5-0 is a stage created in response to feedback requesting a âsmaller, simpler stage,â while maintaining the fun of updating your score to obtain small amounts of Sunstone in a small stage, and also allowing progression to higher-difficulty stages under specific conditions.[/p][p]Additionally, the Mystic Gate is scheduled to appear.[/p][p](It will be placed in either Chapter 8-4 or Chapter 9-1.)[/p][p][/p][p][/p][p][/p][p]ăA sudden monthly article has been releasedă[/p][p]Recently, I came across a post on social media that read, âDevelopers should provide updates on games currently in development. Even if it's just a single line, anything is fine...â[/p][p](The article referenced an image from an old post I wrote.)[/p][p][/p][p]Most of the text related to TacticalNexus is written by me (the programmer), and I can write as much as I want (quickly) if I try.[/p][p]However, the issue is that most of what I write ends up being about various experiments that either don't get implemented or start and end under the surface.[/p][p][/p][p]----[/p][p][/p][p]From the developers' perspective, we believe that what players are seeking is more about âgame progression.â[/p][p]However, the work we do on a daily basis leading up to updates is a cycle of âexperimentation â abandonment.â[/p][p]This is something we recently disclosed (or rather, accidentally disclosed) on Discord, but the design of our game system and game balance for Chapter 6 and beyond can be described as ârolling the dice.â[/p][p]Those of you who have already dedicated a significant portion of your life to this game are likely aware that TacticalNexus was relatively orthodox up to Chapter-5, but it suddenly takes a wild turn starting from Chapter-6.[/p][p][/p][p]Specifically, content that completely upends the game's mechanics, such as items that can destroy even unpaved blocks or items that allow the use of orbs in stages prior to Chapter-3, makes its appearance.[/p][p]This is what is referred to as âLegacy,â âMagic,â or âMysticGate.â[/p][p][/p][p]The game essentially takes the brain you've meticulously trained up to Chapter 5 and destroys it with insane content, effectively brainwashing you over hundreds to thousands of hours. Or perhaps it's not a game at all, but a drama.[/p][p]Interestingly, this system was actually conceived from the very beginning of the game's development, and by this point, our own brains were already shattered.[/p][p]In Chapter 6 and beyond, chaotic gimmicks and systems that defy description begin to appear in each stage.[/p][p][/p][p]Due to the existence of Legacy and magicâsystems that intentionally defy the rules established up to that pointâwe don't bother to establish deep consistency.[/p][p]As a result, the stages after Chapter 6 have become a chaotic environment where everyone throws out ideas (dice rolls) like, âThis might be fun,â and the programmers implement the ones that might be adopted.[/p][p]Of course, the programmers themselves also throw dice.[/p][p][/p][p]That said, this development process is far from normal.[/p][p]This process of âthrowing dice called ideas and repeating it endlessly until a good result comes upâ may contribute to the overall progress of the game, but ultimately, the majority of the content ends up being discarded.[/p][p]Writing articles about such content that is likely to be discarded with enthusiasm could essentially amount to writing fake news, we believe.[/p][p]Of course, we don't think it's right to remain completely silent just because we're âthinking about various things behind the scenes,â so we do share updates and progress reports on Twitter and Discord.[/p][p]However, we're struggling to decide whether it's appropriate to write progress reports without updates on this Steam platform.[/p][p][/p][p]----[/p][p][/p][p]In Japan, there is a widely accepted concept that âthe personality of the creator of a work of art is separate from the content of the work.â[/p][p][/p][p]This concept has various complex meanings, but broadly speaking, it means that âeven if a work of art is peaceful in content, the creator may not be a peaceful person,â or âeven if a work of art is cruel, the creator may be peaceful and gentle.â[/p][p]From our perspective, Steam players are generally very friendly people.[/p][p]I think it's likely that many people enjoy both the games and the creators.[/p][p][/p][p]However, this is merely a trend or statistical correlation. There are people who like the work but not the creator, and conversely, there are people who dislike the work but like the creator.[/p][p]For example, there are people who think, âThey're not a bad person, but they're a bit pushy... (They get too close...)â and sometimes want to keep their distance from such people.[/p][p]Even if they don't go as far as to ârejectâ them, there are people they don't want to meet when they feel this way, or people they simply avoid. Such people exist in human relationships.[/p][p]I think there will always be people in life whom you don't wish ill upon, but whom you don't want to get close to, or at least times when you feel that way.[/p][p][/p][p]It is difficult for us to judge how far this kind of diary writing on a platform like Steam is acceptable.[/p][p]The programmer at Team-Nexus is the leader of the team and has the final say, but my approach is not to âsay something that most people will agree with,â but rather to ârespond in the way I think is best for the individual (changing my attitude by about 180 degrees depending on the person).â[/p][p]If I judge that âThis person is impossible to talk to (if I accommodate their opinion, it will cause bigger problems elsewhere),â I will handle them quite harshly. On the other hand, if I judge that âThis person is probably just unable to express their thoughts and likely has deeper considerations,â I will create an atmosphere where they feel comfortable speaking, which may appear (and actually is) overly talkative from an outsider's perspective.[/p][p][/p][p]----[/p][p][/p][p]Such a conversation style that overly adjusts to the individual can be very appealing to some people, but not to others.[/p][p](Coincidentally or not, Tactical Nexus also has a similar atmosphere...)[/p][p][/p][p]I've mentioned before that Team-Nexus operates in a dictatorial manner, but this kind of âindividual-focusedâ mindset tends to break down as the scale grows.[/p][p]A communication style overly focused on individual customization is fundamentally akin to the structure of a new religious movement (or perhaps, to some extent, a politician), and this often leads to a tendency where it is treated as high-quality within a narrow space but appears abnormal in public.[/p][p]This is because such a communication style prioritizes âperfect or complete solutions in each specific situationâ over âoverall consistency.â[/p][p][/p][p]The environment created in this way often tends to be âcomfortable for those who are in the right place and fit the atmosphere, but extremely grotesque for those who do not.â[/p][p]On the other hand, I personally prioritize âextracting the structure and information from the patterns that emerge when momentary completeness is achievedâ over âcreating content by enhancing consistency.â[/p][p][/p][p]For example, when wood catches fire, it burns slowly.ăOn the other hand, gunpowder, even if it has the same amount of energy as wood, reacts explosively to wood.[/p][p]This is because the speed at which heat is transmitted differs between wood and gunpowder, and gunpowder heats up more quickly.[/p][p]The fire from wood may spread to the surrounding area and grow stronger. However, its maximum temperature does not increase, and in most cases, it eventually dies out.[/p][p]On the other hand, gunpowder explosions are instantaneous but can have a much greater impact than ordinary fires.[/p][p][/p][p]Similarly, I have sought to develop technologies based on âpowerful chemical reactions triggered by instantaneous synchronization,â focusing on methods that are decisive and only feasible in personal or small community contexts.[/p][p][/p][p]----[/p][p][/p][p]However, Steam articles are considered âpublicâ from our perspective.[/p][p][/p][p]As mentioned earlier, for Team-Nexus, which has consistently emphasized a âprivateâ direction, âpublicâ things are the most difficult to handle.[/p][p]On the other hand, whether Steam articles are truly treated as âpublicâ is ultimately something we cannot judge.[/p][p]We consider them public, but players may see them as more intimate and friendly.[/p][p]The ratio of how different these perceptions are is something we won't know until we try.[/p][p]As mentioned earlier, such perceptions are ultimately a matter of ratio and correlation, but if, for example, over 90% of players are seeking such articles, I personally feel it might be worth pursuing.[/p][p][/p][p][/p][p]ăTherefore, whether we will continue the monthly articles remains uncleară[/p][p]This time, I have written a lengthy explanation of the circumstances, but moving forward, future issues will primarily consist of updates on stage content or trivial updates.[/p][p]Approximately 70% of the articles will likely be along the lines of âWe are incompetent, so we are delaying the release,â[/p][p]âWe delayed because the programmers messed up,â âThe game designers are terrible,â or âThe Japanese education system failed to teach us how to plan properly.â The remaining 30% or so will likely be about progress updates, player feedback, and various thoughts I have (in the same tone as this article).[/p][p][/p][p]If players are interested in these monthly articles, I can certainly write more.[/p][p]However, we're feeling a bit unsure about whether this is what players in an âupdate-waitingâ state are really looking for.[/p][p][/p][p]As I mentioned earlier, if you'd like to see more articles like this in the future, please give this article a high rating. If you don't think this kind of article is necessary, please give it a low rating.[/p][p]We'll use the statistical data to see the ratio, and if the high ratings are higher, we'll consider writing more articles like this in the future.[/p][p][/p]
Bug fixes and feature improvements
[p]âFixed an issue where the description text was incorrect in Instance Magic.[/p][p][/p][p]âFixed an issue where the display was sometimes incorrect in the Legacy activation screen.[/p][p][/p][p]âWhen the HP gauge is displayed, standing in front of an enemy now shows how much damage you will take.[/p][p](The decreasing portion now flashes yellow.)[/p][p][/p][p]ĂDue to a ridiculous proposal from the game designer, testing for 8-4 is taking longer than expected, and it will take a bit more time. We apologize for the inconvenience.[/p][p]If it cannot be implemented by July, the programmer will destroy the game designer.[/p][p][/p]
Fixed several bugs
[p] ă»Fixed an issue where the effect of certain level-up commands was changed. (Will be silently fixed if found in the future) [/p][p]ă»Fixed an issue where TRT was displayed in black under certain conditions.[/p]
QoL Update / and bug fixes/Implementation of âMemo Alertâ function!
[p]The update for Ă8-4 will be released on or after July 22. We sincerely apologize for the delay.[/p][p][/p][p][/p][p]\[Update Details][/p][p]- Implemented the previously unimplemented effects of âDeja's Pulse Book.â[/p][p]- Fixed several other bugs.[/p][p][/p][p]âą Added an âAlert (Notification)â feature to notes.[/p][p][img src="https://clan.akamai.steamstatic.com/images/36055241/2a69f453a0ef81b1761ef0a4c4ecfa7c974818cc.png"][/p][p]With the Alert feature, you can set numerical conditions for âLevel,â âATK,â or âDEFâ (or multiple options).[/p][p](These settings will be recorded as âAlert Notes.â[/p][p]The key layout is quite confusing, but you can view the list of Alert Notes using the comma key (,) or Shift + N key.)[/p][p]When an alert memo is set, a notification will appear in the top-left corner of the screen when the player's status reaches the set value.[/p][p][/p][p][/p][p]Specific uses for this feature include ânotifying the player when it's possible to defeat a specific enemy without taking damageâ or ânotifying the player when there are many enemies that are immune to Giant Killing in a level.â[/p][p]Additionally, the list of alert memos is displayed in the Extended Screen (the rightmost part of the screen that appears when you select a widescreen resolution at game startup).[/p][p]I suspect that heavy users who have played this game for thousands of hours are more likely to come up with effective uses for the memo feature than the developers.[/p][p][/p][p]Please consider various possible uses and give them a try.[/p][p][/p][p][/p][p]âą Implemented a âreservationâ feature for magic.[/p][p]Pressing the Z key on the magic selection screen allows you to reserve a spell, and when it becomes available, a notification will be displayed similarly to the alert feature.[/p][p]Originally, this was intended to work like the legacy system, where the icon of the reserved spell would be displayed at the forefront, but it turned out to be about five times more complicated than expected, so we decided to postpone it for now.[/p][p]We plan to implement it at some point this year.[/p][p][/p][p][/p][p]ă»The Poison Sword now has the effect âDEF + LV x 10.â[/p][p][img src="https://clan.akamai.steamstatic.com/images/36055241/71564156ff8c35ca6f4553e6991ebdc8d5b02726.png"][/p][p]The Poison Sword, which is basically known as a âjunk weapon,â has been strengthened.[/p][p]At first glance, this may seem like a trivial buff, but since there are few weapons that increase defense at the same time, it's actually a pretty big effect.[/p][p]...or at least, that's a possibility.[/p][p][/p][p]With this buff, the Poison Sword seems to be in good spirits, so please give the newly revamped version a warm welcome.[/p][p][/p][p][/p][p]âą New player graphics (yellow: squirrel) have been implemented.[/p][p]These can be changed from the configuration settings.[/p][p](This only changes the graphics and has no effect on gameplay.)[/p][p]Originally, TacticalNexus was planned to have a system where character graphics would change when LastInflator was activated.[/p][p]However, due to the graphic designer's busy schedule and the fact that changing character graphics midway through feels jarring, we decided to gradually add more character graphics and make them configurable instead.[/p][p][/p][p][/p][p]The total number of player graphics will eventually be seven.[/p][p]We plan to add one new character every six months to a year.[/p][p]Originally, we were supposed to receive his design by the end of March, but the implementation was significantly delayed.[/p][p]Three months have passed since then, and it has finally been implemented, so let's go call him.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/36055241/180d3283670dec911fd0efeecfa33f4218e89c12.png"][/p][p]...Hmm, he seems to be looking away.[/p][p]He looks angry, but it's probably just my imagination.[/p][p]Maybe he ate something strange and upset his stomach.[/p][p]He should be having fun in the game. Probably.[/p][p][/p][p]ă»New graphics have been added for âitem acquisition,â âkey usage,â âdigging,â and âdefeating enemies.â[/p][p](This does not affect gameplay itself.)[/p][p]When effects or animations are added midway through, it can take a little time to get used to them.[/p][p]So, you might feel a bit off at first.[/p][p][/p][p]The reason we're using a slightly negative tone for this announcement is because, despite the programmer saying, âI've been really busy this past week,â the graphic designer kept sending over a ton of new graphic specifications as a prank.[/p][p](Team-Nexus's graphics development environment is unique, so programmers also need to do a significant amount of work when implementing new graphics.)[/p][p][/p][p]People tend to be inspired or influenced by others' actions, but when you're busy, others tend to send you more work.[/p][p]The reason updates are delayed by several weeks at the end of development is because, when we're focused on the work, idiots keep showing up demanding extra ideas and verification.[/p][p]I call this phenomenon the âtrash nexus.â[/p]