Transfinite Dungeon cover
Transfinite Dungeon screenshot
Genre: Strategy

Transfinite Dungeon

Steam Deck Launch Issue Fixed

The Steam Deck launch issue has been resolved.

The cause of the crashes on Steam Deck was that, for unknown reasons, the game was not launching with the Linux native build but instead running the Windows build through Proton. When a gamepad was connected in this state, the game would crash. The issue has now been fixed so that the Windows build runs correctly under Proton, allowing the game to launch on Steam Deck without any additional action. However, to avoid potential performance issues, it is recommended to check the game compatibility settings and switch the runtime to Linux Runtime if it is set to Proton before launching the game on Steam Deck.

v3.0.6 Update

Chinese translation review and proofreading (Phase 1): 呶呶BOT (Thank you!)
Bug Fix: Fixed an issue where the ally defense stat limit set in difficulty settings was not applied in-game.
Bug Fix: Fixed an issue where units that could not be hired were shown when there were two or more Taverns.
Bug Fix: Fixed an issue where terrain elevation skills did not increase their duration when leveled up.
Change: Increased the number of transferable portals in towns from 8 to 10.

Bug Fix: Fixed an issue where the Continue button did not appear on the main menu and the Quick Start button was shown instead, even when a game was in progress.
Bug Fix: Fixed an issue in Quest Mode where, if all members died, the next quest battle would immediately result in a defeat.
Bug Fix: Fixed an issue in Quest Mode where the game would not trigger Game Over if all units died during an invasion defense event.
Bug Fix: Fixed an issue in special events where, after a battle, newly generated events would not trigger immediately and required clicking the NPC to appear.
Bug Fix: Fixed an issue where, after entering a town and then re-entering a dungeon, the skill window in the bottom-left corner would always remain hidden.
Bug Fix: Fixed an issue where the immovable property of weapons was applied to the equipped unit instead of the attack target.(Existing weapons are unaffected;only newly generated weapons were impacted.)
Bug Fix: Fixed an issue where mapping an existing Cancel button during keyboard key mapping would close the window.
Bug Fix: Fixed a crash that occurred in Quest Mode when selecting the Hall of Experience while no members were present.
Bug Fix: Fixed an issue where Shock Mines could not be placed.
Bug Fix: Fixed an issue where Hawkman showed abnormal movement when traveling between rooms.
Change: In Quest Mode, if all members are dead and the Tavern cannot be constructed, a confirmation window to give up the game will now appear.
Change: Increased the hiring limit in Custom Mode from 9 to 17.
Change: Increased the starting mercenary limit in Custom Mode from 9 to 13.

Crawl Tactics Final v3.0.3 Bug Fix (Attention: Please read)

Fixed an issue where achievements were not unlocking due to a Steam API bug.

Attention: If your save files are not visible after the update, please move the files from [Game Install Folder]/saves/offline/ to [Game Install Folder]/saves/[numeric Steam ID]/

Crawl Tactics Final Official Release

The final major update of Crawl Tactics, the Crawl Tactics Final version, has finally been released. What allowed this once barely playable, unfinished game to reach this point was your advice and encouragement. Thank you for loving and supporting Crawl Tactics for such a long time. While there will be no further large content updates, I will continue to work on bug fixes, balancing, and quality-of-life improvements.
If you enjoyed the game but have not yet left a review, please consider doing so, and help spread the word so that fans of turn-based tactics and rogue-likes can discover Crawl Tactics :D
Since this is the final major update for Crawl Tactics, I wanted to look back on the journey of making it.

Start


Development of Crawl Tactics began in 2018. Influenced by the combat of Tactics Ogre and the roguelite progression of FTL, the aim was to create a game where each new battlefield offered fresh interactions and strategic combat. It followed a similar direction to my first game, SFD, but was intended to address the limitations and regrets I had with SFD. In particular, I wanted to implement verticality like in Tactics Ogre and improve the rough graphics.


Next fest Demo and Beta


Looking back, the biggest mistake during development was implementing whatever I wanted without a clear direction. Because this was a solo project, development dragged on and the game grew overly complex. For example, verticality was difficult to implement in a 2D isometric view, leading to delays and bugs. Yet for players, verticality ended up interfering with trap usage and making maps feel inconvenient. It also obscured vision, causing confusion for many. During the first demo playtest, many said they found SFD more enjoyable.
I also participated in Steam Next Fest, but the game lacked polish and failed to draw attention. Since you can only participate once, I missed a major promotional opportunity.

One memorable improvement afterward was receiving help from a pixel artist named Raseya, who worked on character pixel art. The quality was far better than my programmer art, but due to my strong personal direction and interference, we gradually drifted apart after the initial work. I want to express my gratitude and apology to Raseya.


Official Release


The game officially launched at the end of 2022. Exhausted from the long development, I wanted to release it as soon as possible. However, the rushed release caused issues with quality, balance, and usability. Difficulty was also a problem; in trying to avoid making the game too easy, I made it overly difficult in ways that frustrated players. For example, since archers were too strong, I added an arrow-count mechanic to weaken them, but this only made archers hard to use and difficult to understand. Because of issues like these, the game’s reception was weaker than SFD, and sales were lower than expected. There was also friction with members of the Discord community, who disliked updates they felt were hostile to players. I even banned a user who ignored warnings, and my relationship with the person who had offered free German translation also deteriorated. Afterward, I realized the importance of feedback and made a genuine effort to listen and improve the game. I want to apologize again to Kampy.


v2


The launch results were disappointing, and although I improved issues step by step through player feedback, the constant small fixes made me want to create larger changes. I did not want to abandon the game in an unfinished state, and although not many, there were players who supported the game, so I planned a major update. I began in 2023, not intending for it to take long, but once again development went on as I kept implementing desired features, delaying v2. The v2 beta began in June 2024 and released on August 31.
The focus of v2 was removing unreasonable mechanics and inconvenient systems that caused unnecessary frustration. I removed the cumbersome arrow mechanic, allowed spells to ignore certain terrain restrictions, and replaced delayed-cast spells with a new ultimate-style system called Rage Magic. I also improved graphics and added new content, including endgame content. The biggest addition was Quest Mode. Dungeon Mode had overly long floors, so I wanted to shorten the flow and allow easier character growth, as leveling and progression are core SRPG fun. Early Quest Mode had too little resource gain (souls) and bosses were too hard, so I adjusted the difficulty. I also added Dungeon Mode events into Quest Mode. To encourage ongoing play, I added the Abyss Gate and multi-run Quest Mode. On the UI side, I added rotation animations so the camera wouldn’t feel confusing, and refined the pie menu previously used only for controller support so players could select functions without moving the mouse too much, keeping the UI centered.


Final


The last major update aimed to address balance issues such as thieves being too strong due to AGI and AP advantages, or Fireball wiping out enemies too easily, along with fixing cards that had little use. I also implemented modes I had long wanted to add and upgraded the battlefield generation algorithm to make battlefields feel more organic. Following player feedback, I added interactions such as pushing trees or statues to topple them onto enemies, and improved demi-human freedom of play. Near the end of the final beta, a player suggested a large-scale battle mode, and after considering it, I added Defense Mode, which allows deploying most Quest Mode units and freely constructing traps. Some players wanted Simplified Chinese translation, but I could not hire translators, so I added Simplified Chinese and Japanese using AI translation.


Update List



* Mod Support:

- You can now create and modify game content through mods. From the Mod menu at the bottom left you can generate and edit mod templates to create your own mods and each mod can be applied individually.

* Added siege/defense events

- In Dungeon Mode, new special events let you capture a well-defended enemy fortress or defend against waves of attackers.
- In Quest Mode, the Doomsday Counter is replaced with periodic invasions, where you place defensive weapons like cannons to fend off continuous enemy waves.

* Battle Diversification:

- When starting a new run, you can adjust various parameters such as battlefield size, total dungeon count, and trap density.
- Some enemies will now advance while taking advantage of terrain or defend strategic points. This is intended to move away from a purely camping-based strategy.
- Environmental hazards such as rockfalls and wildfires have been added. They occur with a certain probability during battles and attack random tiles each turn.
- Totems have been replaced by standard-bearers. Now enemy auras that enhance allies come from standard-bearers instead of totems. Their auras can grant traits like fear immunity magic immunity or magic reflection compensating for enemy weaknesses.
- Support-type enemies that inflict debuffs have been added.
- A wider variety of bosses has been introduced.
- Hawkman and robot enemies now appear on battlefields and in Quest Mode you can construct Hawkman Fel and robot mercenary camps as rewards and hire them.
- Added a race selection option in custom parties.


* Terrain / Trap Interaction:

- The algorithm for terrain generation has been modified to allow greater height differences and decorations have become more varied. Large structures such as tree stumps and statues have also been added.
- Previously indestructible obstacles like rocks and statues can now be destroyed. Statues and trees can be attacked and toppled to damage enemies and statues can be pushed off hills to cause damage.
- A new type of trap jar has been added which alters temperature or weather when destroyed. The generation algorithm for existing traps such as cannon traps has also been improved so they aim more effectively toward enemies.
- Now you can adjust battlefield generation parameters before starting the game.


* Card Enhancements:

- Cards have been made more useful. For example a trap that used to change the position of one obstacle can now move up to three.


* Balancing / Stats:

- The base movement range has been increased from 3 to 4 and jump value from 1 to 2.
- Passives that increased AP without any cost have been removed.
- The bonus movement distance gained from AGI has been reduced. The effects of stats have been revised: STR now increases critical chance DEX increases evasion and CON increases debuff resistance.
- The accuracy bonus gained from improving bow mastery has been increased.
- The range of certain ranged magic spells has been reduced.


* Quest Mode / Abyss Mode:

- After clearing Quest Mode once starting a second run now resets special events allowing new ones to occur.
- The blacksmith no longer simply upgrades weapon stats; instead you must dismantle an item to obtain its core then merge it with another weapon.
- When hiring undead units the AI will no longer control them—you can now command them directly.
- Before entering the Gate of the Abyss you must now increase one difficulty element to proceed.
- Upon defeating the final boss you can choose one of three items as a reward.


* Crawlpedia:

- Enemy information has been added.


* Game Settings:

- The game speed can now be adjusted not only between normal and fast but from 75% up to 300%.
- Font settings can now be changed without restarting the game.


* Unit Appearance:

- Some unit appearances have been changed.
- Customization is now available not only for humans but also for demi-human units.

Control scheme improvement update (v2.6.37)

[p]This small update is aimed at improving the controls, which have been frequently criticized. Since I lack a strong sense for UI/control design, I made changes based on player gameplay and suggestions. After updating the game, I recommend pressing the default binding button in the keyboard/mouse or gamepad settings to change to the default bindings.[/p][p][/p][p][/p]
  1. [p]Save file selection menu simplified / Open menu with cancel button: [/p][p]Previously, you had to select the slot and then press the start button again, but many players considered this one of the most negative control experiences when first starting the game. So now, clicking the slot will immediately start the game. Also, in most PC games, pressing Esc during gameplay opens the menu, but Crawl Tactics didn’t follow this, causing confusion. Now, if there’s no cancelable function, pressing cancel (default Esc) will bring up the in-game menu.[/p]
  2. [p] Basic keyboard shortcuts reorganized for left-hand use. Default mouse wheel button set to toggle screen panning: [/p][p]The previous keybindings were considered unintuitive and too spread across the keyboard. So, screen control/rotation keys have been reassigned to the left-hand side of the keyboard. Skill hotkeys are no longer assigned by default; instead, you can use them through the pie menu, which will be described below. Also, because many found screen panning inconvenient, the standard control of pressing the mouse wheel button now toggles screen panning.[/p]
  3. [p]Mouse buttons and their functions can now be remapped: [/p][p]Default mouse functions have been changed, but since preferences vary by player, each mouse button can now be assigned a different function. Additionally, if the mouse has back and forward buttons, you can assign functions to them as well.[/p]
  4. [p]Added equipment window button next to quickslot when using keyboard/mouse. Pressing the selected unit again now opens pie menu instead of equipment window: [/p][p]Initially, I thought it was convenient to open the equipment window by pressing the selected unit again. However, based on gameplay footage and feedback, many didn’t know how to open the equipment window. So a separate button has been added for it. Now, pressing the selected unit will bring up the pie menu instead. A dedicated button has also been set to open the pie menu when using keyboard/mouse controls.[/p]
  5. [p]Pie menu improvements:[/p][p]The pie menu, previously used only in gamepad mode, was inspired by FPS games like Quake Remastered. However, the hold-to-select method caused confusion. Now, the pie menu appears when you press the button and disappears when you press it again. Also, with keyboard/mouse controls, moving the mouse to the bottom of the screen every time to use skills was inconvenient, so the pie menu is now available in keyboard/mouse mode too. In relation to this, when using gamepads in handheld UI mode, the bottom quickslot and skill slots no longer appear on the screen. In exploration mode, buttons were added to the pie menu for map and moving to another room. This was added because room transitions were often hard to see, obscured by terrain, or troublesome to click on. In combat prep mode, a card use button has also been added to the pie menu.[/p]
  6. [p]Added ability to move cursor with D-pad / Use analog stick like a mouse / Analog stick bindings now customizable: [/p][p]For gamepads, many players—especially fans of classic tactics games—prefer to use the D-pad for movement. So a default binding for D-pad movement has been added. Analog stick movement remains the default, but you can switch to D-pad movement in the settings.[/p][p]You can also freely assign movement or panning to the left/right analog sticks, and by request, a mouse mode has been added that allows the analog stick to be used like a mouse.[/p]
[p][/p][p][/p]

Crawl Tactics Dev Update: What’s Changed and What’s Next

Hello, tactical crawlers. It’s been quite a while since the major update late last year. Since then, we’ve tried to swiftly fix and update bugs as they appeared, but we haven’t been able to post update logs on the main Steam page. We also made minor balancing and UI updates as long as they didn’t drastically change the core gameplay. Thank you always for providing feedback on our flawed and inconvenient game. As I’ve mentioned a few times in the discussion boards, Crawl Tactics has one last major update remaining. In this post, I’d like to share the changes since the last update and what’s coming in the final major update.

Summary of Updates Since Version 2.6



Since version 2.6.0, updates have mostly focused on UI/QoL improvements and balancing based on player feedback, rather than major changes to the game.


  1. CrawlPedia Improvements:
    Many pointed out that while the idea of the CrawlPedia was good, it lacked necessary information and was difficult to navigate. Now, you can access the CrawlPedia not just from the main menu but also during gameplay. A search bar was added to look up each entry, and we’ve included info sections for each stat and resource.

  2. Enhanced Info on Proficiency/Knowledge:
    Proficiency and knowledge were often confused conceptually, and players lacked reference material. Now, small icons distinguish them. Clicking relevant stats in the stats window or the CrawlPedia will show you the list of skills that can be learned with that knowledge and all info on penalties/bonuses based on proficiency.
    Also, when skill books are quest rewards, the game will show which allied units can learn the skill. For equipment, units that are proficient with the weapon will be shown. When equipping a weapon with low proficiency, a confirmation message appears to reduce the frustration and confusion from unknowingly equipping poorly-suited weapons.

  3. Improvements and Bug Fixes in Town Buildings:
    There was a bug in the tavern where hired units were always level 1, now fixed. Also, many found it inconvenient to manage unused skills, so we added a skill-selling feature to the Magic Research Lab.
    In dungeon mode, skills sold at the barracks scaled with dungeon difficulty, making it impossible to buy low-level skills in the late game and resulting in only level 7 summon spells spawning.
    To fix this, we changed dungeon mode to behave like quest mode, so skill levels in the barracks no longer scale with dungeon difficulty. A level cap was added to prevent only level 7 skills from appearing late game.
    Now, rare rings will also grant bonuses to non-summon spells, including melee skills and others.
    Skill scrolls can now be viewed not just by knowledge level but also by skill level (the basis for barracks spawns), and we added a button to view this info from the barracks.

  4. Unit Appearance:
    Many requested the ability to customize the appearance of hired mercenaries. You can now change their appearance from the equipment screen. We also added a checkbox to hide armor if it doesn’t look good.

  5. Combat:
    As the number of units increases, the fixed battlefield size became an issue. Now, the battlefield size changes based on the number of allied units.
    From watching gameplay videos by streamers, we noticed that familiars like wolves would rush into battle without hesitation, causing problems for players. While you can change familiar AI mid-battle, many are unaware or forget to do so.
    To fix this, AI units now act after the player ends their turn, so they don’t act first. Their strategy is displayed above their HP bar, and it flashes during battle prep to catch the player’s attention.
    We changed the default strategy from neutral to defensive, so they’ll only move if there are enemies to attack. A retreat strategy has also been added, where units move away from enemies.

  6. Unlocking:
    Previously, new units were unlocked only upon game over. Now, units are unlocked whenever you reach town based on the number of soul stones collected. Soul stones can now also be used for unlocking in quest mode, not just dungeon mode.


Final Major Update Roadmap



The final update won’t bring as big changes as v2 but will focus on improving areas that felt lacking, with mod support being the main goal. The plan is to complete the major update by the end of this month, conduct a short beta test, then release the full update.


  1. Mod Support:
    The goal is to allow players to play how they want, beyond debug parties or custom difficulty. The game’s data is stored in pseudo-JSON files, so simple mods can be made by editing values.
    You’ll be able to create custom classes and skills, and multiple mods will run independently.
    However, due to resource constraints, there won’t be a dedicated GUI editor; mods will be edited via text files.
    We’ll provide example mod files and upload them to the Steam Workshop for players to follow.

  2. Combat Variety and Interesting Battles:
    Currently, enemy AI just rushes the player. We’ve developed patterns like retreating or defending from high ground to encourage varied strategies and break away from kiting-dominated gameplay.
    Undead enemies revive after a few turns, but are vulnerable to healing magic. Since most healing scales with max HP, late-game enemies—especially final bosses—are too weak to healing spells.
    We plan to introduce support enemies that make allies immune to holy magic to prevent parties from becoming too overpowered.
    Depending on dungeon type, we’ll also add enemies that are immune to specific magic or grant immunity auras, encouraging use of a wider variety of skills.

  3. Balancing:
    AP (Action Point) increase mechanics have been problematic from the start. AP increase is too strong compared to other benefits, so players always prioritized it.
    We’ve decided to remove AP increases for all characters rather than trying to balance it for every class.
    Instead, we’ll introduce skills that increase AP only under certain conditions, like the old Nightside Burst.
    AGI (Agility) increasing movement range was also an issue. While removing AGI-based movement boosts entirely is an option, we’re leaning toward exponentially raising the AGI required and capping max movement.
    Since complex terrain makes movement feel restrictive, we plan to increase base unit movement from 3 to 4 and jump height from 1 to 2.

  4. Terrain/Battlefields:
    We revised the terrain generation algorithm to produce more natural-looking maps. Current maps have awkward visuals and contribute to movement-related issues.
    We’re testing a new battlefield generation algorithm.
    We also received many requests for trap placement improvements and new trap types.
    While not yet implemented, we’re considering improving the trap algorithm and adding new traps.
    However, we’ve added pots that change weather or temperature, such as causing rain or random lightning strikes each turn, and are testing such environmental hazards.


If you have feedback on the balancing direction or methods, please feel free to leave comments on this post, the discussion board, or Discord. As mentioned earlier, we plan to open a short beta build to gather more feedback.

Mod window:


New battlefield:








v2.6.0 Custom Difficulty / Debug Party / Subclass Update

This update focuses on enhancing gameplay variety and allowing players to enjoy the game in their preferred way.


Custom Difficulty
Break free from predefined difficulty levels and customize the game to your liking. For example, you can face stronger enemies while recovering health after battles.

Debug Party
Similar to Custom Party, but without financial restrictions, allowing you to freely test party configurations.

Subclass
Subclasses grant access to skills from another job but require more experience points to level up. This feature enables strategic play by combining skills from two different classes.

v2.5.1 - v2.5.13 UI and QoL update

The recent update focused on addressing the inconveniences players felt, based on gameplay videos and feedback.

Main Changes


  • Screen Rotation Animation Added: An animation has been introduced to reduce confusion during screen rotation.
  • Fast Travel Feature Added: Rooms that have already been explored can now be quickly accessed from the map screen.
  • Unlock Information Screen Improved: The number of souls required for unlocking is now displayed, and units with similar traits are unlocked together, reducing the total number of soulstones needed.
  • Turn Message Speed Option: An option has been added to allow the turn messages to transition faster.
  • Tutorial Improvements: Several bugs were fixed and the content was adjusted to make it easier to understand.
  • 4K Screen Support Enhanced: The default screen zoom has been appropriately set for 4K resolution.
  • Pixel Perfect Movement on Mouse or Analog Stick: Movement on the screen using the mouse or analog stick has been improved to work in pixel-perfect precision.
  • Warning Added When Moving to Corrupted Rooms: A warning has been added when moving to corrupted rooms.


Version 2.5.1 - 24-11-20
Bug Fix: Fixed a bug where the Grofkan Warrior Chief in Quest Mode had two Amphibian Skin perks.
Bug Fix: Fixed a bug where staves were affected by Club Mastery but couldn’t use club skills.
Bug Fix: Fixed a bug where clicking on Mercenary Camps after the update caused the game to crash.
Bug Fix: Fixed a bug where the event involving a 1v1 duel with the allied leader in Quest Mode did not function properly.

Version 2.5.2 - 24-11-21
Bug Fix: Fixed a crash that occurred when opening the class info window in the Crawlpedia.
Difficulty Adjustment: In Quest Mode, on Veteran difficulty or higher, security now decreases at the end of every week.

Version 2.5.3 - 24-11-21
Bug Fix: Fixed an issue where controller triggers malfunctioned on macOS.
Changed screen movement with the mouse to ensure pixel-perfect precision.

Version 2.5.4 - 24-11-22
UI: Added screen rotation animation.
Convenience: In quest mode, you can now return from anywhere within the quest map after clearing the quest.

Version 2.5.5 - 24-11-24
Bug Fix: Fixed a crash issue when a speaking unit disappears during an event.
Bug Fix: Fixed an issue in quest mode where tamed enemies could not be selected in the village.
Balancing: Reduced the success rate of taming.
Convenience: Increased the speed of phase start messages when fast-forwarding.
Convenience: Made animations skip when fast-forwarding.

Version 2.5.6 - 24-11-26
Bug Fix: Fixed an issue where the screen would go black and the game could not progress after clearing quest mode.
Bug Fix: Fixed a crash issue that occurred during screen rotation in certain situations.
Bug Fix: Fixed an issue where the gender of gender-restricted classes could be changed in custom parties.

Version 2.5.7 - 24-11-29
Bug Fix: Fixed an issue where flying units couldn’t reach higher ground when their jump stat increased.
UI: A warning is now displayed when attempting to move into a corrupted room.

Version 2.5.8 - 24-12-05
UI: Improved visibility of in-game tip windows / Enhanced in-game tip content.
UI: Adjusted default zoom level for 4K resolution.
UI: AP is now displayed next to the HP bar without needing to hover over the unit.
UI: Skill wheel now shows the name and description of selected skills when using a controller.
UI: Skill wheel also displays unavailable skills when using a controller.
UI: Modified enemy info display for better detail when using a controller.
UI: Desktop HUD is now unavailable at lower resolutions.
UI: Warning message appears when selecting Corruption during the first playthrough.
UI: Default font changed to a non-pixel font.
Bug Fix: Fixed an issue where keyboard selection boxes couldn’t be opened in the settings menu with default key mappings.
Bug Fix: Fixed an issue where summons remained in the village after clearing dungeon mode.
Bug Fix: Fixed an issue allowing infinite rewards from certain quests.

Version 2.5.9 - 24-12-08
Bug Fix: Fixed an issue where players could not proceed to the village from the tutorial.
Bug Fix: Fixed an issue where cards could not be used with the controller.
Bug Fix: Fixed an issue where the corpse explosion skill caused nearby items to disappear.
Bug Fix: Fixed an issue where skills in the alternative weapon slot wouldn’t recharge in the next dungeon.
Bug Fix: Fixed an issue where the move target skill wouldn’t function properly.
UI: Enabled screen movement during tutorial when using a controller.
UI: Improved tutorial experience for controller users.
Game: Added functionality to save and load custom party setups.

Version 2.5.10 - 24-12-09
Bug Fix: Fixed an issue where pressing the new skill button in the tutorial caused progress to halt.
Bug Fix: Fixed an issue where shield overwatch would not function.
Bug Fix: Fixed a crash when selecting a custom party after unlocking it.

Version 2.5.11 - 24-12-11
Convenience Feature: Added Continue (play from the most recent save).
Convenience Feature: Added Quick Start (start a new game with the previous game settings after a game over).
Bug Fix: Added missing text.
Bug Fix: Changed the True Evil achievement to require killing 30 neutral party members across the entire game, not just a single run.
Tutorial: Now allows selecting tutorial entries.
Tutorial: Enabled zoom in and zoom out during tutorials when using a controller.

Version 2.5.12 - 24-12-16
QoL: Added fast travel feature on the map window (allows quick revisit to already visited locations).
QoL: Added fast turn message option.

Version 2.5.13 - 24-12-20
QoL: Added class unlock info.
Balancing: Lowered class unlock requirements.
Balancing: Grave Digger skill now summons corpses only at the start of combat.

v 2.5.0 Quest mode update

In this update, new features have been added, including turn skipping, the Doomsday counter, the safety system, and soul return when demolishing buildings. Additionally, the early game difficulty has been adjusted. A new feature also allows players to restart at a higher difficulty level while retaining existing assets after completing the quest mode.

1. New Features in Quest Mode

* Turn Skipping and Safety System
A feature has been added to skip turns without selecting a quest. Skipping turns will recover some health for all mercenaries, but the town's safety will decrease. If the safety is high, positive events such as gold or soul bonuses will occur, while low safety can lead to negative events like monster invasions that destroy buildings.

* Doomsday Counter Added
After a certain number of turns, evil spirits will invade. If the evil spirit invasion is not repelled, buildings will be destroyed. Success in exploration or boss quests will raise the counter and delay the invasion. The Doomsday counter can be enabled or disabled in the settings.

* Soul Return When Demolishing Buildings
Demolishing unused buildings will return souls. Demolished buildings cannot be rebuilt in the same turn, but this is designed to prevent resource waste when players are unfamiliar with building functions in the early game.

2. Completing and Restarting Quest Mode
After completing quest mode, players can restart at a higher difficulty level while retaining their existing buildings and mercenaries. This allows for continuous challenges.

3. Combat and Healing System Changes

* Adjustments to Healing Magic and Unit Recovery
The number of times healing magic can be used in quest mode has been reduced compared to dungeon mode. Units that haven't completed quests will recover some health without needing a church. If a church is built, recovery will increase, and additional healing can be purchased using gold.

* Combat-Related Changes
The amount of healing after combat is lower in quest mode compared to dungeon mode. Experience Orbs and Soulstones will spawn during combat, just like in dungeon mode. Boss difficulty has been segmented, and the difficulty of early exploration quest bosses has been lowered.

* Card System Added
In quest mode, cards can be obtained as rewards or purchased through buildings, just like in dungeon mode. Cards disappear after being used once.

4. Special Events Introduced
Special events, like in dungeon mode, will also occur in quest mode. Building an observatory will activate special quest events with a certain probability.

5. Special Mercenary Hiring
Once the tavern is built, special mercenaries with unique traits will appear with a certain probability, just like in dungeon mode.

6. Other Changes

* Novice Tavern Added
Once one or more regional bosses are defeated, the reward will be the ability to build a Novice Tavern. High-level mercenaries who haven't had their skill points distributed can be hired using Soulstones, allowing for greater unit customization.

* Hall of Experience: One free experience boost per turn.

* Potion Shop: One free healing potion provided per turn.

v2.4.4 - v.2.4.8


  • Now, even if the ‘Remove Ally Corpses’ option is enabled, weapons will drop from ally corpses after the battle ends.
  • Bug Fix: Fixed an issue where the Alchemist would not take the Philosopher’s Stone during the Philosopher’s Stone event.
  • Bug Fix: Fixed an issue where the description for Dual Gun Mastery was not displayed.
  • Bug Fix: Fixed an issue where summoned units' levels always appeared as 1.
  • Balancing: Changed ranged overwatch to apply only at the edges of the attack range.
  • Bug Fix: Fixed an issue where equipping a shield to a non-leader unit in the equipment tutorial made progression impossible.
  • Bug Fix: Resolved an issue preventing the settings menu from opening during the tutorial.
  • Bug Fix: In Quest mode, if the inventory is full when receiving a reward, the reward item is now sent to the storage.
  • Bug Fix: Corrected description of Extra attack skill