In setup, Mystery no longer always selects Warren if no buttons are touched
Courier bug now behaves properly after dropping xp gem
Courier bug tooltip explains it gets 2AP after dropping the gem
Evade in combat preview no longer displays the test number -55 when bypassed
July Tuning Update
We identified a few areas that were really dragging things down, and in this update have completely reworked these areas. Upgrading at camp should now feel 100% rewarding, and the need to think about when and if to add slots is no more! Details below, we hope you enjoy the changes :)
Tuning
Camp upgrades
Slots are no longer rewarded in camp upgrade nodes, the number of normal slots are fixed
Explore, Swipe and Harvest cards no longer rewarded in camp upgrade nodes, instead a recipe is unlocked, and they can be crafted with resources.
Reward animation now shows everything unlocked, not just one
Effects and costs tuned, some buffs replaced and some new ones added
Notable camp upgrade changes
Roasting spit - 1 extra food from meat and grubs
Strategy board - Gain 1 haste when an attack kills an enemy
Foraging packs - Adds a mushroom patch in every clearing
Wicker baskets - Harvest gives an extra turn
Deckbuilding:
Wild slots added which can be used for any card type, and are allowed to be empty. Unlock them with XP.
Upgrade/Swap buttons reworked, to be more compact and obvious which card they belong to
New buff: Haste
To reduce cases of having to remember effects like "for one turn" action point buffs (in cards like sandals, encourage) have been reworked to use haste. Haste is a stacking action point buff for the next move card, but is not lost until used (so can be banked).
This also leads to more fun stuff like stacking haste for an incredibly huge flurry or jump across the map.
Other Tuning
Cards now display buffed values on front icons (AP, Damage, Range) and are tinted if modified
Crystal switch puzzle improved to be solved the instant both slorfs are standing on the switch (you do not have to end turn and wait)
Linked glyph always has a recipe if possible
Grimp Monstrosity now has cool giant eye animation like his cousin Big Grimp
Minor tuning of resources (bit more sticks in region 2, bit less stone/branch overall)
Aura buffs now have a distinct icon style
Bug Fixes
Courier bug now drops XP gem if killed before he drops it in the hole (sorry about this one!)
Found and fixed a few more rare cases of weird clearing layout issues
Cats now behave consistently between waking up via damage and proximity (they get their turn immediately so be careful!)
Missing armor/evade SFX added to a few cards
Misc fixes to upgrade reward presentation
Fixes to a few turn tracker icons
June Update
This tuning update is focused on improving the procedural generation of clearing layouts and the content that is placed into them, with a few balance changes.
Map and content generation Thorough tuning of every clearing and content pool focused on better object placement and pacing of harvestable objects, addressing layout issues.
Tuning: Underflock General health reduced by 5 Grimp Monstrosity lair has a bit more food Chrono Thrix can no longer give itself evade Mending Tendril can no longer heal itself
Bugs: Fixed rare crash when burrow grubs expire in combination with other end round effects Fixed loot bug causing loot to be way more random than intended in some cases Resource HUD no longer stays on screen during camp transitions
Summer Plans
Summer is around the corner, we have locked in our plans for the next phase, and today we are ready to tell you about what lies ahead.
Before we look forward, let's do a quick recap of where we have been
Since our early access launch in September last year, we have been constantly working to add content and improvements to the game. Our approach for each update would be to compare the feedback with our existing goals, be flexible and ask "what does the game need most?" and execute on that. Each update we focused on a few specific areas so we didn't spread ourselves too thin.
In the last 8 months we have added a new region, 2 bosses, dozens of enemies, and heaps of cards, recipes and objects. All the while improving and streamlining several gameplay systems, based on what we were seeing in videos and hearing from players. We have been inspired by and learned so much from our amazing community on discord (seriously, come check it out)
Currently, the gaps that remain are more comprehensive ones like overall progression, and tuning that involves the overlap of every system. That feels like a signal that it is time to push towards 1.0 and release, leaving early access!
We won't stop fixing issues as they come up, but we are going to step back and take a longer period of time to work on the next update, since it will tie everything together.
What do we currently feel is needed for the game to reach 1.0?
Progression and achievements It finally feels like the game is ready for progression. We have always said we will not do a currency grind, drip feed minor content, or use artificially difficulty and power ups. We intend for the game's progression to be the player learning and getting better at the game, and gaining cool rewards and new experiences along the way as they overcome interesting challenges. We will get more into the details in the next diary.
More card variety We have had a few card updates, but in general they have received less attention than enemies and level content. Card mechanics felt solid, and the set of cards was big enough to prove the current system while we filled other gaps, but now the tables have turned. For 1.0 we plan to add 50-75% more cards, of all types, but especially move and triobelisk rewards.
Clearings The game can always benefit from more clearing layouts, and work is underway to add more, while also applying more handcrafted tuning to existing ones where results can be mixed. The clearing layout are semi-scripted, with varying degrees of scripted enemy/object content, and then the game fills it with the rest of the content procedurally. We have found that the game is at its best when the two are nicely balanced, and want every clearing to hit that mark.
Crafting Camp upgrades, card recipes and deckbuilding are much more solid since September, but could still use improvements. Everything in ZOR is related, so this milestone will see a final comprehensive pass on the systems and balance. We will share more details as we lock things down.
What will be on hold until after release? Major themed content (like new regions, enemy factions, brand new systems) Modes like campaign, or daily challenges
We spent some time in January prototyping a campaign mode and it is really promising, but it feels like a mistake to spread ourselves thin between two modes before finishing and nailing the pilgrimage.
Thank you!
Finally, thanks again to everyone who has given the unique ideas of ZOR a chance, and shared their experiences with us! We hope to continue hearing from you in the months to come, as there is no time more critical for feedback than this next period.
Cheers, Clint and Gavin
Hotfix - Apr 25th
Fixed a few issues with menu state in camp Fixed escape key causing hidden text in camp Tooltip no longer under card reward UI Fixed tooltip showing up when cursor over end turn button Triobelisk tile after destruction will no longer block content like loot, spreading roots.
April Content Update - Patch Notes
New Content
6 new Snarp enemies added. Snarps cycle between a normal and mutated state each turn Thorn Snarp - thorns Presto Snarp - +2 AP Raging Snarp - +3 Damage Gravity Snarp - aura causing +1 to card food costs Ghoulish Snarp - lifesteal Liminal Snarp - invulnerable
Day 1 variety - 2 new level layouts - Several new enemy pools - Extra stick or xp possible
Day 2 challenges - 2 bonus xp on day 2 possible - 3 challenges added to the 3 clearings
New puzzles to access shrines added to second regions
Tuned
Holding shift hides the tooltip (can also tab to toggle HUD entirely as always) Height added to intro and elder explains how it works Thorns now shown as vital like armor and evade Clustering fixed in several clearings Chrono Thrix and sticky trap camera behavior improved Camp menu now shows all options and persists to make navigating easier Right click dragging removed (too many complex interactions, use left button or keys)
Fixed
Keywords being incorrect in some clearings Buff HUD message showing up on structures Camp buff icon number displaying unintentionally Weird tumbleweed loot spawn when on terrain Animation timing issues with rotation and projectiles Bugs with resource loot distribution
Update Party!
Come hang out and chat as we play through the game and tackle the latest content added into ZOR! The beastly new Snarps await...
April Update Preview
Our next update will add a wave of content to all regions, adding variety from run to run, and making each one more fun and interesting. No time for deep indie development introspection, the list is too big so here we go!
New Enemies
A new family of beasts has migrated into the wilds and will be threatening the Slorfs journey in every region. Snarps all share the quality of cycling between a normal and mutated state at the end of each turn. Thankfully they are not as fast as a Thrix, but they still require thinking a few steps ahead. Some can be a nuisance, others downright terrifying.
Listed below are the Snarp varieties you will face, and what horror their mutations bring. From left to right in the image above:
Thorn Snarp
Least dangerous of the snarps, but does require some careful positioning to deal with. Mutation: Protective spikes emerge from its hide, giving it thorns
Presto Snarp
Not very dangerous, but on top of the speed boost, it's attack has stepback. So be ready to chase it all over the map. Mutation: Gains 2 action points
Raging Snarp
Slorfs should prioritize downing this enemy as its mutated attacks are extremely dangerous. Mutation: Has a meltdown and gains 3 attack damage
Gravity Snarp
Not too threatening on its own, but can be a major nuisance while grouped with other enemies Mutation: Emits a gravity aura that increases food costs of cards by 1
Ghoulish Snarp
Scary just based on its stats, and if not handled correctly can heal away all of the Slorfs hard work. Mutation: Becomes possessed and gains lifesteal
Liminal Snarp
The most deadly of all, when you see one sit up in your chair! Mutation: Phases in between dimensions and becomes invulnerable to damage
New Clearings
Many new clearings, or reworks of existing clearings have been added to progression. The goals were early game variety and adding some more interesting twists and challenges to the later regions.
Day 1
The first day lacked variety, with no meaningful difference in enemies or rewards. Now there are 3 unique layouts, and a wider variety of enemies that can show up. Also, the mix of XP and sticks available can vary slightly, opening up some new early possibilities and considerations
Day 2
We added a third layout type, and also added a twist. Each clearing on day 2 now has a low stakes press your luck challenge for an extra 2 XP, for some extra fun early on.
Shrine Challenges
More shrine (Triobelisk and Conjuring bowl) clearings have been enhanced with an extra puzzly challenge to gain access to those rare cards.
User Interface
Many improvements to UI and quality of life are coming in the April update
Tooltips
Replaced old implementation with one more robust and with better performance Overhaul of the layouts and font colors/sizes so info is easier to digest New info that was obscured before is now surfaced, like more details on turn behaviors Added the ability to hide tooltips while holding the left shift button
Quality of Life
Upper menu now persists and highlights which screen you are in, back button made consistent Updated the blunt and pierce icons to relate better to the armor and evade that they overcome Hovering over enemies now previews their possible movement and attacks Height rules are now explained in the trial by the Elder
Final thoughts
This update is undergoing final testing, and will be releasing within the next few weeks. Of course, there are also bug fixes and tuning included in the patch so stay tuned for the full notes.
Thanks for playing ZOR! - Clint and Gavin
Hotfix - March 24th
Fixed issue that blocked initial tutorial popup button Tooltip info and layout pass on all content New clearer blunt and piercing icons Fixed fear not being consistent in all cases Big grimp no longer being shy and looking sideways at start Fixed a few tooltip visibility issues in rare cases
Hotfix - March 19th
Fixed some cards whos effects were lasting longer than intended Tooltip system optimization, preparation for UX improvements