Zor: Pilgrimage of the Slorfs cover
Zor: Pilgrimage of the Slorfs screenshot
Genre: Tactical, Indie, Card & Board Game

Zor: Pilgrimage of the Slorfs

July 24th Hotfix

Fixed:

  • 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