Hex System Overhaul! Major Update for Build Diversity & QoL
2026-07-17Major Update. Hex System Reforged – Endless Build Possibilities! Thank you for your continued support! This update is a massive milestone as we approach the full release. I have squashed numerous game-breaking bugs, deeply optimized the core "Skill Build" mechanics, and overhauled the "Hex" system, making it the true engine of randomness and fun for every run! Core System Upgrades 1. The "Hex" System Evolution • Level Unlock Mechanic: Unlock a new Hex after completing each level, enriching your out-of-run progression. • Fun Settlements: Added a Bilibili-style "Danmaku" (bullet comment) system to victory and defeat screens to liven up the endings. • Spawn Adjustments: Besides Chests and Skill Shops, reward rooms now have a low chance to offer Hex choices. 2. Skill UI Revolution (Core Gameplay)
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• Categorized Management: The skill loadout page now supports filtering (Equipped, Active, Passive, Attribute). Related skills are grouped intelligently, drastically improving build efficiency. • Tag Identification: Skill descriptions now feature trait tags (e.g., Active, Passive, Synergy, Enhance, Agility, Intelligence, Physical, Spell, Shield, Projectile, Clone, Frost, Burn, Poison, Lightning, etc.) for instant recognition of skill roles. • Transparency: Skills attached to equipment can now be viewed in detail (Hover on PC, auto-display for controllers). Removed the restriction requiring skills to be unlocked before using them via gear. 3. Equipment & Numerical Optimization • Score Formula Revamp: Optimized the equipment quality scoring algorithm. • Visuals: Enhanced equipment special effects; High-tier equipment icons now feature a glossy highlight. • Gems & Details: Added new gems; optimized socket icons; fixed item rating inversion (where enhanced gear was worse than normal); fixed the ring comparison UI only showing one ring (now supports comparing both rings). Class, Skills & Build Diversity 1. Talents & Attributes • Standardization: Unified terminology. "Yellow Points" are now "Attributes"; defense-related terms are unified to "Defense/DEF". • Growth Tuning: Hit Rate now scales slightly with Agility growth, further distinguishing STR vs AGI talent paths. 2. Skill Reworks & Balancing • Renaming & Reworks: • "Energy Gather 2" renamed to "Wisdom" (ID 48: +4 INT per level). • "Spirit Power 2" renamed to "Psychic Master" (ID 47: +3% Magic ATK, +5 MP per level). • Mechanic Optimization: • Blink (ID 29): Removed the disorienting negative effect. • Crit: Separated into its own skill; growth now focuses on duration. • Staff (AoE): Improved casting feel (no more "constipation"); now fires multi-phase orbs, enabling new builds. • Vampiric Riposte (ID 10): Separated from the old counter-attack; now a standalone life-steal trigger. • Build-Specific Enhancements: • Blink/Dash Build: The Black Blaze (ID 79) branch now leaves flames at the caster's original position. Teleportation (ID 50), Reverse (ID 62), and Blink (ID 29) now grant brief invincibility. • Attack Speed Build: Thunder (ID 70) now has a branch scaling with Attack Speed (Thunder Surge, ID 81). • Strength Build: Sweep (ID 59) and Savage (ID 75) damage bonuses now scale with Strength. • Elemental Synergies (Hex related): • Fire: Burning enemies have a chance to be struck by Meteors (ID 45) (Synergy: Quenching 41, Fireball 34, Incendiary 30, Flame Guardian 57). • Poison: Poisoned enemies take extra skill damage (Synergy: Miasma Ball 38). • Frost: Frozen enemies have a chance to be shattered (Synergy: Iceball 53, Implosion 40). • Lightning: Lightning attacks reduce enemy Defense (Synergy: Magnetic Storm 43, Thunder 70, Vortex 67). • Clone Build: Critical Shadow (ID 77) clones now take reduced damage based on skill level. • Hybrid Damage: Kinetic Implosion (ID 83) branch converts part of the damage to Physical and reduces CD/MP cost. • Sword Synergy: Critical Shock (ID 78) benefits from Swordshade (ID 21); Burst (ID 36) increases projectile count. Bug Fixes & Experience Optimization 1. Graphics & UI • Resolution Revolution: Fixed vertical lines on ground tiles. Full support for 16:9, 21:9, 16:10, and Fullscreen. Added Window Scaling options (x1, x2, x3, capped at screen res). • Font & Interface: • Global font enlargement and clarity improvements. • Adjusted oversized button text. • Removed Quest Panel background. • Shrunk HP bar UI. • Optimized Upgrade and Settings layouts. • Fixed talent description text misalignment. • Improved tutorial UI colors and prompts (Spacebar). • Fixed display cut-off issues in Character, Skill, and Equipment menus. • Fixed skill keybinding changes and CD desyncs when changing rooms. • Fixed minimap boundary issues in complex rooms. • Levels now default to showing active Hexes. • Visual Feedback: • Added clear telegraphs for enemy attack wind-ups. • Replaced harsh elite/boss auras with natural highlights. • Replaced the camp training Skeleton with a dedicated Wooden Dummy. 2. Gameplay Fixes • AI & Combat: • Adjusted the follow distance of the Swordsman ally (was too close). • Remade the Spider Boss: Now periodically retreats on a web strand to summon spiderlings, increasing tactical depth. • System Logic: • Fixed tempering/reforging quality bugs. • Fixed discrepancies between item ratings and actual stats. • Removed invalid "Challenge Book" items from shops; adjusted loot tables. • Added independent SFX and BGM volume sliders. • Press Tab in-level to toggle UI visibility (great for screenshots!). • Pause menu now displays all unlocked skill info for quick reference. Dev Log & Roadmap This update marks the beginning of the final EA stability phase. Moving forward, I will focus on squashing any remaining bugs while pouring all efforts into developing the final chapter/level. Target: Exit Early Access by June next year! Thank you for playing, and happy building! —— Developer





