July 2026
There are characters who appear but do not react, and events that are displayed but do not progress. Such objects are marked as “Not Yet Implemented.” The Desert Guardian and the Jiangshi Master currently only feature boss battles; no items are obtained upon victory at this time.
◆Update Details
[Additions]
- Added new H-scene animations (Oboro-sama, ??????)
- Added weapon: “Special Knuckles”
- Added skill: “[Throwing Knifes]”
New Character Added
- Oboro-sama’s shop is now open.
- Plans are in place to add more products and events in the future.
★Weapon and Skill Implementation (Test)
- Added “Special Knuckles” and “[Throwing Knifes].”
- Regarding Special Knuckles, some associated skills have not yet been implemented, and the weapon is still in the adjustment phase.
Weapons can be switched using the Q key without opening the menu.
English translations for weapon and item descriptions were not ready in time, so automatic translations are currently being used.
These will be replaced in the next update.
Special Knuckles
- Knuckles that boost the power of unarmed strikes.
- They boast high destructive capability through a combination of power and attack speed, though their very short reach is a drawback.
- The risks are higher—such as being vulnerable to point-blank magical explosions or becoming more susceptible to seduction attacks—and there is no guard mechanic.
- Also, you can use the Dive Kick without needing to equip the Ring of Flight.
- The explosive attack shown in the previous video hasn’t been implemented.
- I’m planning a mechanic where spheres are generated based on the number of hits landed and then fired as an attack, but the details are still under consideration.
- In its current state, I feel the move is more awkward to use than anything else, so I intend to adjust it moving forward. There isn’t much to say about the Knife Throw, but since it’s the first ranged attack introduced in the “Blueskin Forest” area, I’ll be fine-tuning its balance and the way monsters react to it.
Changes to “Slime Wall” (a skill hardly anyone seemed to use)
- Honestly, the skill lacked a clear purpose, so I’ve overhauled it significantly—intending for it to be used in puzzles and with stage gimmicks.
- Here are the two changes:
- Added collision detection (solid wall properties) to the Slime Wall
- With collision detection added, characters can no longer pass through the Slime Wall. If deployed during combat, it becomes an obstacle for both the protagonist and the monsters.
- Jumping high when standing on the Slime Wall
- The protagonist will jump when standing on top of the Slime Wall.
- Combining this with a double jump might allow you to reach even higher locations.
- These behavioral changes need to be applied to all characters, but I wasn’t able to finish the implementation for everyone in time.
- Please assume that the changes do not apply to characters who can still pass through the Slime Wall.
[Bug Fixes]
- Fixed the facing direction of Honeybee at the base when starting an H-scene.
- Fixed the behavior of Mashira, the Underling Mouse, and the Forest [Dweller] at the base.
- Fixed an issue where a spinning bomb would drop upon defeating the Cat Mage.
[Changes & Adjustments]
- Major changes to “Slime Wall” mechanics.
- The feel of use and monster behavior have changed significantly; please refer to the explanation below.
- Changed key controls for the base UI.
- Changed controls for the map UI ([arrow keys] now control left/right movement).
- Adjusted behavior and sprite art for certain characters.
- Defeating boss monsters currently yields no rewards, as this affects events and progression conditions in the Swamp area.
- Consequently, boss monster locations and behaviors are subject to change in the future.