One Week After Launch: Progress Report & What's Next!
Hello everyone! This is the development team of Witch's Apocalyptic Journey.As the title suggests, this is a progress recap and development update!The goal of this post is to review what we've accomplished over the past week, discuss the issues we've encountered, explain how we're planning to address them, and share our future development direction with all of you.To make things easier to follow, we'll present everything in a Q&A format.Q: What were the main issues encountered during the past week?A:The primary issue is that the game itself still has quality shortcomings. The main concerns can be summarized as follows:Weak tutorial and onboarding experience, resulting in a high learning curve for new players.Overly skeuomorphic UI with excessive information, causing visual fatigue.Inconsistent main menu art style that resembles a browser game.Frequent bugs around launch.Poor balance, low difficulty, and insufficient gameplay depth.Q: How does the team view these issues, and how will they be addressed?A:1. Tutorial ImprovementsThe tutorial has already been redesigned to help players get into the game more quickly and intuitively. We will continue refining it based on community feedback.2. UI ReworkA complete UI overhaul is underway. To reduce visual fatigue, the new UI will adopt a cleaner and flatter design while removing unnecessary information.3. Main Menu RedesignThe main menu is currently being redrawn. It will feature a pixel-art style with animated pixel characters as interactive elements, creating a more consistent visual identity with the rest of the game while improving visual guidance.4. Bug FixesCritical bugs will be fixed immediately once identified and reproducible. Non-critical issues will be addressed progressively in future updates.5. Balance & DifficultyWitch's Apocalyptic Journey is fundamentally designed as a power-fantasy roguelike deckbuilder. We do not intend to over-adjust game balance or dramatically increase difficulty.If you feel the game is too easy, perhaps it's time to encourage some mod creators to cook up new challenges...?Q: What will be the focus of the next development phase?A:Our efforts will be concentrated on three major areas:Optimization, Bug Fixes, and Content UpdatesWe will continue improving various gameplay systems, maintaining stability through ongoing bug fixes, and delivering new content updates.This month alone, we're planning to release at least two new characters and a brand-new card pack, so stay tuned!Recent Improvements1. More Custom Card Artwork OptionsCustom cards can now use a wider variety of card frame designs.2. Card Pack Introductions AddedDescriptions and introductions for card packs have been added to help players understand them more easily.(Scheduled for implementation on June 14.)3. UI Optimization ProgressThe UX layout has been further improved.Art polishing has not yet been applied.Many players suggested maintaining both the old and new UI versions. Unfortunately, our team currently doesn't have sufficient manpower to develop and maintain two separate UI systems simultaneously.Instead, we'll focus on making the new UI as intuitive and comfortable as possible. As always, your feedback and suggestions are greatly appreciated!4. New Main Menu ProgressThe first draft of the new main menu environment did not meet our expectations, so it is currently being redesigned from scratch.We expect to finalize the new version within this month.5. Voice Acting ProgressVoice recording for Adela has officially entered production and is expected to be added this month.Stay tuned!6. Steam Points Shop Content Coming SoonWe're preparing:Trading CardsAnimated Cocoa AvatarEmoticonsProfile BackgroundsStay tuned!And yes — a full-body Live2D version of Cocoa is also planned for the future!
Hello everyone! This is the development team of Witch's Apocalyptic Journey.
As the title suggests, this is a progress recap and development update!
The goal of this post is to review what we've accomplished over the past week, discuss the issues we've encountered, explain how we're planning to address them, and share our future development direction with all of you.
To make things easier to follow, we'll present everything in a Q&A format.
The primary issue is that the game itself still has quality shortcomings. The main concerns can be summarized as follows:
Weak tutorial and onboarding experience, resulting in a high learning curve for new players.
Overly skeuomorphic UI with excessive information, causing visual fatigue.
Inconsistent main menu art style that resembles a browser game.
Frequent bugs around launch.
Poor balance, low difficulty, and insufficient gameplay depth.
1. Tutorial Improvements
The tutorial has already been redesigned to help players get into the game more quickly and intuitively. We will continue refining it based on community feedback.
2. UI Rework
A complete UI overhaul is underway. To reduce visual fatigue, the new UI will adopt a cleaner and flatter design while removing unnecessary information.
3. Main Menu Redesign
The main menu is currently being redrawn. It will feature a pixel-art style with animated pixel characters as interactive elements, creating a more consistent visual identity with the rest of the game while improving visual guidance.
4. Bug Fixes
Critical bugs will be fixed immediately once identified and reproducible. Non-critical issues will be addressed progressively in future updates.
5. Balance & Difficulty
Witch's Apocalyptic Journey is fundamentally designed as a power-fantasy roguelike deckbuilder. We do not intend to over-adjust game balance or dramatically increase difficulty.
If you feel the game is too easy, perhaps it's time to encourage some mod creators to cook up new challenges...?
Our efforts will be concentrated on three major areas:
Optimization, Bug Fixes, and Content Updates
We will continue improving various gameplay systems, maintaining stability through ongoing bug fixes, and delivering new content updates.
This month alone, we're planning to release at least two new characters and a brand-new card pack, so stay tuned!
Custom cards can now use a wider variety of card frame designs.
Descriptions and introductions for card packs have been added to help players understand them more easily.
(Scheduled for implementation on June 14.)
The UX layout has been further improved.
Art polishing has not yet been applied.
Many players suggested maintaining both the old and new UI versions. Unfortunately, our team currently doesn't have sufficient manpower to develop and maintain two separate UI systems simultaneously.
Instead, we'll focus on making the new UI as intuitive and comfortable as possible. As always, your feedback and suggestions are greatly appreciated!
The first draft of the new main menu environment did not meet our expectations, so it is currently being redesigned from scratch.
We expect to finalize the new version within this month.
Voice recording for Adela has officially entered production and is expected to be added this month.
Stay tuned!
We're preparing:
Trading Cards
Animated Cocoa Avatar
Emoticons
Profile Backgrounds
Stay tuned!
And yes — a full-body Live2D version of Cocoa is also planned for the future!
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