Yup I agree. Haven't gotten around to it yet but in a future update that will be resolved.
Vadeum
Creator of
Recent community posts
Thank you for taking the time to write all this out! Appreciate the feedback. I read all of it, and I can understand some of the concerns you raised.
UI is hard to read
- A few people have gotten confused by quest nodes, so I did an update to hopefully make things a bit clearer. I also updated the green exclamation mark to have a stronger outline. It will remain green (at least for now) since yellow is used to indicate new nodes.
Confusing terminology/mechanics
- "Focus" - I updated the Proven Farmhand quest to say "Unlock Attribute Training" rather than "Unlock Focus". That should clarify what you are getting exactly. But for the encounter UI, "Focus" seems the most appropriate word since it's about the stat you are focusing on.
- "Foreseen" - Means that you are able to see a node ahead of time. I can't think of a better word.
- "Piety" - This is just your "Holy" skill. Hovering it in the Training tab gives more detail.
- Wonder (the rainbow currency) - It's meant to be dreamy, so you have the right idea. It's a bit abstract so there isn't more to say about what it is. It's only spent on dreams right now, but it will be used for more in the future.
- Stat icons on item tooltips - This seems to be a point of confusion for many, so I did what I could to address it in the recent update. This info is used to denote attribute scaling. For example: some weapons gain a stronger benefit from Strength, others a stronger benefit from Dexterity, and so on.
Other
- "Maybe make combat more interactive at the start" - What would you want here? You already begin with one active ability you can use to speed up combat.
- Mobile - If it does well on Steam it may be considered.
- Character customization - This may happen at some point but it's not a priority right now.
I may end up adding some kind of small Encyclopedia as you suggest, we'll see.
Ah okay. Well, in the full game it's likely some origins will start in later regions like Valenthar. But yeah, otherwise you would need to manage your time. However:
- There might be the possibility of building permanent shortcuts in the world, like a path through the woods
- There may be ways to increase your life span
- Meta-progression would significantly increase your overall strength so you progress through tier 1 regions faster
That's understandable. I plan to break down those details in tooltips eventually. The gains from those stats vary based on the weapon you have equipped so it's something I'll show in the Gear tab.
Generally, you shouldn't swap weapons early on, so I adjusted the first trader to stop selling the weapon you aren't using. If you have some Valor, it can help you catch up train another physical weapon, but it's probably still not optimal in the demo at least.
For meta-progression, it's going to change/develop a lot. I agree it's not super rewarding right now.
Thanks for playing :)
For your lore tab suggestion, I do plan to add a Journal tab. It would probably be unlocked in the 2nd or 3rd life so as not to overwhelm people. Overall, I've been thinking about ways to make things a little less overwhelming.
The suggestion for more reactivity around your accomplishments is good, and I'll see what I can do to expand on it. There's actually a bit of that in place. For example, if you remember Bess talking about the missing caravans, that’s something you can eventually resolve, and people will react to it while the world permanently changes.

