3/30/21





I've decided to take the game down for a few weeks to undergo some much needed TLC to the structure of my narrative, among other exciting changes. See the list below for expected tweaks and additions.

  • Installing word wrap to fix some of those annoying text box issues. Fingers crossed.
  • Aggravate Element status effects will now refresh on hit. This means if you get an Aggravate Element on the enemy on the last turn of their Expose, you'll get 3 turns of the status effect refreshed.
  • FP is gone completely. Powers will become Essence Skills you can unlock later (with reduced potency)
  • Focus renamed to Tactics. Tactics will hold any non-core skills that do not cost MP.

    • Rage state reworked. Rage disables Guard and Tactics, instead of reducing FP.

  • Brace/Guard majorly reworked. Now, it's just Brace. Brace is 100% guard, no matter if you have a targe or not. It will come with two caveats: it does not make you immune to Expose anymore (it does remove exposes on you in the moment), and it reduces your threat. Targes will offer % based defensive boosts.
  • Delefon Manor/Dusty Caves and two additional side quests.
  • Optional boss and dungeon added with treasure monsters (more to come on these).
  • More connection between combat and story (including lore about Aggravate Elements).
  • Major change: Adding an "elemental heat/overload" system. Using the elemental system in certain ways can "heat" or "cool" a new gauge. When the gauge is full, Elemental Overload is inflicted on all enemies. I'm still playing with the specifics of this.
  • Major change: The entire intro of the game is going to be reworked.
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