Toward the end of last year, shortly after releasing the Spiritbounds feature, we held several internal reviews and brainstorming sessions to define the most important long-term priority for Arcanterra.
As a team, we aligned on a clear decision: the core gameplay experience, especially combat feel, should be the primary focus before expanding further systems and content.
Since then, we’ve continued collecting input from multiple sources. Store reviews, support messages, an in-game AMA, and a player survey helped validate that this direction was the right one.
Based on that, we focused first on improving the moment-to-moment gameplay, making combat clearer, more responsive, and more satisfying to play.
If the game doesn’t feel good to play minute to minute, nothing built on top of it really matters. That’s why we started by strengthening the foundations.
Here’s what we’ve been working on so far:
Hero Movement and Combat Feel
- We made hero movement more responsive
- Adjusted run speed, attack flow, and overall movement pacing
- Player attack speed and bow shot speed were increased to improve combat flow
- Combat input now feels more direct and better connected to movement
Enemy Behavior and Readability
- Enemy movement patterns have been improved
- Animations were refined to make enemy actions easier to read
- Enemy attacks now telegraph more clearly, making fights feel fairer
- Enemies now react visually to being hit, including clearer hit effects and knockback
UI Improvements
- Enemy HP bars were added to make combat situations clearer
- Targeted enemies are now marked more clearly during combat
Boss Variety
- We started working on increasing boss variety, beginning with early encounters
- Boss fights are being adjusted to feel more distinct in both behavior and pacing
Combat Accuracy and Collision
- Weapon ranges and hit detection were improved
- Sword attacks now include area-of-effect damage
- Spear attacks now feature horizontal area-of-effect strikes
Combat Optimization
- Core combat systems were optimized
- Combat should now feel smoother and more stable, especially in more intense moments
What’s Next?
All of this work is meant to create a solid base for further iteration and future content.
Starting next week, we’ll begin another wave of improvements, continuing to refine balance, combat feel, and run variety.
Thanks for the feedback and continued support. It helps validate our direction as we continue refining the game.
More updates soon.



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