
ZOR: Pilgrimage of the Slorfs
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Hotfix - Oct 21Oct 21, 2024 - Community AnnouncementsAnother quick hotfix to address a few bugs that are a bummer when encountered Zombie Virus node now rewarded as described (cure poison with cane) Evil Eye and Keep Digging hypnotic cards no longer added to a deck slot on redraw Upgrade buttons in deckbuilding screen no longer clipped in wild slot in largest case Hotfix - Oct 18Oct 18, 2024 - Community AnnouncementsBug fixes Card drop no longer blocked on left side of screen Camp info tabs no longer unclickable when viewing a reward Tooltip of gameplay no longer disappears in some camp info flows Underflock egg animation fixed when being knocked back Footwrap and Flying Slippers tooltip info corrected Tuning Improved tooltips for Turrets and Missiles, and added the Structure keyword (for card built structures) If no move cards in hand, the game will attempt to draw a move card from the deck Astrtolabe node "Overgrowth" no longer rewarded when Death Weeds self destruct Mask now costs 6 sticks to craft Thanks to everyone who have been reporting bugs since 0.95 release!0.95 Hotfix - Oct 15thOct 15, 2024 - Community AnnouncementsFixed a number of layout issues in tutorial camp Fixed issue where help button in camp was mapped to system menu Fixed issue where in one weird case, the profile version wouldn't update leading to seeing the popup every boot sequence Fixed disappearing tooltips when using the upper menu during game0.95 is here!Oct 15, 2024 - Community AnnouncementsAfter 4 months of hard work, our penultimate patch has arrived! The changes are so massive, that a point by point breakdown of every change would just be listing the entire game, and also spoiling some surprises, so we are going to keep it to a general overview. There is some extra detail on many of these changes in our last preview diary, so if you haven't seen it we recommend taking a peek! Changes Progression and pacing Slorf progress through the wilds is now paced more gradually. They must complete runs that are short, then medium to unlock a full length run. More complex content appears in medium and full runs. Astrolabe At each of these milestones, two new arms of the Astrolabe are revealed, with new nodes to unlock via in game challenges. Node design has been overhauled, with inner arm nodes controlling difficulty, and outer arms adding twists with a mix of advantage and disadvantage that add a new layer to consider. Nodes are no longer exclusive per arm, you can activate any you wish. {STEAM_CLAN_IMAGE}/35941407/bdc0d433379145d31d0950896617c8cf0e5657af.png The 20 node run is now a thing. I have tried it and it is absolutely bonkers! Regions The number of regions has doubled from 3 to 6, allowing each region to have a stronger thematic focus. The full run has 3 legs with 2 possible regions per leg. Tuning A massive amount of tuning from stats to placement and frequency of content. Too much to list! Some highlights: Improved the logic that picks recipe rewards. The system also weighs what resources you have more as you approach late game Grub behavior is now based on enemies killed and not simply turns Fear behavior improved - Now each unit evaluates threats per tile and runs as far as possible from threats. Underflock turrets have advanced, with smarter behaviors relating to height and unplayable tiles, and new blast patterns New Stuff Slorfs A new Slorf, Zink has been added to the roster! Zink spent way too much time in the Thrix warren, but was able to escape before becoming a mindless thrall to the god tuber. Zink becomes enraged when the other Slorf is damaged allowing you to setup an insane one two punch. {STEAM_CLAN_IMAGE}/35941407/a569e58b88d599ec181020fd6e39be04985d2ff8.png Content With new regions comes a heap of new clearings, including new layouts and challenges. Hypnotic cards are powerful but dangerous and gained only from certain rare effects. Destroyed on camp, cannot be discarded, and cannot have more than one in hand. New Spooky Forest content such as scary stumps, bone piles and new ghost types. Some water in the Thrix Warren is now colorful and gives a hypnotic card when drinking New bug boss in the rugged Steppes Root challenge and Bug nests challenge promoted to leg 1 bosses. The will of the wood have expanded their roster with several new enemies. Mask is now a movement card with multiple upgrades UX All camp info is now available in game, not just crafting Recipe screen now better explains bonuses/penalties to chance...Penultimate Patch PreviewSep 11, 2024 - Community AnnouncementsThis summer we decided to completely step back, and put all of our focus into the final stages of ZOR development. All our efforts are pushing towards the release of 1.0, and the goal was to finish this penultimate patch at the end of August. While we didn't quite make that deadline, we are very close and down to testing and bug fixing and the beta should be available within a week or two! This massive new patch will expand the game substantially, including Doubling the regions, which are now more focused and thematic Expanding progression by spreading out complexity over more stages Improving astrolabe perk and difficulty design Adding the final arm of the astrolabe and a new Slorf A pile of tuning and new content {STEAM_CLAN_IMAGE}/35941407/a15c6d3ed9949ede0022a603195556a4a381aba2.png Hey, a new Slorf, and it seems to have been eating psionic tubers. Doubling the Regions Runs are expanding from 2 to 3 legs, increasing the total number of clearings from 13 to 18. Each leg will be one of 2 possible regions, with a boss encounter at the end. I said we were busy right? :D Having more regions allows each segment to be more thematic, and separate different content and gameplay themes. Not only does this improve pacing, but it makes choices more interesting as you balance different possible challenges ahead. Leg 1 A thematic split of the previous first leg, with less of a kitchen sink feel as the categories of content have the time and space to breathe. Hunting Grounds A wooded area near the village, where Slorfs often hunt Grimps. Also frequently occupied with trees possessed by the will of the wood. Rugged Steppes A rough grassland with sharp cliffs. Slorfs generally gather their resources and get out as the lands are infested by bugs, including the new prickly bug boss. {STEAM_CLAN_IMAGE}/35941407/e838342cb651ec912b42061b42a381267c999726.png With a thorns level of 4 you won't be swatting this bug from close range and living to tell about it Leg 2 Here we add two new regions that are a home for content that was previously sprinkled around the game. Spooky Forest Ghosts, graves and scarier tree enemies have staked out their own turf. The gameplay theme is simple, don't get hit. {STEAM_CLAN_IMAGE}/35941407/79c1c2c8d411b6c74658a64bb9b409152f36548f.png Beware of Blinker, a new type of ghost with the ability to teleport Wretched Wastes This bone littered and poisoned wasteland is scarce of water and seems to be especially interesting to the Underflock. The home of large beasts and the deadliest bugs. {STEAM_CLAN_IMAGE}/35941407/549c0bd432223469610e10225e4ac6ce39ed741f.png Excavating giant bones is a lot of work but uncovers something amazing Leg 3 The regions of the third and final leg of the journey remain the Thrix Warrens and Maddening Murk, although reworked. Thanks to the addition of other regions, we are able to focus in more tightly on the themes. Progression Pacing Progression is now more spread out, and you must unlocking arms of the astrolabe t...May 13 UpdateMay 13, 2024 - Community AnnouncementsThe May update is now live! See the preview for details: https://store.steampowered.com/news/app/1162990/view/4212631768944033521?l=englishMay Update PreviewMay 10, 2024 - Community AnnouncementsIn our upcoming May patch we get back to business with a ton of new content and a complete overhaul of the camp UI. New Slorf Burle is unlocked via the new Murk astrolabe arm and features extra health and the ability to climb using food instead of action points. With lower starting food, you will need to be extra careful managing your food economy as you build your deck and campsite. {STEAM_CLAN_IMAGE}/35941407/0a2cb0f852ac4b54624194981fd6a2bb45f8f4a0.png Burle enjoys the simple things in life: climbing and punching New Clearing: The Blistered Oasis This new challenge has the Slorfs protecting an oasis that is under siege by the spreading poison of some nasty oozing pustules! {STEAM_CLAN_IMAGE}/35941407/6fb6f87211a59c8c9083d231c536b05af179940c.png New Astrolabe Nodes The Murk arm of the astrolabe and it's nodes are now available to unlock. Would you like more poison, spreading muck, or some zombie enemies? {STEAM_CLAN_IMAGE}/35941407/badd38b8ccb4eebda75cca5b0a4e2b2b44184f5e.png Camp UI Overhaul The Camp UI has been in an awkward state for a while, a relic of a time before recent changes. Finally, it is getting the overhaul it needs. Camp will now use the same tab driven flow as the pilgrimage setup. This allows for instant moving between screens while always seeing the situation at a glance. The map presentation has been overhauled and an overview panel added, to remind you of which astrolabe nodes you have active. {STEAM_CLAN_IMAGE}/35941407/b99b9c37ecdf9f1ee475e211f0d041b96fb2a7b5.jpg Tuning Terrain penalties now indicated on path during movement Elder attack cards clearly show they aren't playable Rowans food previews now display his cap of 1 Yell cards buffed Mask now gives stealth instead of evade {STEAM_CLAN_IMAGE}/35941407/61fabba85bb556a06c3599a44f3f965ef743bff8.png Bug fixes Mudsnacks that are dropped as loot now offer dual choice Fixed case of turret not properly transforming into ghost mode Objects can no longer be placed in the single tile in front of root mother on day 3 root challenge April UpdateApr 3, 2024 - Community AnnouncementsThis smaller update brings an overhaul to the Astrolabe UI, and adds the remaining consumable card content that didn't make the previous patch. {STEAM_CLAN_IMAGE}/35941407/f6afc317b51cede93092a033812cb6f8de593db2.jpg Astrolabe UX Overhauled Astrolabe UI with tabs and list menus, and more node info available New button and UI art (partially applied to the game, will be fully applied in the next update) Consumable Cards Tuber is now a dual choice consume card. Eat for food or use as a blunt thrown object Mudsnack is now a dual choice consume card. Eat raw for high calories but with poison, or clean and the food value is low and costs water Chrono cabbage is back as a consume card. Use for defense, or a high risk/reward modification to cards in hand Tuning Tuning of consume card placement and pacing in second region Safer confirmation layout/style when choosing continue/retry from main menu You can no longer discover an upgrade to a recipe you discovered that same day Hope you enjoy! Clint and GavinMarch Update is Live!Mar 4, 2024 - Community AnnouncementsIt's finally here! This update is the most important update since we started early access just over a year ago. Yes, it has a bunch of fun new content including some seriously powerful cards. More importantly though, it fundamentally changes some of the core design and boldly corrects issues that were holding the experience back. For a thorough breakdown of what those changes are, and why they are so important, check out our previous dev diary here Or, an even better idea: Give it a try and let us know what you think! {STEAM_CLAN_IMAGE}/35941407/049a08086c7bbdcda7e67c53a83f90f2535f6fab.jpg Patch notes Core Design Revisions Health now replenishes each camp, starting health values balanced accordingly. Health is no longer a long term concern, but a clock per day Cards are no longer crafting ingredients, and the days of your hand being clogged with branches are no more. Many are now resources, and others have become consumable cards. Consumable cards gained in the world now offer a choice of cards representing different ways to use the item Camp improvements now use ambition, which is gained by filling deck slots. Growing your deck now has serious benefits. Crafted cards have upgrades and a brand new UI New Content A few new Grimp types have been added to fill in the difficulty curve from runt to monstrosities. The Sneaky Grimp has evade, while the Tough Grimp is a nuisance with higher health but low damage. Added many new powerful crafted cards, and expanded the tiers of others like campfires and decoys {STEAM_CLAN_IMAGE}/35941407/c5dff1c34e0a5cfe9bec1059684ab0938423a52c.jpg Quality of Life When gaining a card in game, you have the choice to draw to your hand or discard that card Turrets no longer do lengthy animation on turn when not firing, instead showing possible target tiles in red Game checks for save file issues, and offers a UI to decide how to handle them {STEAM_CLAN_IMAGE}/35941407/5f2a2b640c1551613d4c1923edf226897195e21e.png Tuning Several progression generation algorithm improvements Cards have been thoroughly balanced including buffing many max level cards Knockback and Stepback improved, including handling of big grimp knocking back from the 'pocket' Triobelisk card pool now contains all cards, previously exclusive cards added to the upgrade pool Traps and decoys can be placed anywhere on the map (this is super fun) Avenging grave doesn't spawn if the enemy killed is a spawn Conjuring bowl now offers resources, and has its own visuals with a cool new background Recipes are weighted, the chance of discovery is shown in the UI. The weight of upgrades vs initial cards grows with time Some categories of objects are placed with a better algorithm that spreads them out more evenly (food, resources to name a few) Eggs no longer sometimes spawn a tougher bug, which added randomness counter to the game's philosophy Rolling objects cut from game, wildstone source is now a huge crystal with high health. Note: we plan to bring them back in more p...Dev Diary: Update PreviewFeb 14, 2024 - Community AnnouncementsLast year as we finalized our plans to release, there was a huge choice to make: Finish the game as is? or Take one final pass at the formula based on all the feedback we have received? Well, Slorfs never give up, so of course we chose the latter, which is why we have been quiet for a while. It has been a very intense and nerve wracking few months, but the results have been amazing! The changes coming in the next patch strike at the very heart of ZOR, and have meant an almost complete rebalancing of everything in the game. There is way too much to cover in one diary, but today we are excited to finally share the major points, so lets get into it! {STEAM_CLAN_IMAGE}/35941407/049a08086c7bbdcda7e67c53a83f90f2535f6fab.jpg Four health? Excuse me? Health now replenishes each camp This is the biggest change, and you will notice that the chess-like tension of “I need to find the perfect move” is diminished. It might feel weird at first, but that tension is replaced with something much, much better. Now the tension is about “how can I get through this clearing, and get every resource” The game is more forgiving in the turn to turn tactical gameplay, but the strategic level is more important. Difficulty can be tuned based on the fact that you just need to survive, so beating the boss with 1 health left no longer feels like failure. No more starting the level with 2 health and being ambushed by Thrix. The exciting ups and downs of being overconfident and then suddenly being in deep trouble, yet knowing that you are ok if you can just make it through The decision to take damage is now a valid tactical decision, no longer almost always a bad idea. For example you will still often kite an enemy but, you may just take one damage to reduce the movement needed Healing is now a short term tactical mechanic and not a long term maintenance task, which allows for it to be stronger and more prevalent than before Healing is also much more rich as a mechanic with cards like strain, and buffs based on damage being much more interesting and viable. Cards are no longer used as crafting components There is a weird saying in the world of writing: “Kill your babies”. It is meant to remind you not to cling irrationally to something that isn’t working. This was that feature in ZOR. We have been nibbling around the edges of this design problem for years and finally decided to make a tactical withdrawal. The idea of cards being used as ingredients or for their action was something I stuck to for far too long, as it had some great moments (like picking up a rock and using it to take down a bug across the pond). More often though, they just clog the hand and prevent a draw. Also, the sheer number of ingredients leads to too much fragmentation in the crafting system where decisions are often made for you based on what you happen to have. The cards that previously doubled as crafting components have been either: Converted into a resource - Stone, Bark, Claw, Eye and Wildstone are now...Hotfix - Dec 12Dec 12, 2023 - Community AnnouncementsApologies for these unlock bugs slipping through, we promise to double our QA efforts next update! Fixed issue where chill of the wood perk could fail to be rewardedHotfix - Dec 11Dec 11, 2023 - Community AnnouncementsFixed issue where weeping wood does not trigger reward on removing all foul weeds Deck display now sorts cards in order of deck slots, fixing bug where you could tell which card was coming next (was not intentional) Fixed issue where underflock boss grubs could be in tile with slorf but not eaten Experience pickup SFX fixed Hotfix - Dec 1Dec 1, 2023 - Community AnnouncementsFixed issue where upgrading run would corrupt deck data Note the fix doesn't repair existing runs with the issueContent update: Into the WoodsNov 29, 2023 - Community AnnouncementsOur latest update Into the Woods charts deeper into the forest than ever before, adding new challenges, perks, cards and a new Slorf to unlock. Additionally, a rework of how the base movement cards are structured adds more meaningful choices at camp and in game. New Content Slorf: Rowan Rowan is a denizen of the woods and has some very peculiar traits for a Slorf. Being a tree, he has the largest store of water of any character at a baseline of 6. Slightly less food and health, but the real twist is that being a tree he isn't really into eating with his mouth and prefers eating with his toes taking nutrients from the soil. {STEAM_CLAN_IMAGE}/35941407/15e3cb9c67026eded3b3d62d905ef1cd42f13218.png Clearing: Weeping Woods Once this clearing is discovered you may encounter it in the Warrens or the Maddening Murk. A massive tree offers a bargain to help clear foul weeds that are strangling it's roots. If you succeed, the grateful giant will offer a game changing full heal to both Slorfs and unveil a shrine as a reward. {STEAM_CLAN_IMAGE}/35941407/601177097bde2b90ae54e77429ef440e77c604f7.png Astrolabe Nodes The woods panel has activated and three new nodes are available to be unlocked, adding a new layer of achievement based progress, and new twists on gameplay. Unlock the secrets of the Spooky Forest, Chill of the Wood, and Evil Acorns! Cards: Move and Harvest Move and harvest needed some variety so we added 12 new cards to the mix. {STEAM_CLAN_IMAGE}/35941407/efe2b4c1882e9e0c9c60b55faf9d10e1ce8da8a6.png With upgrades its actually 25 but we don't like to pad the stats Tuning Cards Early move upgrades and starting deck composition was reworked, see our previous diary for details Triobelisk Some strong cards, or cards that needed a new home have been moved to the Triobelisk pool, which is no longer move only. The cards moved there are Glare, Mark, Rested, Digest, and Greedy Balance Changes Punch, Stepback, Run have been buffed Reflect is now 2/2 exhaust Scrounge costs 3 and is a March upgrade Nature walk replaces +2 bonus in it's upgrade with the addition of weed and plant tags (There has been a comprehensive retagging of tree/weed/plant objects) Murk Arena clearing has more breathing room at start Peeker challenge in Warren is larger and uses weeds to pen some of the enemies Eggs replaced with weeds/tree in courier bug level (it's still not easy but more focused now) Misc Aloe plant renamed, as name was placeholder and somehow stuck around for a year Quality of Life Harvest Icon replaces the word harvest on card fronts Attack and harvest cards always show a range icon, so buffs are more clear Dialogue bubbles now dismiss with any click Slorf selection swaps if you select the one in opposite slot Deck slots now have tooltips Deck content view now shows card cost buffs XP gains show numerical amount When discovering the reward in the leaf pile, the other leaf piles fade visually Bug fixes Cause of some rare crashes/hangs found and fixed Discard accidental...Shuffle up!Nov 11, 2023 - Community AnnouncementsToday we wanted to share some exciting improvements to cards coming soon to ZOR. Before diving in, the goals for these changes are: Every card upgrade should provide a choice Giving more meaning to initial upgrades beyond the puzzle of how to spend your XP wisely This update will get us half way to the first goal, addressing the more critical early part of the upgrade tree. In a future update we want all max upgrades to be a specialization choice, and also explore the idea of upgrades to crafted cards. Now for the details! Movement Card Changes Here is how we are rearranging the movement upgrades to meet that second goal: {STEAM_CLAN_IMAGE}/35941407/ffc6dbbb2adfb13a2d35c2d1a8ba92f53d929088.png Lazy is now the single root of the tree, and upgrades into Walk, Explore or March. On the surface they all seem to have the same value: 1 food per action in different amounts. However, there are pretty significant gameplay differences between those numbers, and now each branch will now have its own upgrade pool with a unique identity. While Lazy is still a bad card by design, upgrading it will be a commitment to which direction the deck will take. Slower with more utility? More expensive with explosive capabilities? Playing it safe? Also note the astrolabe perk which adds a second lazy card becomes much more interesting! Three Branches {STEAM_CLAN_IMAGE}/35941407/f5b117276e6ca48b6ee64b3aa634b5b3067bb524.png {STEAM_CLAN_IMAGE}/35941407/2f5f04f0830ae3fb714fd51a5d4672bfc9f24ff1.png {STEAM_CLAN_IMAGE}/35941407/d249bf0799388220630de03448a7ea702ab5f3f4.png Motivation Changes This free card in the start deck has been in the game since the beginning, and plays an important role in providing relief to the game's many difficulties. Knowing it is coming, and choosing when to use it adds depth and variety especially early game. Late game it loses it's impact a bit, and it may seem odd that it doesn't upgrade, so In the next update Motivation can be upgraded into one of two specialization options: Determination: Increased to 4 Actions Inspiration: Exhaust, so only usable once, but gives an XP Inspiration is the bolder choice, as the XP is hugely valuable. It will also tempt you to trick it out of the discard pile using cards like second wind or rested. The question is, can you survive the pain of losing all those free actions? Harvest Cards Upgrading harvest cards will finally give a variety of results each run instead of the same three choices. Four new harvest upgrades have been added, and greed has been moved to the triobelisk as it makes much more sense as a second powerful but costly harvest card than the staple in your deck. The TLDR This update will add 8 movement and 4 harvest cards The initial upgrade branches have been overhauled Triobelisk now contains a variety of card types, and some strong cards have been moved there Several cards have been balanced Some dense information in this one, I hope you all appreciate it and are excited to dive in to this huge met...Critical hotfix - Oct 27thOct 27, 2023 - Community AnnouncementsFixed issue where modes would not unlock from tutorial and trial victoriesHot fix 2 - Oct 25thOct 25, 2023 - Community AnnouncementsFixed missing text in tutorial issueHotfix - Oct 25thOct 25, 2023 - Community AnnouncementsFixed issue where scouting level was not increasing Turrets now stop rotating when immobilized Improved unlock info for Gharl to be clearer Avenging ghost visually distinct from other ghostsMajor Update: Fate of the GravesOct 24, 2023 - Community AnnouncementsOur latest major update Fate of the Graves adds the progression systems and increases the version to 0.9. In this update we add the grave portion of the astrolabe, 2 new playabale Slorfs, a new challenging clearing, not to mention a pile of fixes and tuning. With the systems in place, the next content updates will come faster as we add more slorfs and make more of the astrolabe available. New Content Playable Slorfs Finally, ZOR allows you to expand the Slorf roster and customize your duo Elder The Elder will show the young Slorfs how it was done in his day. Trade some combat robustness for wisdom that will see your deck improving more rapidly. 10 Health - 8 Food - 3 Water Cannot use attack cards Gain 1 XP each camp Unlocked by beating the game on Normal or greater difficulty Gharl This spectral Slorf assassin can dish out 99 damage, and yes, one shot a boss. Overpowered? Maybe, but with 1 health and no way to increase it, there is zero room for error. 1 Health - 10 Food - 3 Water Max health is always 1 Attacks during movement do 99 damage Unlocked by killing 13 ghosts in a single pilgrimage The Astrolabe Pilgrimage setup has been upgraded to the Astrolabe. An array of 6 groups of 3 perks which can be unlocked via various achievements. Nodes The following Astrolabe nodes are available in this update Blessings (core left) - Minor buffs that are unlocked easily by just playing the game Burdens (core right) - Minor challenges that are unlocked with some easier achievements Grave (lower left) - Perks that mix things up significantly using ghosts and graves. Will be necessary to unlock Gharl Map Scrolls Some clearings need to be discovered via simple challenges. The ghastly maze will show up in rotation once you have destroyed a grave. New Content Ghastly Maze - A new discoverable challenge Avenging Grave - Spawns an avenging apparition if any enemy was killed between its turns Spectral Turrets (via node) - Underflock turrets become ghosts and do 99 Damage Mask card - New early recipe, costs 1 water for 1 evade Reworks Camp Improvement Tree Overhauled with many balance changes. Some effects are gone, and some new ones have been added. Notable changes: Woodshed is now an independent node costing 5 sticks Complexity and card rewards removed, opting for simpler and objectively helpful effects Row 3-4 contain effects that give more value the sooner you get them, like bonus food from grubs and meat. New effect: Can expand number of recipe choices Burrowing Thrix This enemies behavior was too complex and confusing, so it was streamlined (and is now not only clearer, but more interesting as a result) Always moves to next glowing burrow each round, even if slorf in range No longer retreats when attacked No longer immune to movement impairing effects Tuning Tutorial is required to unlock the Trial Challenge clearings no longer appear twice in a row Graves and ghosts are more likely to show up Graves made more visually distinct Throbbing pustule only animates i...Dev Diary: ProgressionOct 17, 2023 - Community AnnouncementsToday we are excited to reveal the first details of progression in ZOR! This new content will elevate the game from something you play a handful of times until you beat the bosses, to a longer journey that spans many runs. As you progress, the game will grow with new options and goals that will keep things fresh for a very long time. The huge October update Fate of the Graves will give you a first taste, and the rest will become available rapidly over the coming months. {STEAM_CLAN_IMAGE}/35941407/b662b227c1d1f66443f69acb92d388fe2861fc7a.gif Gharl is a ghosty Slorf with a single health, evade, and 99 damage. Yes, he can one shot a boss, but can he survive missing lunch? Our Goals Vision Rewards are tied to achievements. Get an achievement, and unlock a cool new thing As you gain these rewards, your options will expand and you will have more tools to use as you attempt the more challenging achievements The path is not linear, and you have freedom in how you approach it All paths lead to an ultimate goal, but more on that in the future You can reset progression and do it all again. Maybe you want to try a new approach, or to challenge yourself to complete everything in fewer steps or a certain difficulty level You can sync progression to your achievements, if you change your mind Anti-Vision No currency or XP grind No stingy rewards that are clearly borrowed from the basic pool of content. (Come on, we can tell) No artificial difficulty and linear power progression The Rewards Give them to me As you earn achievements, the game will reward you with something significant. These rewards can shake up the whole experience, and often help with further goals. The two main things you will be aiming for is to collect Astrolabe nodes and recruit Slorfs. The Astrolabe Collect an array of fate bending nodes and add them to the Elder's finest creation: the Astrolabe. Replacing the blessings and burdens system, the Astrolabe is a collection of perks that have game changing effects on a single run. You may select one from each group when setting up the pilgrimage. In some cases, the effects will be necessary or very helpful to meet the requirements of other goals. {STEAM_CLAN_IMAGE}/35941407/93b2eab1aad35937538e8f83c74e5ecbe4a647ef.png More Slorfs! The biggest prize of all are unlocking the 6 new Slorfs with unique stats and game changing traits. Each has big advantages and disadvantages that make the game feel new, and the value of gaining them grows exponentially when you consider the many combinations. {STEAM_CLAN_IMAGE}/35941407/0dee86f897a4d74f392eb1f5f61aed6dabe26440.png The elder is not a warrior, and only applies himself to peaceful endeavors. Yet at camp, he looms large as valuable wisdom is shared Example In case this sounds a bit too vague, here is an example of the kind of sequence you might follow as you navigate progression. Hulga survives an attack from a ghost (not easy as they do 99 damage) which unlocks the astrolabe node "Haunted Battlefield". ...
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