You are a summoned creature. Your job? Don't let your adventurer die.
When your AI adventurer kicks the bucket, you both get booted back to town and lose progress. When YOU die? They just resummon you and dock your approval rating. Guess who matters more in this relationship.
THE UNCOMFORTABLE TRUTH
Your adventurer has their own personality, makes their own decisions, and treats you exactly like what you are: useful, but replaceable. They decide when to go into dungeons, what to buy, and which enemies to fight. You can explore freely, but cross them and face the consequences.
Want to wander off during a boss fight? Sure, but don't expect them to wait for you. Want to save money for better gear? Too bad - they're already spending it on whatever their personality demands.
WHAT MAKES THIS TWISTED
🎯 Approval Mechanics - Die too much and watch your relationship deteriorate. Your adventurer's opinion of you actually matters for your effectiveness.
⚔️ Personality-Driven AI - Each adventurer has genuine personality traits that affect their combat choices, spending habits, and risk tolerance. Learn their quirks or suffer.
🔄 Asymmetric Death - You respawn. They don't. This changes everything about how you approach combat and resource management.
THE GAMEPLAY
Click-to-target combat with hotkey abilities in classic RPG style
Elemental strategy system where you master primary and secondary elements
Character progression that's completely separate from your adventurer's
THE HOOK
Most RPGs let you be the hero with disposable companions. This flips it - you're the disposable one learning to serve someone with their own agenda. It's weirdly liberating once you stop trying to control everything.
EARLY ACCESS STATUS
Core personality and combat systems fully functional
Multiple adventurer personalities and pet types available
Extended content and polish in active development
Think you can handle not being the main character in your own game?
NEW FEATURES
Spell Power System
Introduced new "SpellPower" stat that enhances magical damage output for spellcasting characters
[/*]All gear and weapons can now roll SpellPower bonuses during generation
[/*]Existing magical weapons like staves, tomes, and orbs gain automatic SpellPower scaling
[/*]Characters restore full health, stamina, and mana upon equipping new gear
[/*]
Legendary Gear Additions
Added three new legendary items with unique effects and lore:
[list]Void's Intent: A void-attuned grimoire that boosts intelligence, wisdom, and spell power for illusion masters
[/*]Saki's Dress: Charisma-focused body armor with defensive properties and kitsune-themed enhancements
[/*]Serenity: A masterwork wakizashi wielding massive damage and dexterity bonuses, exclusive to advanced ninja classes
[/*]
Camera Switching Mechanic
Players can now seamlessly switch camera focus between the adventurer and pet using a dedicated input
[/*]UI automatically updates to reflect the currently controlled character's inventory, skills, and hotbar
[/*]Enables better management of dual-character parties in pet mode
[/*]
Combat and World Event Logs
Split event logging into separate World Events and Combat Logs tabs
[/*]Combat-specific messages (like summons and gear changes) now appear in their own dedicated log
[/*]Improved readability with scrollable, color-coded displays for different event types
[/*]
CHARACTER CHANGES
General Skill Updates
Added flavorful descriptions to all skills for better immersion and tactical understanding
[/*]Rebalanced multiple skills for improved progression and variety:
[list]Air Dart: Increased projectile speed (150 250) but added a short cooldown (0 0.5s) for tactical spacing
[/*]Aqua Bolt: Reduced max range (120 100) for closer-quarters water combat
[/*]Ember Flame: Boosted base power (8 10) but increased mana cost (8 12) and cooldown (0.5 4s)
[/*]Slice: Slightly increased base power (4 5) with higher stamina cost (8 25) for meaningful melee commitment
[/*]Water Whip: Improved stat modifier (0 3), adjusted element (Air Water), shortened range (50 30), and reduced cooldown (1 0.65s)
[/*]Other tweaks to skills like Fire Blast, Ripple Mend, and Void Bolt for consistent status effect handling
[/*]
Melee Combat Overhaul
Removed explicit attack types (Stab, Swing, etc.) from melee skills for streamlined resource management
[/*]Melee tooltips now focus on core stats without attack type display
[/*]
Pet and Adventurer AI
Pets now properly assign to adventurers during summoning with improved event messaging
[/*]UI agent switching ensures hotbars and inventories update dynamically between characters
[/*]
IMPROVEMENTS
UI and Visuals
Added new style resources for inventory panels, menu buttons, and hover effects with rounded corners and color schemes
[/*]Hotbar now initializes more reliably with persistent connections to skill and inventory updates
[/*]Tooltips enhanced to show projectile speeds and use consistent signing for stat modifiers
[/*]Expanded medieval town tileset with new dungeon floors, outside terrain, and physics-enabled grass for better collision
[/*]
Game Mode and Start Menu
Simplified character selection flow, focusing on adventurer choice with automatic pet handling in relevant modes
[/*]Game modes now use enums for cleaner switching between Idle and Pet experiences
[/*]Removed outdated tutorial dialogue for a more streamlined new game start
[/*]
Balance and Economy
Gear generation now supports SpellPower rolls on magical items like maces, daggers, and off-hands
[/*]Weapon stats rebalanced: Axes and spears emphasize strength/dexterity hybrids; magical weapons favor intelligence/wisdom
[/*]Hotbar slots clear visually when empty, preventing ghost icons
[/*]
Performance and Stability
Updated process functions to physics_process for smoother agent tracking in personality panels
[/*]Better error handling in hotbar and inventory updates to prevent invalid instance crashes
[/*]
BUG FIXES
Fixed hotbar not updating properly after inventory changes or skill book modifications
[/*]Resolved issues with agent assignment in different game modes, ensuring consistent UI ownership
[/*]Corrected save system to properly store and load separate world and combat events
[/*]Fixed tileset polygons not applying correctly to grass and floor tiles
[/*]Addressed cooldown bars and quantity displays showing on empty hotbar slots
[/*]Multiple fixes to skill resources preventing inconsistent ranges, costs, and element types
[/*]Improved camera limits and scene management for the expanded Drestor Town map
[/*]
Minimum Setup
- OS: Ubuntu 22.04Memory: 1 GB RAM
- Memory: 1 GB RAM
Recommended Setup
- OS: Ubuntu 22.04Memory: 1 GB RAM
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