- Releasing version 2.0 update! - 6 January 2022
Hello, everyone! As a series work with , we have updated most graphic elements to synchronize. We hope you can enjoy the sequel to be released tomorrow. The major changes are as follows. Visual Expression Replaced whole the unit image and applied animation! Created a new loading screen. Unit information screen Changed the shape and modified both sides to the same color. Some important passive skills is displayed in the form of status effects. The status effect that cannot be released shows a thick border. The background color of the name varies depending on the side of the unit. HP gauge Changed the frame shape. Changed color allocation to ally/enemy units. The preview of the action results is displayed with transparency and blinking. Interacting with a unit will outputs visual effects that are distinct from ready for chain attack. Gauges change continuously in visual. The speed of unit…
- Meet the sequel at the store! - 19 August 2021
Hello! This is news that the store page of the sequel has been opened. With the story that follows in a new space, We're sure you'll like it if you enjoyed this game. Thank you for your interest!
- version 1.16 update - 19 August 2021
Hello, everyone! Ahead of the release of , we have decided to apply some progress we've made to Part I. Please pay attention to the sequel if you enjoyed this! The major changes are as follows. Visual Expression Battle Ready Phase Screen layout changed. Scroll position does not reset when going between 'Briefing' and 'Party' tabs. Bookmarks on unselected tabs look shorter. On the 'Briefing' tab, the upper left icon displays the side of each AI unit. The red color of the 'Start Battle' button will be released 'when the remaining score is less than the cost of most expensive skill'. Modified loading screen. The back translucent image of the protagonist and emblem were adjusted darker. The tip at the top of the screen is highlighted by the same rules as other explanatory text. Skill Explanation A description of the keyword appears below, not above, the default text. The assigned color tabl…
- version 1.15 update - 14 November 2020
Hello, everyone! During the development of part II, we found that some parts of the game were inconvenient, and most of them were common to the part I. This patch fixes these problems and additional discovered bugs. The major changes are as follows. Visual & Interface Non-skill behavior(standby, interaction) button displays shortcuts instead of numbers. You can still select with the corresponding numeric keys. In dialogue mode, the characters' internal thoughts are shown grayed out. The cursor shape has been modified. In dialogue mode, the existing feather form still applies. The visual display of tiles with 'aftermath of battle' is randomly printed out of several types. HP loss as skill cost(not damage) would not display a warning screen. On battle ready stage, you can hover your mouse over the character's status bar to see the actual value. Skill buttons show the reason by icon when y…
- version 1.14 update - 27 July 2020
Hello, everyone! Development of Part II is going on without much trouble, and it looks like we'll be able to open a store page soon. We updated version 1.14 for previewing some features and maintaining Part I. The major changes are as follows. Visual & Interface Added standing image of some characters in dialogue mode. Added dark gradation on bottom of the screen, to make the texts look more clearly. Player can make interfaces disappear on interlude mode to see the map clearly. Removed button backgrounds of title screen, and reduced spacing between the buttons. Tiles and units sometimes look snow-covered at some outdoor field battle. It doesn't affect their element. Map shows the name of region and terrains according to language setting and zoom level. Tutorials without actual interaction have been changed to provide notifications only to prevent disrupting the flow of play. When an obj…
- version 1.13 update - 8 June 2020
Hello, everyone! It's time to show our works to various indie game events in 2020. To give our new players a better experience, we've updated some of our new attempts for second part of here. The major changes are as follows. Bug fix Solved the following problems. The list of tiles affected by 'Zone of Control' is not updated when Sepia cancels movement. Explanation of Noel 'Holy Light' was not correctly displayed on second battle of chapter 1. 'Vital Armor' of chapter 7 enemies was shown as negative effect. Units under 'Fanatic' effect on chapter 16 got double HP when their restriction effect was removed by cancelling an action. Amount of shield was not correctly displayed because of the invisible decimal places. Destruction icon was not removed after cancellation of their destruction. Lucius 'Blue Slash' made units outside of range retreat. Luvericha 'Mortal Fear' effect was not corre…
- version 1.12 update - 7 December 2019
Hello, everyone! In the course of Part 2 development, we introduced the 1.12 version of including minor improvements and code maintenance. And this contains the repayment for our patrons who participated on 2nd crowdfunding. The major changes are as follows. Bug Fix Solved the following problems. Skill 'Nonmaterial' of fire spirit in chapter 16 was not applied correctly. Dark area which means cooltime disturbed the number for shortcut or AP cost. Sometimes unit couldn't point close tiles on very low position. Finished spawning spots displayed 99 count. Icons not displayed correctly when a single spawning spots have several conditions. Tooltip of 'Twisted Blade' skill (Jason) was not correct. VFX of 'Fatal Arrow' skill (Eren) was too long, and didn't emerged on the correct position. Gameplay & ConvenienceChanged scoring conditions of battle in chapter 14 & 16. Now healing skills also dis…
- version 1.11 update: Debug & Convenience - 31 October 2019
Hello, everyone! We started to use version number instead of the count of update since expanding to another platform. We've found some critical bugs occurred by developing Part II & improving Part I, so concentrated on fixed the problems during the days. We'll check more carefully before releasing a version from now on. The major changes are as follows. Bug Fix Solved following problems. Game froze when a damage was completely blocked by shield effect. Monsters on chapter 6 did nothing when it was taunted by being attacked. Grenev 'Weak Contempt' skill gave 25% additional damage, while it was written as 20%. Luvericha 'Healing Aura' skill was activated when a phase started, not her turn. Darkenir 'Detached Regard' skill text was written that it was applied in radius 5, while it's actually radius 3. Wrong text for layout was seen on detail information panel. Information about keywords we…
- 10th update: Visual Improvement - 3 October 2019
Hello, everyone! We've uploaded the new version of after about a month of effort. Recently new graphic designer joined our team, so we concentrated on polishing visuals of overall game. The major changes are as follows. Visual Expression Changed the decoration of loading image and logo of each group, and applied letterbox in 16:10 screen also. Slightly lowered background image's saturation to make tiles and units look better. Applied new expressions for selecting a chapter at interlude. On battle ready mode, selected units are shown at the bottom of the screen. Changed the layout of skill information. Bug fix Fixed: If you see another unit's movement area when there's no action to revert, all controls are blocked. Fixed: When you minimize AI movement time and restart game with empty slot, the acceleration of unit movements are not applied. Fixed: Game froze when player got a status effe…
- 9th Update - 1 September 2019
Hello, everyone! We've uploaded the new version of 'Monads'. The major changes are as follows. Bug fix Fixed: Phase bar had wrong position when a unit destroyed at its own turn. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33558349%2Fbc319244e420df688170096dc69637fbe0b74f3c.png Fixed: When Sepia get shield from 'Halfmoon cut' many times, preview showed as if she loses her shield. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33558349%2F5edbd72dc5559f515b5b16ec31e2ae8c00f0f120.png Fixed: Killing a unit by chain attack, it was changed to retreat sometimes. Fixed: If you change difficulty at battle scene, AI units' stats didn't changed immediately. Fixed: At chapter 13, getting the record was stopped after only one turn after starting. Fixed: 'Hit and run' skill of Jason didn't applied. Fixed: Effects changing moving cost didn't applied immediately af…
- 8th Update - 12 August 2019
Hello, everyone! We've uploaded the new version of 'Monads'. The major changes are as follows. Visuals Added bright area at the tip point of mouse cursor.https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33558349%2F00cad5977e4bcc141f0b32ea2f4eb31db63f4d47.png Added icon on the escape area. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33558349%2Fa8cb864b5857fb7ffabed26bfc1e2b64a790b900.png Unopened chapters show their protagonists as black silhouette at interlude. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33558349%2Fc1dcec9728135092f33251fd079869889e116b97.png When an attack hit multiple targets, each damages will be displayed simultaneously. Shortened some loading tips which exceeded proper length. Balance Changed status and skills of units at chapter 7. Jail doors at chapter 11 now can be destroyed by an attack. Bug fix Solved:…
- We'll be on BICFestival2019! - 5 August 2019
Hello, everyone! We're happy to announcing that is selected as an exhibition work on BICFestival2019! Additional information about related events will be on Development team social media account. Thank you.
- 7th Update - 7 July 2019
Hello, everyone! We've uploaded the new version of 'Monads'. The major changes are as follows. Interface Adjusted line spacing of dialogue logs. Increased icon size of detail info panel and changed the layout. Displays optional objectives at the battle ready stage. Negative scores' fonts on the battle result panel became red. Convenience After loading finished, not only clicking but pressing any key can continue the game. Non-skill effects also become faster following battle effect time on the configuration. Bug fix Now restrictions from on-destroy effect are displayed at preview state. Others Added omitted icon. If you have any suggestion to our game, then please let us know via discussion page or email: [email protected] We'll come back later with new version again. Thank you.
- 6th Update - 10 June 2019
Hello, everyone! We've uploaded the new version of 'Monads'. The major changes are as follows. Convenience Status of any bonus score triggers will be shown during whole stage. Language setting is saved and automatically applied since next launch. A unit can cancel actions even after finishing the turn, unless the next turn unit is AI. Detail information panel now displays explanations of type and element icon when mouse is over it. Interface At interlude, the stage button shines when player selects challenge mode. Objectives panel occupies less area at extension mode. Rules Bonus score triggers changed: The first battle of chapter 1 & chapter 2. Up to 3 units can escape with one carriage at chapter 17. Visual / Sound Color of player character HP(deep blue) becomes slightly brighter than before. At battle ready stage, shows particle and number tween when you add or subtract a skill. Bug…
- 5th Update - 27 May 2019
Hello, everyone! We've uploaded the new version of 'Monads'. The major changes are as follows. Interface Among additional scoring conditions, Not achievable ones in this battle are grayed out. Now chapter number and name is displayed on menu panel. If additional units are created during a battle, they will be shown in advance since the battle starts. Casting skill or interacting with objects display texts on the top of screen for a short time. Convenience Steamcloud Save is supported. Instead of clicking the checkbox, you can click the text beside it when changing configuration. Some too complex tutorials are not shown at Intro difficulty. When you shorten the AI action time, movement and phase notification are also become faster. Rules Battle ready stage is applied since chapter 5(previously it was chapter 6). Some skills of Noel become available at different chapter. Graphic / Sound O…
- Now available on Mac OS! - 6 May 2019
Hello! Mac version of Monads has been released. We're glad to make more people to be able to play our game. If you have any suggestion to our game, then please let us know via discussion page or email: [email protected] We'll come back later with new version again. Thank you.
- 4th Update - 29 April 2019
Hello, everyone! We've uploaded the new version of 'Monads'. The major changes are as follows. Rule & Balance Increased some AI units' AP in lower difficulties to make them be able to cast skill. Can't use skill with 'charge' effect, if there's a trap in the middle of the path. Interface Changed the name of Lucius' unique skill, from 'Cavalry' to 'Belief of Haskell'. Graphic Modified the backround image of title scene to feel like it's winter. Changed background of portraits shown when activating a chain, to give a dynamic feeling. Removed a small circle particle shown when you click. Bug fix Achievement 'Pyrrhic Victory' is not achieved with inaccurate condition anymore. Now HP preview is calculated correctly when AI attacks. Now cancelling a 'tactical attack' correctly restores the chance to get bonus AP. Fixed a problem that the first battle wasn't loaded on a certain device setting.…
- 3rd Update - 8 April 2019
Hello, everyone! We've uploaded the new version of 'Monads'. The major changes are as follows. Interface Objectives panel will display bonus conditions and its scores if you click it(It returns to the simple mode after you click it again). Skill explanations show only its result value, not its formula(for example, '0.9×Power'. Actual number is still same. Casting preview includes damage over turns from itself in calculation to show the target's neutralization or not. 밸런스 Some skills has been changed to provide more various choices. Eren 'Sheen' → 'Mind Control(AP 15, Cooldown 2)': Make target ignore any Will decrease for 2 Turns. Luvericha 'Heartbeat' → 'Tone Cluster(Passive)': Deal or heal +2% more per one unit in skill range. Curie 'Dynamic Balance' → 'Corrosion(Passive)': All attacks give Damage of 0.2×Power at the start of next 1 Turn, if the target is in Restriction. 버그 수정 Removed…
- 2nd Update - 24 March 2019
Hello, everyone! We've uploaded the new version of 'Monads'. The major changes are as follows. Balancing Players couldn't try as the same condition as the first trial in the challenge mode until chapter 5, because choosing abilities is limited depending on the number of tokens. Now, player characters have all of the opened abilities until chapter 5 regardless of the game mode and the number of tokens. Convenience Now you can cancel a skill casting until the turn ends. There was confusion as 'setting trap' part of chapter 5 tutorial could be passed by only clicking right-down direction, which was non-intuitive. Now you can pass it by clicking upper-right direction also. Bug Fixes The phase-bar in order queue is located in the correct position during chapter 2 also. Image of the protagonist in the loading screen of chapter 20 is located in the correct position now. Localization We changed…
- About the English localization issue - 4 March 2019
Hello everyone. We received some feedback about English localization, and we recognized the problem. In fact, we translated it by ourselves—who is not a native speaker—, and we apologize for providing low-quality translations as a result. We hope that someday we'll be able to translate the game again through a professionals, but now we have no choice but to improve it by ourselves. Although this is our responsibility, if you are fluent in English and willing to help us, then please mail us to [email protected] with any sentence you felt awkward and your suggested alternatives(optional). It will make the improving process much faster. Thank you very much for playing our game.