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One Year in Early Access

Writer: Upgrade Entertainment
Upgrade Entertainment
3 days ago
3 min read

Hello everyone,

Today marks one year since Concubine entered Early Access.

When we released the game on October 13, 2025, we had a long list of things we wanted to build, improve, rebalance and expand.

A year later, Concubine is a very different game.

So we wanted to look back at what changed during our first year of Early Access and share where we want to go next.


One Year of Progress

A large part of this year has been about improving the core of the game.

The onboarding experience was rebuilt into a more complete tutorial. Combat responsiveness, animations, enemy behavior and boss encounters received several major improvements. The Skill Tree and spellcasting systems added more depth to character progression and made attributes more meaningful.

We also expanded the world with new rescue missions, random instances, locations and player bases, while character customization continued to grow through new makeup, tattoos, outfits, lingerie, accessories and pose features.

Concubine also became available in 13 languages, allowing many more players to experience the game in their own language.

Behind the scenes, we also spent a great deal of time on performance, lighting, shaders, save systems, UI, localization, loot tables, balancing, navigation and bug fixes.

Many of these changes were shaped directly by the feedback we received throughout Early Access.


The Roadmap Has Evolved

When we first shared our Development Roadmap, it was never intended to be a fixed schedule.

Some features became much larger than we originally expected. Others changed priority as we learned more about how our players played the game and which systems needed attention first.

That means some roadmap items are already complete, some have expanded significantly, and others are still planned for the future.

We would rather adjust the roadmap when necessary than rush features simply to match an old timeline.


Controller Support: Almost Complete

Our current major focus is full Controller Support.

We originally hoped to complete the entire implementation in time for our anniversary, and most of the work is now in place.

We're now planning to release the Controller Support update on October 16, covering nearly all gameplay features, with the exception of Photo Mode and Pose Mode, which require additional development and testing.

These remaining features will receive controller support in a future update.

Alongside this, we are also working on a new player base, additional decorations, and new costume content.


What Comes Next

Once Controller Support is complete, we want to spend some time addressing accumulated bugs and smaller inconsistencies across the game.

After that, our attention will return more heavily to combat and progression.

The Skill Tree gave us a stronger base for character builds, but we still want leveling to feel more balanced and rewarding, with difficulty scaling more naturally alongside player progression.

This will also include continued work on enemies, boss encounters, combat animations and overall combat feel.

Toward December, our current goal is to introduce a new combat level (work in progress), giving our players another place to test their builds.


Larger Features Still Ahead

We also have not forgotten about several major features from the roadmap, including Steam Achievements, Endless Arena and Modding Support.

These are still part of our plans, but they are substantial projects, and we do not want to announce dates before we have a clearer picture of their scope and development time.

For now, our focus is on finishing Controller Support, improving stability and progression, and strengthening combat before moving on to those larger systems.


Thank You for One Year 🖤

Looking back at the game we released a year ago and comparing it to where we are today is something we are very proud of.

There is still much more we want to add: new combat content, locations, bases, customization options, enemies, bosses, items, outfits and systems.

But none of the progress so far would have been possible without the players who joined us during Early Access.

Your reviews, bug reports, suggestions, screenshots and discussions have helped us decide what needed attention and where the game could improve.

Thank you for playing, for sharing your feedback, and for being patient when development takes longer than expected.


A Small Anniversary Gift

To celebrate our first year together, we also prepared some special Concubine anniversary wallpapers for you.

It is a small thank-you to everyone who has been part of the journey so far.

Thank you for keeping the Palace alive for an entire year. 🖤

This first year was only the beginning.

🖤The Team ⚔️


 
 
 

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