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Roadmap Update – Bosses Reborn, New Bases & What’s Next

  • Writer: Upgrade Entertainment
    Upgrade Entertainment
  • Mar 3
  • 4 min read

Hello everyone,

Today we’re updating our Development Roadmap on Steam and we wanted to give you a proper breakdown of what has changed, what’s been completed, and what we’re currently focused on.

Since the February 13 update, your feedback has been incredibly motivating. Reviews have remained Very Positive, and we’re happy to see many of you enjoying the improved combat experience.

Let’s dive in.


✅ Complete Tutorial

The full tutorial experience is now implemented and guides new players more clearly into the core systems of the game.


✅ Localization – 13 Languages

Localization is now fully available in 13 languages. We’re continuing to monitor feedback and polish translations where needed.


Steam Achievements – Prioritized for Combat Impact

Our Steam achievement icons are ready, and technically achievements were obtainable in-game. However, we made a decision to prioritize combat improvements first. With the combat improvements in place, achievements will feel much more rewarding. We want to finalize Steam achievements after the Skill Tree update, once progression is added.


5 / 13 – New Boss Combat Mechanics

One of our main development priorities recently has been boss encounters.

Several bosses that were previously functioning more as structural placeholders have now been redesigned into fully realized fights with proper mechanics, improved behavior patterns and stronger combat identity. The goal wasn’t just visual polish it was to make each encounter feel mechanically distinct and memorable.

Boss fights now feel:

●       More reactive

●       More dangerous

●       More dynamic in pacing

●       More rewarding when you finally bring them down

At this point, five major boss encounters have reached the quality level we were aiming for.

Right now, our focus has shifted to the next one, Korsan is currently in active development. This fight introduces new combat rhythm and encounter flow, and we’re tuning it carefully before the March 19 update.

More details soon.


3 / 5 – New Player Bases & Furniture Sets

With the latest build, you now have three fully decoratable player bases available (Tha Palace, Winter Palace, and Lunar Palace).

We had planned to introduce an additional themed base in this update, but it required more polish before release. Our goal is to have five fully customizable bases before v 1.0 and more after, also expanding decoration options.


16 / 19 – New Static & Random Zones

Most of our planned levels and random encounter zones are now implemented and playable. Three additional zones are in development, they’re largely built, but we’re currently focusing on:

●       Agro & balance adjustments

●       Enemy placements

●       Encounter pacing

●       Overall polish

We want these areas to feel cohesive and properly integrated into progression before calling them complete.


5 / 6 – Companion Rescue Missions

Rescuable companions are in game. We plan to add one more rescue mission to complete this system until v 1.0 and beyond. We also have additional ideas for alternative companion recruitment methods in the future.

(No spoilers for new players 😉)


2 / 3 – Facial Expressions, Animations & Poses

We’ve added new combat animations and poses, and we’ll continue polishing them. Facial expressions are currently work-in-progress. You can expect visible improvements in all upcoming updates, we’ll go deeper into this topic in a future newsletter.


Customization

Makeup is now in the game, with ongoing bug fixes for certain elements (like eyeliner and eye shadow).

We’re also planning to expand customization further with:

●       Tattoos

●       Nail polish

●       Additional cosmetic refinements

This system will continue evolving.


15 / 19 – New Enemy & Mini Boss Types

Most planned enemy types and bosses are now in-game.

Some encounters still need stronger identity and presence, certain characters exist but don’t yet feel like true “mini-boss” moments. We’re improving encounter design to make them feel more impactful.


Traders & Equipment

Accessory and costume traders are partially implemented, and additional specialized traders (Legendary & Lingerie) are planned.

As new zones are finalized, we’ll continue expanding and refining gear collections & progression to keep rewards meaningful and balanced.


Weapon & Armor Enhancements

The system exists in-game, but some elements (including potion interactions and functionality) require improvements. This will be addressed in future updates.


More Combat Animations & VFX (Ongoing)

Combat continues to be one of our biggest focus areas.

We’ve already added:

●       New animations

●       Improved VFX

●       Better encounter feedback

And this is ongoing work.

Upcoming improvements will also touch on Companion AI and healing behavior, more on that very soon.


Skill Tree & Spellcasting

This system is planned to begin after the next major update.

We’re intentionally not giving an exact date, development sometimes throws unexpected technical delays, but our current goal is to introduce the skill tree shortly after the March update.


Controller Support

While combat already supports controllers, we plan to significantly improve and polish overall controller functionality after the skill tree implementation.


Looking Ahead

Some larger systems, like Endless Arena, advanced boss interactions, companion creatures, and deeper progression systems, are part of our long-term vision.

We’re moving step by step, focusing first on solidifying the core experience:

●       Combat

●       Boss fights

●       Zones

●       Companions

●       Customization

Once the foundation is strong, we’ll expand further.

Thank you for supporting the game and for the very positive reviews since the last update.

We’re building this step by step, and we’re excited for what’s coming next.

More details about the March 19 update soon.

The Team

 
 
 

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