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Devlog
Oriluneia Devlog — UI Improvements and Control Updates
March 04, 2026
by
Tana
Over the past few days, most of the work has focused on improving game controls and the main menu experience . Controller Support The game now has initial controller support . The main menu can now be...
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New Event System Integrated into Game Flow
February 28, 2026
by
Tana
A new structured event system has been added, including: • 4 event slots prepared before each run • Events trigger progressively based on pacing and player behavior • Completing events now affec...
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Project Genesis – Balance & System Update
February 28, 2026
by
Tana
Enemy Stat Adjustments 一般敵人 Slime Speed: 96 → 88 Orc HP: 7 → 6 Speed: 132 → 112 Skeleton HP: 11 → 9 Speed: 124 → 104 Skeleton Archer HP: 10 → 8 Speed: 98 → 82 Werewolf HP: 15 →...
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版本更新:World Generation Overhaul
February 27, 2026
by
Tana
Update Notes World Generation Refactored the procedural terrain system. Reworked obstacle generation logic: Improved edge protection. Added small tree variations to the environment. Character Data Mag...
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開發日誌更新:綜合數值調整
February 26, 2026
by
Tana
Global Survivability Improvements All characters' base movement speed increased by 15% All characters' base HP increased by +1 Early & Mid-Game Pressure Adjustment Reduced early enemy reinforcement in...
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新敵人、新 Boss 與大型戰鬥/平衡更新
February 26, 2026
by
Tana
新增敵人與 Boss 內容 新增 Skeleton (進階近戰壓迫單位) 新增 Skeleton Archer (遠程壓制敵人) 新增 Werewolf (高速追擊敵人) 新增第三階段 Boss: Greatswor...
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新職業弓箭手 Archer 另外還有更多BUILD!
February 26, 2026
by
Tana
New Class: Archer Added a new playable class: Archer . Core identity: Low-HP, high-mobility ranged style. Every 3rd attack triggers a rapid 3-shot burst rhythm. Added class content: New character art/...
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Project Genesis – Fantasy Pixel Update
February 24, 2026
by
Tana
1
Project Genesis – Fantasy Pixel Update Build 2026.02.24 Genesis has officially entered its Fantasy Pixel phase. This is not just a visual swap. It’s a full presentation shift. The World Has Change...
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更新:局外養成
February 23, 2026
by
Tana
這次主要是把局外養成先做進遊戲裡了。 現在每一局結束都會拿到 Flux (不管是通關還是失敗都會有),可以拿來做局外解鎖。 這版做了什麼 新增局...
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🛠 開發更新 – 節奏重構、Boss 戰優化、角色調整
February 21, 2026
by
Tana
這次更新主要聚焦在三件事: 關卡節奏、Boss 戰體驗,以及角色定位強化。 15 分鐘的整體流程現在更明確,也更有壓力曲線。 🎮 關卡與節奏調整 ▸...
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開發日誌:生怪與戰鬥節奏重構日
February 19, 2026
by
Tana
今天主要集中在「類倖存者」核心手感:怪物壓力、包圍感、追逐威脅、以及升級流程穩定性。 1. 生怪系統大改(從單隻隨機到波次壓力) 把生怪改為...
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更新日誌 - 系統重構與介面升級
February 18, 2026
by
Tana
這次更新主要集中在「核心系統重構」、「單局流程優化」與「UI/設定可用性提升」,讓整體體驗更穩定、可控,也更接近正式玩法節奏。 核心玩法與...
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