Reception devlog · Feature
Reception by the numbers
Eleven weeks of building Reception, counted.
11weeks of building, 26 July to 11 October
~300dated changes
6bursts of work
~70features cut or replaced
26heroes in the roster
36heroes planned for launch
73ability cards, every one with exact numbers
56gear pieces in four slots
9 → 1,350automated tests, first build to today
48design docs
16research memos
40pulls to hard pity in the alpha
The world
- The first dungeon was 100 by 100 tiles, and parties still move on a one-second tick.
- Heroes started with 25 natures, and sight came in boxes of 3, 4 or 5 tiles.
- The first test dungeon had 3 exits. Walls were generated at 30% density with a guaranteed path.
- 40 roaming monsters in the first shared dungeon, then 120 per map. Groups merge up to 4 and promote through 4 tiers: Common, Elite, Champion and Boss.
- Back-and-forth steps fell from 0.136 to 0.004 per step when shortest-path movement arrived.
Heroes and fights
- 6 stats: HP, ATK, DEF, MAG, RES and LUK.
- Ability slots by rarity: Common 1, Rare 2, SR 3, SSR 4.
- 59 skills and abilities got working effects in a single day, 2 August.
- Ranks go up to +10, bought with duplicate shards. Big hits wait 2 or 3 turns.
- Gear Score = 0.1 HP + 1 ATK + 1.5 DEF + 1.2 MAG + 1.5 RES + 0.5 LUK.
Gacha and economy
- Hire a Hero rates: 55 / 30 / 12 / 3 (Common, Rare, SR, SSR), with 10 free pulls to start.
- Drop rarities: 60 / 25 / 12 / 3.
- Items combine up to +20 and salvage into 4 metals: copper, iron, gold and mithril.
- Fatigue by rarity: 30, 25, 20 and 15, with a full rest in 8 hours.
- Dungeon tiers: Tier 2 adds a room and 30% more monster Gear Score, and Tier 3 another 30%.
For the story behind the numbers, start with How Reception was built.
BellHop Studios