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Reception devlog · Part 5 of 6

Taking the lead

· BellHop Studios

For two months Reception was a game you watched. In four days it became one you could also lead.

Parties that walk with purpose

The old exit tether pointed the wrong way about 38% of the time. On 4 October we replaced it with shortest-path movement: parties now route to one goal at a time by priority, and their back-and-forth steps fell from 0.136 to 0.004 per step.

Assignments became monster tokens: cut teeth, wings or skulls and carry them home. In PvP they can be stolen, which turned goals into trophies worth protecting.

Dungeons you lead

On 4 October the first player-led chains of rooms arrived: The Cellar and The Belfry. The next morning we settled the names. Wandering maps are Field Explorations, which you watch, and chains of rooms are Dungeons, which you lead. By 6 October Dungeons were repeatable, with one fatigue point and one treasure per room, a boss room that drops Rare or better, and rooms rolled from weighted pools.

Heroes with personality

Each hero now has two personality stats. Mettle is how a hero fights. Banner is how a leader makes the other three fight. On 6 October both were wired into targeting and skill choice, in one order of precedence. Big hits now wait 2 or 3 turns before they can be used again.

A story and a look

More from the devlog

How Reception was built

The whole story in one read: eleven weeks, six bursts of work, about 300 changes and 70 cuts, from a dot wandering a grid to a live alpha.

70 things we cut

About 70 features were removed or replaced on the way to the alpha. What went, what replaced it, and why.