Zephyrveil leaping to catch a glowing wind-feather power orb in mid-air as it bursts from a defeated enemy, motion and sparkle.
Painted card

Q33 · Chapter 05 · Temporary builds

Powers you find, not buy

Should the shop feel closer to the current birthday game's item shop or to choosing/modifying companion moves?

Working direction

The direction

Move away from a heavy item-shop system as the main source of run builds. The user prefers in-run power discoveries that keep the player moving, closer to the feeling of Hades-style run-changing pickups than repeatedly stopping to browse a large shop. Enemy drops should primarily be loot, materials, supplies and cargo for the airship/trading company; temporary combat powers are a separate discovery track. The player should still be able to pursue a familiar core build, while randomness forces some improvisation.

Recorded as: Major working direction change

The original question’s prompt

A mix is possible, but identify the main source of build variety.

Examples in a prompt are not decisions unless the answer chooses them.

Still to decide in this chapter

Exact button count, the language that separates companion from party-wide powers, offer locking and healing amounts are unresolved. Challenging dungeons must keep a real chance of death.

Read “A build for this run” in the artbook

In this chapter