2026-08-30
Saga of Yurina Day Two Patch 1.260830
한글 요약이 품질 관문에 걸려 원문만 둡니다.
원문 보기
Developer NotesHello. I am TEXAS, the PD of Saga of Yurina.Based on the feedback many of you left in your reviews, we have released the Day Two patch.Cumulative sales have also surpassed 200 copies. We would like to sincerely thank everyone who has played the game.We have also created a Google Form so that we can receive and address your feedback and bug reports more effectively.Feedback and Bug ReportPlease submit your feedback through the form, and we will do our best to incorporate it into the game.Thank you, and we hope you enjoy playing.Improvements- Added a Feedback and Bug Report button to the title screen.- Ranged enemies no longer attack from off-screen.- Ranged enemies no longer attack through walls.- Enhanced the visual and audio effects for parries.- Improved parry detection. - Guard now remains active for 0.35 seconds even if the Guard button is released immediately after being pressed, improving control responsiveness. - Increased the standard parry window from 0.2 seconds to 0.35 seconds. - Increased the reduced parry window applied when the Guard button is pressed repeatedly from 0.06 seconds to 0.15 seconds. - Increased the amount of Focus enemies lose when parried
스팀 공지2026-08-29
Saga of Yurina Day One Patch 1.260829.0
한글 요약이 품질 관문에 걸려 원문만 둡니다.
원문 보기
Bug Fixes- Fixed an issue where your progress was not saved while Steam Cloud saving was turned off. Your progress is now saved on your PC even when the cloud is unavailable.- Fixed an issue where the game could hang on the title screen or shut down when it failed to connect to Steam. A message explaining the cause is now shown instead.Developer NotesHello. I am TEXAS, the PD of Saga of Yurina.Saga of Yurina is our first game, built in the evenings after work and on weekends while we held down our day jobs. When we started, I assumed six months would be enough, but by the time it was finished two years had gone by. About five artists worked with us along the way. Some helped for a little over a month, and some stayed with us for the whole two years.Over those two years there were stretches where I was worn out and running low on energy. Whenever that happened, I would spend a month or so building a small game on my own, such as Touhou Volleyball, just to clear my head.Developing after coming home from work turned out to be harder than I had imagined. For something that took two years to make, the volume ended up smaller than I had hoped, and that does leave me with some regret.Rath
스팀 공지