Did you guys need liquidity to keep going and decided to release for the sales boost? This game is very successful at its atmosphere and art design, but it features a lot of strange programming behavior in various spots. Keep up the debugging!
I noticed that the release date was part of the promo video on release day. So things like that would also factor into a launch - I don't even know how many things have to change if you change a release date, but it's probably a lot. There's always one more bug than you think there is, and it always takes longer than your estimate to do XYZ that looks straightforward until you actually do it...
Oh yeah, I know what you mean. Although it came from genuine curiosity, my question was actually kind of blunt. I think I was frustrated at the blemishes on an otherwise quite well-realized work, and that was self-centered of me.
I can confirm the same bugs being fixed. However, the "skill not mastered" issue I mentioned is still present, and so are the monster breeding idiosyncracies. I have a screenshot this time! Quality of life:
The way the item menu scrolls is counter-intuitive. You can scroll all the way down by holding "down," but holding "up" goes to the filters as soon as you reach the top of the items you currently see. The only way to scroll back up to the top of the item list, one item at a time, is to hold whatever button makes the cursor spin in place and behave like page up/down (left bumper on this controller). The menu should treat scrolling up and down consistently and only go to the filter buttons once you reach the actual top of the item list. Perhaps pressing "right" might be a good shortcut to the filters? Moderate bug:
One of my monsters is now completely unresponsive. It died and was rescued through insurance, then when I went to fetch him and bought more insurance, everything looked normal... until I changed screens once. The monster's name and HP bar disappeared from the window at the bottom right, and the monster just stood in place forever. I took him to a dungeon, and it would appear next to the stairs with me, and stand in place without ever doing anything. Targeting it with a ranged attack listed it as "Aggressive," but I couldn't attack it and neither did anything else as far as I saw.
The monster in question is a sludge spirit. It damaged enemies long past its actual time of death with the spreading acid puddles. Could that have caused it? Quality of life:
Consider adding an option for a third skill bar. "Number of skill bars: X" in the options menu, perhaps? These things can get full very quickly when multiclassing, and a lot of skills can see use in common situations. Quality of life:
How about some way to get a reminder of what item you're exploring, and how many floors it was announced to have? Maybe at the top of the large map, when you display it? Minor bug?
Is it normal for ranged bandit enemies to be able to hit you with shadow snipe even as you move behind cover, and through walls, once they've targeted you? Minor bug:
When targeting Manabombs, the spell description at the top of the list mentions "Press directional buttons to rotate" in yellow, but it doesn't look like the checkerboard-style spell target can be rotated at all. Either removing the yellow text or making the spell rotateable would fix this issue. Quality of life:
The description for the Soulkeeper's Shadowwalk ability says enemies can't attack you while you're invisible, but if an enemy has already started targeting you with a skill (shadow snipe or the horned bugs' rushing move, for example), the attack will still be executed and hit you. Rather than suggesting you're invisible, perhaps the ability description should be edited to "will not target you?" Minor bug:
When an enemy parries your ranged attack (and maybe other kinds of attacks too, but I'm going by what I've seen), the verbose battle log says "[Your character] parried [parrying enemy]'s attack!" when it should be the opposite.
Here are the steps to reproduce the negative-power bred pet that happened to me again. I gave two monsters a rose petal meal repeatedly (three times) until they created offspring. That's all. Here's the screenshot!