S1769174258020511
14/04/2026
14/04/2026 11:31 AM (+09:00)
470 °C

Sword Master 820
Trinity 820
Dark Knight 688
Slayer 678
The basic attack damage is the same, is this really correct? Or is the mob I'm currently fighting fixed damage?
How can the basic attack damage be similar with 4 skills? Does that make sense? 
There are differences in all damage and attack power?
I even got a +13 glove today, increasing my base attack by over 7%, but I don't feel anything other than emotional reduction.

S1720776349601011
14/04/2026
14/04/2026 06:34 PM (+09:00)
예전에 모든 피해 수치 올려도 차이 없다고 하신 분이군요. 능력도 안 되는거 게임은 있어보이게 만드려고 했나봐요. 근거리 원거리 마법 공격력 따로 만든 것도 맘에 안 들어요.
알카서스Badge Icon
13hr ago
15/04/2026 06:00 PM (+09:00)
71 °C

PLAY THE ANIMATION! Epic Seven!

Hello. This is GM Alcasus.

 

You can obtain catalysts from the event tokens "Ruins Exploration Coins" obtained in the dungeon through the new emergency mission, [Catalyst Search]!

 

■ Period

4/16 (Thu) 12:00 ~ 4/23 (Thu) 11:59 (KST)

 

■Location

Battle > Event > Emergency Mission

 

■ Unlock Condition

Episode 6 1-6 Clear

 

■"Emergency Mission! Catalyst Search" Basic Information

- You are provided with 5 entry chances for the emergency mission daily.

- After using the 5 entry chances, you can additionally charge up to 3 times using Skystones.

* The number of Skystones required to charge entry chances will increase with each repeated charge.

- The emergency mission consists of [Normal/Hard] difficulty levels.

- You can participate in battles with Heroes, Pets in the emergency mission.

* Supporter support cannot be used in emergency missions.

* Pet skill effects are not applied in emergency missions.

 

■ Rewards

- Clearing the emergency mission allows you to obtain Gold and event tokens [Ruins Exploration Coins].

- [Ruins Exploration Coins] can be used for item exchange. All [Ruins Exploration Coins] you possess will be deleted after the emergency mission event ends.

- You can exchange the exclusive tokens obtained from the emergency mission for random spoils. (100 per exchange)

Obtainable Item Name

Quantity

Probability

Meragora

1

5%

Gold

100,000

20%

Rare Catalyst Selection Box

1

35%

Rare Catalyst Selection Box

2

25%

Legendary Catalyst Selection Box

1

15%

* The exchange will close immediately when the emergency mission ends, with no grace period.

Thank you.

1 / 3
S1743866591105112
13/04/2026
14/04/2026 03:07 AM (+09:00)
403 °C

4/13
100*19 = 1900
1000*8 = 8000
3000*1 = 3000
5000*2 = 10000
22900-30000 = -7100

바드냥냥이
14/04/2026
14/04/2026 07:50 PM (+09:00)
ㄷㄷㄷㄷ
덤비면문다고
11hr ago
15/04/2026 08:18 PM (+09:00)
240 °C

https://page.onstove.com/indie/global/view/12606552

<TOOSIN : 투신> Added a review event!

It seems like the game starts pre-purchase today and officially launches on Friday.

I will add more detailed event information later when it is updated!

❄️ FlakeMission|April Day 15 #260415

Week 3 - Day 15 Started! Don't forget to check progress!

S1759326148221111
10hr ago
15/04/2026 09:03 PM (+09:00)
Nice!
STOVE 소식봇Badge Icon
13/04/2026
14/04/2026 08:44 AM (+09:00)
324 °C

■ On the evening of the 10th, we released a preview video for the Half Anniversary event and shared various news.

■ A Half Anniversary Showcase video, celebrating the half-year anniversary since launch, is scheduled to be released at noon on April 18th(Sat). 

■ First look at new agent ‘Heidemarie’ and new Chaos ‘Illusory Theater’ information.

 

Smilegate, which services and Super Creative, which developed the dark fantasy roguelike RPG ‘Chaos Zero Nightmare’ (hereinafter referred to as ‘Kazena’), announced on the 13th (Mon) that it has previewed the release of a ‘Half Anniversary’ showcase video to commemorate the game’s half-year anniversary since its launch.

 

Smilegate previewed the Half Anniversary event on the official Kazena YouTube channel at 6 PM on the 10th (Fri). According to the video, Kazena plans to release a Half Anniversary showcase video at noon on April 18th(Sat) to celebrate its half-year anniversary and introduce the large-scale update roadmap to be unveiled in the future.

 

In addition, the preview video attracted attention by revealing for the first time information about the new agent ‘Heidemarie’ and the new Chaos ‘Illusory Theater’ to be introduced in the next season. Furthermore, background music from a concert hall and scenes of the in-game idol group performing together appeared, hinting at the theme of the Half Anniversary event.

 

During this Half Anniversary period, Smilegate plans to communicate and share joy with users not only through various online events but also through the offline event ‘Nightmare Garden Tea Party’.

 

Smilegate’s Business Director, Kim Ju-hyung, said, “We are preparing Half Anniversary events that encompass both online and offline, with a heart full of gratitude for our users. We plan to explain the details in the showcase video to be released on the 18th, so we ask for your keen attention.”

 

Meanwhile, additional information about Kazena can be found on the official communities on ‘X’ and ‘YouTube’, and the official Stove website.

blacksheep77
15hr ago
15/04/2026 03:33 PM (+09:00)
👍️
무등산막걸리
23hr ago
15/04/2026 07:55 AM (+09:00)
434 °C

Just give me hot time

연리랑
16hr ago
15/04/2026 02:47 PM (+09:00)
와 나도 저번 핫타임때 600개인가 씹엇는데  대채 얼마나 씹으신거임?
CultistYoon
14/04/2026
14/04/2026 07:04 PM (+09:00)
1 °C

⚓ [Windrose] Stove Official Launch Commemorative Event! 🌊

The open-world pirate survival game, awaited by 1.5 million users, Windrose,

 has finally been officially released on Stove!
You can get additional benefits just by using the store,

so don't miss out on the special coupons and prizes prepared!

👇Go to the promotion page 👇

"

A game where the story seeps in on your way to find treasure,

"

Scenario

The story of Windrose begins in a world where fantasy is mixed with the Age of Discovery in 18th-century Europe.

Edward Teach, the Pirate King who leads Blackbeard, made a deal with the devil and threw this sea into chaos.

And his evil influence eventually reached the player....

Action Game

As soon as the short story ended, the tutorial began, and after a few minutes of persistently teaching parrying and dodging, I immediately realized.

"This is an action game."

Today, the topic I want to talk about is 'Action Games'.

What is an action game?

Simply put, it's a game where the player controls and moves the character in real-time. 

And Windrose is a game that cares about the 'feel of action' more than anything else.

I believe the biggest characteristic of an action game is this: never stopping the player's input. 

During combat, the player dodges enemy attacks and runs backward,

then finds an opening to land an attack. This entire process is a continuous series of actions.

How was combat induced?

Windrose has a massive main quest, divided into Chapters 1, 2, and 3, with a long quest line. Furthermore, they plan to continue updating it.

To approach this goal, the game lays out numerous designs. Broadly, there are three types of content: first, action; second, crafting; and third, quests.

However, covering all of them would make the text too long, so today, I will talk about Windrose with just one topic .

"Windrose's Action and Story."

It's rare for action games to lack a story. Why is that?

In many action games, when an NPC explaining the story starts describing an event in a specific area, players tend to get distracted or skip the dialogue. 

And then, curiosity begins to arise. "Why do I have to kill the dragon?" "Why do I have to kill a man I can't kill?"

Earlier, I mentioned that 'the core of an action game is to not stop the player's input,' but the moment the story progresses, the player stops and listens.

Even if the story is skimmed, even a small context from the past story imbues the player with the most precious and valuable essence in an action game.

This is the moment when the player's violent actions are given 'meaning'.

This is where the causality of why the player must cut down this enemy or cross this sea is created.

However, if such explanations are continuously listed, the story quickly becomes boring and didactic. It damages the feel of action and input.

Windrose has created many devices to solve this problem. Today, we will explore what has been solved through 'story'.

Implication through Environment

The method is implication through the environment.

Instead of simply posting a notice or directly conveying through a quest that 'something happened here',

it's a method of placing structures within the space that suggest 'something seems to have happened here'.

Players naturally look around each space to gather resources or with anticipation for quests.

In the process, they guess 'something must have happened here,' and even players who are not usually interested in the story naturally speculate about 'the story of the space'.

And when they reach the end of the space's story, the events the player imagined are verified.

At that moment, the player will be amazed, saddened, or annoyed by the plausibility.

This is Windrose's method of letting the space tell the player about the world. 

But why would the player bother to scan the environment?

No matter how many elements and stories are well-placed in the environment, if the player doesn't pay attention to that space, it's all for nothing.

The cloth tied to a tree, the story of a buried box on the ground – these are all devices that are meaningless if the player 'doesn't look'.

Windrose solved this problem very simply.

By linking rewards with the space. When you open the map in this game, treasure chests are linked to each space (icons), and the player fights to enter that space, naturally exploring every nook and cranny to find the hidden chests.

And this chest hunting is not just a supplementary element.

Windrose has RPG growth elements, where you can level up, allocate stats, and unlock skills.

However, the way to gain experience is peculiar. You don't get experience by defeating enemies.

Experience is only given when you clear a quest or collect all rewards in a space.

The problem is, combat in Windrose is surprisingly difficult.

To overcome this difficulty, where enemies have high HP and high attack power, you need to grow your character, and to grow, you need to open chests.

And in that process, the player's eyes naturally sweep over the environmental details.

Even without reading the story, as you search for chests, the story seeps into the player.

Consume the story for action.

The story design philosophy of Windrose, in my opinion,

is not to stop the player for the story, but to consume the story for action.

This is it.

There are no long scenes where NPCs hold you and explain, nor cutscenes that take away your control.

The story is finely scattered throughout the spaces, and it is delivered by seeping in piece by piece as the player moves 'to become stronger'.

Thus, the story becomes fuel that drives the action, rather than an obstacle that stops the flow of action.

Windrose, a game where the story seeps in on your way to find treasure, binds the player to the space with rewards (experience, treasure chests) and consistently maintains a state where their hands don't stop moving in that space.

As a developer who also makes action games, I often ask myself a question.

How can I make the world convincing to the player while keeping their input non-stop?

Windrose's answer to this question is:

Make the story the fuel for action.

It answered.

Conclusion

This game left me with a different final impression than my initial one.

When I first started playing this game, I thought it would be a survival crafting game mixed with action, but I was intrigued by how strong the 'action' philosophy the game advocated was.

Even if the experience I wanted when starting the game was different, I believe the numerous battles with enemies I enjoyed while playing  prove the high completion of the action this game pursued.

It's a great game where you can feel the developer's love for action, connecting all content to the core of action, so I hope you all play it at least once.

I hope you enjoyed reading. This is my first post where I've written a lot about game design, and I'm not sure if everyone had fun.

Game Name 

WindroseGame GenreAction, Crafting, AdventureRelease Date2026.04.14Game Price32,000 KRW

1 / 19
MichelAnge
13/04/2026
14/04/2026 01:46 AM (+09:00)
260 °C

TLDR : Why isn't her story described in a trauma code like the excellent Narja trauma code? (and the last paragraph)

After the last character and her introduction, so forgettable that no one even wonders why the captain ended up forgetting her name... seeing Diana's story rushed through in six paragraphs is a bit disappointing once again.

As for the story, it's interesting because it shows that despite this universe being corrupted by Chaos, evil can come from humans as well as from Chaos itself. Beyond that, it's just Judas arc 2.0, with yet another fanatical band of Holy Crusaders who've lost their way and think sacrificing widows and orphans will lead to a purification of Chaos.

I would have much preferred it to be part of the Trauma Code, with a much darker story, perhaps with a horrific explanation for why she only has one wing. And I think it would have been more interesting if it had been HER, and not some random child, who was captured and imprisoned by fanatics of her own religion.

And during her imprisonment, she was allegedly tortured by these fanatics, who said things like ;

"You think you're an angel spreading love, but you're just an imposter. This is what we do to imposters..." and had one of their wings torn off.The captain would have come to free her from her prison, which would give her a good reason to become attached to him and please ML fans.

It would have been interesting if the trauma had been more "attached to her", because ultimately she "saw" rather than "experienced" the trauma herself. It's actually the child she saved who suffers the most trauma in this story.

(btw her expression/breakdown image could therefore have been: Diana holding her shoulder, looking behind her back where her wing is missing with a look reflecting the horror she suffered during her imprisonment)

Admittedly, the fact that she discovers her own religion isn't immune to the worst excesses is traumatic, but it's not nearly nightmarish enough for my Chaos Zero "Nightmare," in my opinion.

I LOVE Nine and Tiphera, BUT you have to admit that in the last season, we find ourselves accompanied by the best mercenary in the universe and an imperial marshal wielding technology capable of destroying planets, making it hard to feel truly threatened . And as if that weren't enough, in case something happens to us that raw power can't fix (like being poisoned by a Chaos parasite, for example), we still have a fragment of a goddess watching over us and able to travel back in time to save us.

I dream of recapturing that feeling I had when discovering the prologue, with its Lovecraftian atmosphere, and that sense that in every corner of a planet corrupted by chaos, a monstrosity straight from hell might be lurking. Rei, Owen, and Mika are apprentice agents; Renoa is very strong and competent, but even with her, no one is ever completely safe in the chaos, and the prologue showed that so well. 

GrielCreatorBadge Icon
13/04/2026
14/04/2026 03:45 AM (+09:00)
I think it will be implemented but only in the new season, maybe in the Arise live they talk about this. 
Kazane35
14/04/2026
14/04/2026 01:46 PM (+09:00)
Let's just hope there's trauma code, this one just introduction of Diana. Similar like Tiphera's assignment things that just like introduction character.
175305699
14/04/2026
14/04/2026 11:38 PM (+09:00)
120 °C

Among these, which ones should I prioritize raising?


1 / 2
S1746209469138028
20hr ago
15/04/2026 11:20 AM (+09:00)
모르트(딜탱) / 빌트레드(광역딜러) 두개 추천  가지고 있는것중에 포지션 중복 여부 확인후 키우시길 .. 추천사유 - 초반에도 쓰이고 나중에 PVP도 쓰이는 캐릭 
마후유오시
23hr ago
15/04/2026 07:54 AM (+09:00)
pve 기준이면 위에서부터 차례로 테네브리아/체르미아/세실리아/릴리벳/찰스/에르발렌/지휘관로리나/메르세데스/슈리/아카테스 추천. 근데 하도 겜이 오래돼서 사람마다 의견 좀 다를 수 있는거 참고해야함.
lllillllilllilllllll
01/03/2025
02/03/2025 01:21 AM (+09:00)
105 °C

갤럭시 테일즈: 스토리 오브 라푼젤' 해봤는데, 진짜 시간 가는 줄 몰랐어! 일단 그림체가 너무 예뻐서 눈이 즐겁더라. 라푼젤이랑 로즈 캐릭터가 어찌나 귀여운지, 보는 내내 엄마 미소가 절로 나왔어.


특히 라푼젤 머리카락으로 적들 휙휙 던지는 거, 완전 스트레스 풀려! 처음엔 좀 어색했는데, 하다 보니까 완전 신세계더라고. 로즈랑 같이 퍼즐 풀고, 어려운 구간 넘어가는 것도 은근히 머리 쓰는 재미가 쏠쏠했어.


스토리는 막 엄청 심오한 건 아니지만, 라푼젤이랑 로즈의 우정이 따뜻하게 다가와서 좋았어. 둘이 티격태격하면서도 서로 챙겨주는 모습이 어찌나 사랑스러운지!


전체적으로 봤을 때, '갤럭시 테일즈: 스토리 오브 라푼젤'은 귀여운 캐릭터랑 독특한 게임 방식이 매력적인 게임이야. 가볍게 즐길 만한 게임 찾는 친구들, 아니면 나처럼 귀여운 거 좋아하는 친구들한테 강추!


emoticon image

GalaxyTales : Story of Rapunzel Details