
Starting today, the
"Mahjong Ichibangai" x "The Quintessential Quintuplets" collaboration poster advertisement will be displayed in the Tokyo subway "Akihabara Station Passage"!
Thank you for your interest!
#일번가5등분의신부콜라보
#마작일번가
#5등분의신부


Almost no parts to be modified in both
Potential condition completed with attack 800 and defense 300, decent defense heal stats
Additional damage is high at 45%, but crit rate and crit damage are very disappointing
Many parts to be modified
Crit rate and crit damage are low
But it seems unavoidable since the potential condition must exceed attack 1000
I don't know whose idea it was to put attack 700 in the Vanguard potential condition, but it's possible to exceed 700 if you reach affection level 14
Because it takes both defense and attack, other stats are very low
It seems like there are more items that I can't equip because of the set than items I'm using




First of all, I need to clarify, this post by no means to offend anyone but just stating what been around lately and on the scene situation.
1: Cheating:
People just casually using cheat speed to grind and using 3rd party program. Yes, developer already says they're fixing it by banning and whatnot. But, let's be real, the damage already been done and there's no way to cover it totally. People are doing it blatantly and post it everywhere to promote such behavior. Boosting, selling account, etc2, we all know whose people usually are doing such a things. Not just this game, but other game as well, they're notorious and infamous for this kind of behavior. And they're good at it, I don't think this game team can track and fix them all. Things happen just like before, regarding the infinite anchor/reward exploit
2nd: Balance
There's nothing to said anymore about balance, people already knew, how busted this game is regarding certain character. The unlimited cycle of dps. This game didn't rely on skills, creativity and variety of character anymore. But merely on luck (deck building) and cheese (obviously OP character). Easy thing to fix this, is to put a max cap of shuffle deck so that the unlimited damage can be avoided. But I doubt they will implement it.
3: Error/Communication
Recently, just loading into the game is pain in the @rse, connecting this, connecting that. Run suddenly get error and force closed. Unknown errors. Like, that's really FUN game experience right guys?
4: Waste of time
Seriously, did it take 1000 years to implement the "sweep" at simulation? Like bro, not everyone got 10hours+ free time. I understand if you want to reward people who grind. But, the daily energy spend? Come on man. It take simple common sense to implement the sweep for daily energy.
5: Exploit and Manipulate of Save Data
I'm honestly surprised and amazed how humanity can always find such a loophole and exploit in the rules of certain aspects. I'm sure it's not the intended features for people to just remove every card on the combatant using many underhand tactics. But this particular point, I personally find it amazing such tactics exist. Those who know, knows. I'm wonder how many "failed" run when Developer gives us the overall stats of the game, just like the 1 Month Report stats.
What I'm more IMPRESSED and SURPRISED how most of this is obvious and known to the Developer team, but yeah, let's just let it happened, anyway, right guys? I don't think the Developer is interested in fixing the game balance nor want to make it easier and faster for player, or maybe right now they got too much on their plate? I guess,.we will get the fix after every next event batch, I guess? Then more bug and error happened when new event batch released, then the cycle continues~
The new things like Unigram, get frozen and stopped just like that without any more content. I feels like they're release new features just for the sake of it. I feels like it didn't even finish tbh.
I don't know how to put it, but right now, the states of the game feels like in Chaos, don't tell me, the Game tittle is this all along? 🫣
Chaos Zero Nightmare, more like, Chaos In-game Nightmare
Yes, I'm ranting lol 😂, it's hella frustrating recently to play this game, especially when I'm exposed to many outside information, then when I fact checked it, turn out mostly it's true. Dang, this game is cooked. 🫡



‼️Main problems
① Excessive decrease in basic attack power and combat power reflection
Attack power is significantly lower than other weapons, resulting in a significant loss in combat power calculation.
There are difficulties in entering some content with power limits, and hunting speed is very slow for both single and wide-area skills.
Even over-farming relying on shields is meaningless due to the lack of spots in higher hunting grounds.
The motion of the buff skill is large and long, making it inefficient even in solo play.
---
② Lack of supporter role performance
Buff performance is significantly lacking compared to other roles (e.g., sword/shield), making the support position almost uncompetitive.
Skill application range is narrow during wide-area engagements (melee), and it is limited to 'party members including yourself', resulting in very low practical contribution.
Role performance is virtually impossible in large-scale battles because application is not extended to party/raid units, and a complete review of the overall role design is necessary.
---
③ In-game weapon appearance not implemented
Appearance by grade is applied to all weapons, but gauntlets are displayed only as bare hands except for the enhancement effect.
Even when equipping a mythic weapon, the appearance is not displayed, so the value of charging and equipment growth rewards are not visually felt at all.
The fact that equipment images by grade are not applied in the game makes the game look incomplete.
---
④ Monotonous skills/motions and inconsistency with job concept
Most skill motions consist of monotonous motions such as one-two/front kick repetition, which greatly reduces the sense of hitting and fun.
Unlike the setting of 'master of bare-handed combat', there are unsightly skills that do not match the concept, such as throwing stones and rocks.
The probability of inflicting abnormal status is excessively low, so utility and control abilities are also below expectations.
Action unique to gauntlet weapons such as kicking, continuous hitting, and turning kick is necessary.
---
⑤ Fundamental limitations of overall weapon balance and mastery structure
The balance is not right in terms of attack, buff, motion, and utility, making it difficult to fully perform the identity of 'close-range supporter'.
The mastery structure does not match the current meta, resulting in very low contribution in party play and large-scale battles.
Among users, the weapon value evaluation is so poor that many say, 'If a gauntlet comes out when acquiring a mythic weapon, the disappointment is great.'
Just for rerolling or less.
---
Improvements needed
1) Readjustment of overall attack power and basic performance
Increase basic attack power correction and combat power reflection to a reasonable level compared to other weapons.
Optimize the delay and overall motion delay of single and wide-area skills.
2) Complete review of supporter role structure
Expand the buff/shield application range to party/raid units.
Expand the range available in wide-area engagement situations and improve judgment.
Increase abnormal status probability.
3) In-game application of weapon appearance
Implement weapon appearances by grade normally in the game.
Visually enhance the appearance effects of mythic and other high-grade weapons to improve satisfaction with equipment growth.
4) Complete renewal of skills/motions
Add motions utilizing actions unique to gauntlets (continuous hits, turning kicks, continuous strikes, etc.).
Redesign skills that do not match the concept (throwing stones, rocks, etc.).
Modernize the skill structure focusing on hitting feel, speed, and linkage.
5) Improvement of mastery/utility structure
Reorganize mastery in a direction that increases contribution in party-centered play.
Introduce a variable utility structure that can properly utilize the characteristics of a close-range supporter.
---
Conclusion
The current gauntlet weapon needs improvement in all areas, including attack power, support ability, appearance, motion, and mastery.
A fundamental redesign at the level of a reboot, not just simple numerical adjustments, is necessary.
Users see the gauntlet not just as a balance issue, but as an issue of weapon identity and completeness.
In order to maintain the game's job diversity and the fun of weapon selection, we request that this weapon be actively reviewed and improved.


📢 Inquisitor Shepherd December Development Log
Hello.
This is Narrowdeep, the developer of Inquisitor Shepherd.
In December, as we wrap up the year, we are focusing on improving the completeness of the game's core content and spending busy times.
And we successfully completed our first offline exhibition.
We are sharing the detailed development and project status to date.
🔔 Summary of Key Development Status in December
Continued Chapter 2 Development: We are focusing on developing Chapter 2 content and increasing its completeness. Translation and Review: The translation of the demo version is in its final stages, and we will proceed with localization review next. Participation in Offline Exhibition Event: We got a good opportunity to participate through Stove Indie Boost Lab Beaver Rocks 2025 Offline Exhibition EventWe participated in and successfully completed the event, and started some modifications by reflecting the feedback obtained through the event. Tumblbug Reward: Reward production has been completed, and we are currently entering the final stage to send it to our sponsors.🎮 Detailed Development Progress Status
1. Main Content: Continued Focus on Chapter 2 Development
We are currently focusing most of our capabilities on the development of Chapter 2, which leads the middle part of the story.
We are integrating new features and art resources included in Chapter 2, and focusing on intensive testing to organically connect the content, and focusing on improving the completeness of the game by accelerating the development with the goal of completing Chapter 2.
We are pre-releasing illustrations that will be used in Chapter 2, etc.
This is a scene of a secret conversation between 'Manager Brand', who briefly appeared in the demo version, and Shepherd.
2. Global Localization: Translation Completed and Review Scheduled
The English translation of the demo version for the global release of the game is scheduled to be completed in December.
A significant portion of the evidence and clues that can be read in detail, and character profiles have been translated and reflected.
We plan to proceed with the review process after completing the translation of the demo version.
The '2025 Beaver Rocks Offline Exhibition Event' in which we participated from December 5th to 7th was successfully completed.
As it was our first event, we had to prepare a lot in a short period of time, so we spent a lot of time preparing for the event, but we prepared even harder to effectively prepare for the next offline exhibition event.
Through the event, we were able to directly introduce the game to many visitors, help with the demo version demonstration, and hear various feedback, advice, and words of encouragement.
In addition, we had the opportunity to communicate with other game developers who participated in the exhibition and had useful conversations.
Through this, we received a lot of inspiration and positive stimulation for future game development.
We would like to express our sincere gratitude once again to Stove Indie for their full support and assistance in participating in the Beaver Rocks exhibition event.
Based on the valuable feedback received through the demonstrations held during the event, we have begun work on modifying and improving some systems. To optimize the player experience and increase completeness, we will not miss even small details.
✨ Closing. Promising the Next Development Log
We promise to continue to deliver news to you through the development log once a month, around the same time.
We sincerely thank you for your continued support and interest.
Next month, we will come back with more informative news, such as the specific progress of Chapter 2.
Thank you.
Narrowdeep Dream
X (formerly Twitter) : https://x.com/narrowdeepgames
DISCORD : discord.gg/2r9cpBBZjg



게임을 하면서 버그를 많이 발견하는 것 같네요...
그리고 이번에도 게임이 진행되지 않는 버그라는 게 문제지만요.
이번에는 일상 난이도이며, 직전에 올린 버그와 동일한 이유로 발생하는 버그인지는 모르겠습니다.
아래 영상의 17분 57초부터 보면 될 것 같습니다.
추가로 세이브 파일도 같이 올리겠습니다.(.json파일은 업로드 불가라고 해서 압축 파일로 올립니다.)



The Gay Association requested an interview and asked to submit a questionnaire
and was immediately rejected
No, it wasn't done by an individual....




I was thinking of buying a ticket after seeing that Beaver Rocks was being held again this year, but as the discount ended, I was hesitant,
But luckily, they supported the invitation, so I was able to visit again this time.
I visited on Friday, so I left a little bit avoiding the rush hour, and it was around 11 o'clock.
First, I looked at the booth information at home and roughly planned to go around Sannabi -> Stepper Retro -> Project O.D first, and then slowly look around the rest.
And then I went inside..
As expected, there were many people at the Sannabi booth.
I wasn't interested in the goods, and I was going to aim for the boss speedrun if there was one at the booth and get a stamp, but the line was too long
The staff said that if you authenticate the game purchase, they will give you a stamp. So I asked if there was anything else I could get by participating in the booth,
They said no, so I quickly got the stamp and left.
Originally, I was going to go to the Stepper Retro booth next, but I visited the Out of Index Zone first because of the stamp mission.
I visited these three booths and tried them out.
1. Please One More Block
It was a simple game where you clear a stage with a starting point and a destination,
But the players could install blocks separately, so it was designed to help.
It was good for playing lightly.
2. Fingerdance
It was a game that felt a bit like Hancom Typing.
It was a simple game where you press five keys with one hand, set it to your liking, and then press the keys according to the given conditions.
The progress is simple, but the brain and hands play separately, so it's not easy.
3. Frontline: War of Echoes
There are bases on the left and right, and if you keep going back and forth, your past movements or actions are saved and acted the same, so strategic movement was necessary in the game.
After experiencing these three booths and receiving stamps, I went to the Stepper Retro booth, which was my original goal.
Stepper Retro
The booth photo is missing, so it is replaced with a booklet photo.
As a sequel to Stepper Case, it felt like it dealt with a little more detailed story about Stepper.
On-site, the volume was long, so I only grasped the feeling to some extent, and when I played it at home, it was fun and had a twist, so I was looking forward to the official release.
Project O.D
It's a sequel to Novena Diabolos.
Unlike the previous game, male characters also appeared, so I thought it was a game that targeted both male and female audiences, but after playing it, it didn't seem to be the case.
This game also had a long demo version, so I only grasped the feeling of what it was like when waiting on-site and played it at home.
Except for the slightly annoying stat training system, I felt it was not bad.
I've been to all the booths I was planning to visit, and after that, these are the booths I freely roamed around.
Battle Giant: Cheongung
It's a work that also participated in SLDE. It's a bullet hell shooting game that feels like a classic arcade, and I remember that it was easy to play at the time,
When I did it on-site, I felt that the difficulty had increased a bit, whether there were any development progress or changes in many ways.
Elastaz
It was a game that required various operations, such as hitting one or two blocks with a single hit or sliding or hitting repeatedly by operating two keys.
From the perspective of someone who feels that it is difficult to operate multiple keys in a rhythm game, I enjoyed it quite a bit.
Stereo Mix
It was a 3v3 PVP game in the form of a base capture.
You can select and play a hero with melee, mid-range, and long-range types, and the winner is determined by the total number of tiles occupied on the floor.
I watched the long-range and mid-range play and played directly with the melee, but it was more difficult than I thought.
If you think of it as a tanker, it's soft, and if you think of it as a melee type warrior, it doesn't seem to be as strong as you think..
The sense of speed was high and the graphics were casual, so it was okay, but I wondered about the balance..
VEDA
It's a Soul-like game, and I've seen it several times at previous events.
Listening to what they were saying, I think I heard that they changed the design or concept a bit during development.
I don't like the Soul-like genre, so I was worried about the difficulty, but I felt that it was a little better than when I went to the previous event and played it.
Player Who Can't Level Up
It was a game with a Rogue-like genre.
You clear the stage, get stats randomly, and clear the boss.
I liked the battle in the boss battle. The pattern is appropriate and requires some control.
However, I felt that the field battle was a bit slow, which was a bit disappointing.
Gurei
It is a game focused on boss battles with difficulty.
It consists only of battles with bosses without additional elements such as field battles, and skills are unlocked each time a boss is cleared.
I only played the first stage, but it was fun because the difficulty was not too difficult and felt appropriate.
Jack the Ripper
This game is also a difficult game, and it has a system where you die if you get hit once, so you have to attack according to the enemy's attack type to continue playing.
I felt that the slight thrill from one life and the sense of accomplishment when clearing and moving on through control were good.
I took pictures of the booths to this extent, and for the rest, I went around mainly to the booths with remaining seats and got stamps because there wasn't much time left until the event closing time,
When I came out, it was almost 6 o'clock.
I couldn't break through the Razer mouse probability for the prize and received a Mokoko doll. (12 tokens)
Overall review
The prizes were a bit richer than the last event, which was good, but on the other hand, it was a bit difficult to get tokens.
If you want to get 12 tokens without participating in the stage event, you have to do 22 games including 21 games including Out of Index and Sannabi.
However, even though I went on Friday, there were many people, and the demonstration time of the game was different for each booth, so later I ended up looking for booths where I could play rather than games I wanted to play. Well, of course, if you want to experience the game in depth, it's right to play the demo version at home..
I think it would have been better to reduce the amount of the on-site experience version to 5-10 minutes to let people experience it and induce them to play the demo version at home if they are interested.


Introduction
This review is written randomly according to the author's stream of consciousness.
Please refer to other people's reviews for more details.
I was fortunate enough to win a Stove Beaver Rocks invitation ticket and went with a friend on the 6th (Saturday).
It was worth writing the two-line poem diligently :)
Actually, I was going to write it right after coming yesterday..
5 hours round trip + lack of sleep issue
1. Admission: Exciting mind, not so much waiting line
I like games, but it was my first game festival, so I visited with an exciting mind.
When I arrived around 10 o'clock and entered the Art Hall, I thought, 'Are there not many people because it's an indie game?'
Oops.
A long waiting line visible around the corner..
I was going to buy San Nabi goods, but the waiting line was so long that I gave up early ㅜㅜ
2. Guidebook & Quest System
If you exchange your ticket, you can receive this Beaver Rocks Guide & Quest Book.
Visitors are also called adventurers, which gave me a game-like feeling and made it easy to check what I could do ㅎㅎ
This is the quest guide page.
You can proceed with various quests such as greeting, playing games, and participating in stage events.
If you complete quests and collect stamps, you can exchange them for B tokens.
You can do a lottery at the reward zone with B tokens.
The overall layout is like this.
3. Game Booth: Concept is 'RGB'
In line with the concept, the game booth is divided into RGB + S (Sponsor Zone).
It was nice that the area was divided according to user preferences.
● Red Zone: Difficult games●Green Zone: Games with moderate difficulty for those experienced in indie games●Blue Zone: Casual and simple gamesI ended up playing games mainly in the R and G zones.
There were many games I wanted to play, but there were so many people everywhere that I couldn't play as much as I thought ㅜㅜ
(I'm grateful that there's so much interest in indie games..)
I think it was because there were many booths with only 1-2 computers available for demonstration..
Still, it was so nice to be able to communicate directly with the game developers.
I solved my curiosity about the game, gave feedback, and shared other trivial topics.
And I was happy to receive various goods just by simple participation..
Aren't the keyrings so pretty??
4. Stage: Influencer Event
In addition to the game booth, another fun content was the influencer event held on the stage.
It was also a key source of B tokens for me.
I went to 'Jjamta SuA: Mission Impossible' and 'Kim Sung-hoe's Indie Game Jewel Box'.
Jjamta SuA: 'Suspicious Convenience Store' play and missionKim Sung-hoe: 'Witch's Garden' playThe two of them were great talkers, and thanks to MC Lee Kang-hak's witty and smooth progress, I enjoyed it without realizing the time.
I thought I should watch and learn a lot ㅎㅎ
5. The long-awaited reward zone: REWARD, should I get it??
I enjoyed it hard all day, so I should get a REWARD, right?
I headed to the reward zone with the B tokens I had collected diligently.
In the reward zone, Naver Lucky Draw and the long-awaited B token lottery were prepared.
Four types of lottery were possible depending on the number of tokens: 1, 4, 8, and 12.
My goal is only one. Gaming mouse in the 12 draw line!
The probability is so good, right?
But just in front of us, someone 뽑으신 drew a mouse.
'Oh, it does get 뽑히긴 drawn.'
When I asked the staff who was guiding me, they said that there were more than 30 mice left, so don't worry.
If it's true, the probability seems to be over 20%, so I added a lot of excitement.
I even 몰아주기 gave the remaining tokens to my friend and challenged them once!
The result with the enthusiastic support of the staff was..!
Drum roll drum roll drum roll
.
.
.
Yes. It was a very kawaii 22-year-old cherry blossom Mococo doll~ (Dehet)
Probability is correct.
(Even both of us 뽑음 drew that..^^)
In conclusion
Anyway, I enjoyed Beaver Rocks 2025 like this.
It was a precious time to feel the hot enthusiasm of the indie game world.
I am grateful and overwhelmed that so many people participated and visited.
If you have time, be sure to visit the Indie Game Festival!
Satisfaction 98%, willingness to revisit 100%!
Thank you for reading :)


Is it worth using?


ㅅㅅ 50000


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