Now they are truly my wives
Hello, Stove Crew 3rd Generation
The King of Subculture, Kim Jun-woois here.
July 8th!! Finally, after the Kazena story revamp I
tried playing Kazena once again.
(Finally!!!!)
From a brief story summary to gameplay explanations for newbies
Starting right now!
‼Spoiler Alert‼
📃 Game Content
Short Basic Explanation
My Role: The player becomes a commander called 'First', boards a ship named 'Nightmare', and goes through space and time in a crazy loop.(It's a time loop story)Goal: Since humanity keeps failing, you're running in circles to somehow find a future where they don't perish (a happy ending).Atmosphere: Rather than a hopeful subculture game, it's a dark fantasy soaked in blood, sweat, and tears. It's a spicy story where pretty girls have mental breakdowns and fall from grace.The game begins with someone's monologue ...
(I suppose)
A beautiful woman speaks to me.
(Are you my wife too?)
Waking up from a sweet dream and coming to my senses,
my wife wakes me up.
(After the story revamp, she is indeed my wife)
But as per the cliché, the captain has amnesia.
(I wanted to kill you in my past life)
After finishing the combat tutorial with my colleagues,
I need to return to the ship,
but the waypoint has broken.
I attempt an emergency return,
but the device was broken
and I stay behind to rescue the personnel left on the battlefield.
(Pretending to be righteous even though I can't leave if I wanted to)
While moving forward with the team,
I receive a distress signal from an agent.
I succeed in rescuing Trisa, who is equipped with 3D maneuver gear.
(But her skill is throwing daggers)
(Look at those yandere eyes..)
Meanwhile, Ray suddenly creates a death flag.
As expected, she retires immediately.
(I thought it was strange that she suddenly got individual screen time)
Everyone retires to this person,
and Lenore tearfully sends the captain back in an emergency return.
(From villain to true heroine)
The captain opens his eyes again.
(Weakling)
But he goes to save his wife.
He meets Lenore with bloodshot eyes,
(A wife as cute as a rabbit)
but after hitting her a few times, she transforms into a grotesque form.
After several battles, I reach Lenore again.
A pocket watch I've never seen before is placed on Lenore.
This Lenore was the real one.
But an overwhelming enemy appears,
and the pocket watch uses its power.
The captain gains the power to turn back time.
The story of this game is a loop story.
(Re:Zero-starting Captain Life)
Only Lenore, who has insane 'main wife' energy, feels that something is wrong..
Then a Conan-style culprit appears,
I become curious why only Lenore is normal,
and Act 1 ends.
The story that follows is also quite enjoyable, so please make sure to play it.
(The captain who keeps dying)
📃 Story Revamp Review
I can say this with confidence.
The story revamp is the best!
The problems with the story, which was a hot potato before the revamp,
were completely wiped away and revised to create a story that is one step more subculture-esque.
For example, the way they overhauled the character of Lenore, who plays the role of the main wife,
(They really fixed this well)
or the way they added more depth to the captain's journey,
and to think all that revamped story is fully voiced again..
It made me want to play through it all over again.
(Argh, my wallet)
I enjoyed up to Act 5 with the Japanese dub,
so now I have to try playing it with the Korean dub.
Next time, I'll be back with Kazena card pulling content.
(Pulling for a wife)
Chaos Zero Nightmare Click here to go to the Stove page!


I knew this dead company SmileGate would pull something big. Anyone with eyes can see that the Season 4 Desire cards are nowhere near as good as the Season 3 Persona cards. Not only is the mechanic bad, but it's also not as fun as the last season. It's boring as hell. If you don't know how to make games, then don't. I can't imagine a more brain-dead move than nerfing last season's cards. Are the designers here just to eat shit? Last season had limited cards, so they had to be strong. This season doesn't, so you use 'balance adjustments' as an excuse to nerf everything strong from last season into trash. If that's not the case, I really suspect your designers got their jobs through nepotism. You're as stupid as your mother, even more retarded than a retard. What kind of shriveled brain could come up with the Season 4 Desire cards? Boring at a glance and lacking any real power. Can you start a livestream and explain your design philosophy?
I really want to see if the planners and designers who created the Season 3 and Season 4 cards are different people. Why is there such a huge gap between them?
Read this yourself↓↓
【Adjusting Season3 'Season Power' (Persona Imprints/Cards)】
To avoid damaging the freedom of diverse deck building using 'Season Power' and the overall season experience, the development team generally does not wish to adjust 'Season Power' after an update. However, the Season 3 'Persona' imprints and cards were not sufficiently reviewed for power levels during the design phase and were released with values far exceeding other 'Season Power' levels.
If these specifications are maintained, numerical inflation will inevitably occur in subsequent seasons. If this process repeats, the value of the 'save data' for Fausts will drop sharply as seasons change, and the fatigue of needing to re-grind will increase, so we have decided to make adjustments.
However, to avoid damaging the diverse deck building and gameplay experience that Fausts tried during Season 3, we will focus on correcting the applied effect values, retaining the original roles of the imprints and cards in battle, and only adjusting their power levels.
Don't you want to laugh at yourself when you say this? What do you mean bythe fatigue of needing to re-grind will increase? I could have just used my Season 3 save data without grinding for Season 4. Now that you've heavily nerfed the Season 3 cards, making that save data trash, don't I have to re-grind for Season 4 save data? Would I need to grind if you hadn't nerfed them??
If at the end of Season 4, it turns out some strategy is overpowered again, will you nerf it again and force players to grind for Season 5 save data? That's also re-grinding, right? Furthermore, even if you're right and every season's power level is similar, and the new season isn't much stronger than the old one, I still need to grind for the new season's save data, don't I? Can you come up with some logical argument? If S3's mechanics are hurting your S4 sales, just say so openly. You don't need to beat around the bush to make players think you're actually considering their interests. If you really cared about players, the first thing you should change is the burden of sorties and those high-priced magic pills.
Furthermore,
you're even touching morale? Are you human? Doesn't that make the morale clown I grinded for a real clown? I scanned the code, do you know how hard it is to grind for a perfect save? You might not even get it with 100k black matter. Will you refund the black matter I spent?
Can't you look at player feedback before every nerf or change? Can't you ask for player opinions first? Can't you discuss it with players? By what right do you make the decision alone? Can you represent all players? Let me ask you, have you ever played the game yourself? What is this forum for? What's the point of this forum? Is it just to fix bugs that benefit players immediately?
Next time you want to nerf something, you can, but I want to see your mother on the list too, Director Kim.
To turn a perfectly good game into this, it's simply the biggest joke in the industry for 2025-2026. Having played since launch, I'm the biggest clown of all.
Future new players, take note: if you find a season mechanic that is particularly strong, be careful, because in the next season, all the decks you grinded for will vanish into thin air! SmileGate promised not to nerf five-star characters, but they didn't promise not to nerf mechanics. As long as they think it's unreasonable, they'll nerf five-star character mechanics too.
The scumbags at SmileGate treat the decks players worked hard to build as nothing. They nerf whenever they want. The time, money, gacha pulls, and black matter players invest are just things they can dismiss with a dozen magic pills. They dare to nerf caps and mechanics now, and they'll do it again next time. The more you invest, the more despair you get.
Admit it, this game was dead from the start and is getting worse. Characters are becoming homogenized and increasingly boring. The new characters now lack the interesting mechanics of the old ones; they are just piles of powerful stats and mechanics. If this change passes, they will be even more unscrupulous next time. To suppress so-called power creep, the next one on the chopping block will be Tenebria. Do you believe they'll say Paean's strength far exceeds their expectations and needs a nerf?
The production team's mistakes are always paid for by the players. This is the first time I've played a game that loves to punish its players. That's SmileGate for you.
I officially declare 7/29 the death anniversary of Chaos Dream, SmileGate, and the scumbag Kim.
I officially declare 7/29 the death anniversary of Chaos Dream, SmileGate, and the scumbag Kim of the death anniversary.
I officially declare 7/29 the death anniversary of Chaos Dream, SmileGate, and the scumbag Kim of the death anniversary.
I officially declare 7/29 the death anniversary of Chaos Dream, SmileGate, and the scumbag Kim of the death anniversary.
I officially declare 7/29 the death anniversary of Chaos Dream, SmileGate, and the scumbag Kim of the death anniversary.
I officially declare 7/29 the death anniversary of Chaos Dream, SmileGate, and the scumbag Kim of the death anniversary.
I officially declare 7/29 the death anniversary of Chaos Dream, SmileGate, and the scumbag Kim of the death anniversary.
I officially declare 7/29 the death anniversary of Chaos Dream, SmileGate, and the scumbag Kim of the death anniversary.
I officially declare 7/29 the death anniversary of Chaos Dream, SmileGate, and the scumbag Kim of the death anniversary.
I officially declare 7/29 the death anniversary of Chaos Dream, SmileGate, and the scumbag Kim of the death anniversary.



The new character Saionji Rukia decorations are scheduled to be officially released on Thursday, July 30th!
Please look forward to it~✨
[Decoration List]
◆Icon Frame・Saionji Rukia's Gift (Obtained by leveling up the character)
◆Title・Saionji Rukia's Memories (Obtained by leveling up the character)
◆Riichi Stick・Blue Flower (Obtained via recruitment)
#마작일번가Soul #마작



Hello Heirs. This is GM Dominiel.
In this Drop Rate Up, meet Aube, an Ice elemental Ranger who stops enemy actions using Immobilize while supporting allies. Players can also obtain the Ranger exclusive Artifact, Intoxicating Indulgence, which grants Swift Attack and Increase Speed to the ally with the highest Attack after the caster uses a non-attack skill.
■ Limited Drop Rate Up Event Information
1. Schedule: 7/23 (Thu) 03:00 - 8/13 (Thu) 02:59 UTC
2. Details: The 5★ Hero, Aube, and 5★ Artifact, Intoxicating Indulgence, will have a higher drop rate.
■ Guaranteed Summon System
1. Each summon will cause the summon counter to decrease by 1. (Maximum 120 Summons)
2. If a player does not receive the featured Hero after 120 summons, then the following summon is 100% guaranteed to summon that Hero.
3. If the featured Hero is summoned, then the summon counter is reset.
■ Summon Probability
Hero
Artifact
46.75%
53.25%
5★ Hero,
Aube
1%
5★ Intoxicating Indulgence
1.05%
5★ Artifact
0.7%
4★ Hero
4.5%
4★ Artifact
6.5%
3★ Hero
41.25%
3★ Artifact
45%
* Players may check more detailed summon probability by going to Summon > Aube & Intoxicating Indulgence Drop Rate Up Banner.
■ Total Summon Count Reward
You can acquire rewards based on your total number of summons during the event period.
Summon Count
Item
Quantity
80
Covenant Bookmarks
20
110
Covenant Bookmarks
30
145
Intoxicating Indulgence
1
170
Aube
1
200
Aube
1
225
Intoxicating Indulgence
1
250
Unknown Slate
1
* Please Note
- The Drop Rate Up applies only to this banner during the event period. Heirs can use both the Drop Rate Up banner as well as regular Covenant Summons.
- Moonlight Heroes will not appear from Drop Rate Up banners.
- The featured 5★ Hero will have their probability rate increased to 1% when summoning on this banner and no other 5★ Hero can be summoned.
- Players can only obtain the 5★ Hero, Aube, and the 5★ Artifact, Intoxicating Indulgence, from this Limited Drop Rate Up banner. They will not be added to Covenant Summons after the event period ends.
- This Hero and Artifact may be available for purchase in the same or similar form in the future.
■ Hero Introduction
■ Artifact Introduction
Thank you.


RewardCheck-inBonus❄️ 1,000 FlakesSTOVE Store Check-in
-❄️ 1,000 FlakesRiichi City Check-in
-❄️ 1,000 Flakes
🧧 5 Advanced Rune Box Summon BoxGrandChase Classic Check-in
🏷️ 1,000 KRW Super Stackable Coupon


Hello, this is Mashwang.
I've been busy catching up on the backlog of tasks since returning to Kazena.
Among them, one event caught my eye.
A concert-themed event suddenly appeared, and I wondered what it was.
When I entered, it looked obviously like a rhythm game.
I've played a lot of mobile rhythm games like Deemo, Dynamix, and Voez.
I tried it on PC first, but I just can't get used to rhythm games played with a keyboard.
Touch controls were definitely more comfortable.
After pouring about an hour into it...
I managed to get a Full Combo on all the songs!
It feels good to get that dopamine hit from a rhythm game after so long.But it really was a difficult rhythm game...
I've never seen notes coming from the side in my life.
Of course, Taiko no Tatsujin has them coming from the side too... but I rarely get the chance to play that anyway.I don't go to arcades that often.
For someone like me who is used to the controls where notes fall intuitively and I touch them directly...It was pretty tough.
Plus, there were these annoying mechanics that felt like they were designed to break your teeth,
where you have to move back and forth between left and right and remember what's coming next.
So, I ended up playing on mobile, right?
How did I do it?
I turned my phone vertically so the notes would fall vertically,and played it using the method I'm used to.
I didn't mind the number of touches, but mixing touches and holds in the middle was the most annoying part.
Still, the hit detection is quite generous, so it was easier to get a Full Combo than in other games.
I suddenly wondered why I was working so hard on a rhythm game inside a card game,
but hey, I cleared all the achievements.
But if possible, I wanted to try for an All Perfect too.
I got an All Perfect on the easiest song, but it only showed as a Full Combo,
so I decided not to bother. It doesn't stay recorded.
ㅣ 📃 C O N C L U S I O N ㅣ
I just wrote this because I wanted to brag about my Full Combo.
If I had a tip, for those of you who honed your rhythm game skills with Deemo like I did,
it'll be much easier if you play on mobile with your phone held vertically like I did.
Now, moving from rhythm games back to card games, I'm currently pulling for Fei and researching while refining my current deck.
Here are my current candidates for the Total Assault deck.
Judas
Haru - Calipe - Mika
Colossus
Meilin - Veronica - Beryl
Yearning Starter
Fei - Hugo - Cassius
It seems like a pretty good party since each main dealer can exploit the boss's weaknesses.
Judas has already achieved its goal, but the one issue is...
I'm a bit concerned because my Meilin and Fei have low breakthrough levels.
That's a story for after I finish refining the deck, though.
I'll introduce the deck once it's properly completed.
I think it's better to use Fei for a little while and aim for the next pickup.
See you later~


❄️ FlakeMission|July Day 22 #260722
Week 4 - Day 22 Started! Don't forget to check progress!


(Click the image to go to the tip shorts!)
Game Title: Fogpiercer
Genre: Deck-building Roguelike, Strategy Simulation
Release : 2026.07.18
Price: ₩19,900 ₩14,920 (-25%)
Game Link
...
Deck-building Roguelike, Fogpiercer. Slay the Spire meets Snowpiercer
The deck-building genre is already a bit difficult,
but since this game requires a different approach than existing deck-builders,
I think many users will struggle at the beginning.
I'm not a huge expert at this game either,
but based on my experience clearing up to Ascension 1
I'd like to talk about strategies and quick tips for this game.
There is no right answer in deck-building games,
but shouldn't we at least avoid the wrong ones?
So, while my post isn't the definitive answer, I hope it helps with your gameplay.
Various opinions and feedback are welcome!
0. About the deck-building genre and this game's structure
First, typical deck-building games have 3 resources to annihilate enemies:
Cost (AP), Cards, Health (HP)
It's a turn-based system where you are given AP and cards every turn,
and when you end your turn, the opponent's turn proceeds,
and the rule is to annihilate all enemies before the user's HP reaches 0 to win.
To deal with enemies that get stronger every stage,
the user also gains card upgrades, additions, or other beneficial effects upon clearing a stage,
strengthening the deck to defeat stronger enemies.
So, usually in deck-building games, you keep only a few powerful cards,
remove relatively weak cards,
and build your deck to draw strong cards every turn.
However, this is structurally impossible in this game.
Let me show you a simple example.
The card 'Shield Extraction' is originally a 0AP card,
but when modified, it turns into a random AP cost card.
?
A card that was free can become paid,
it's truly terrifying.
This game doesn't have card 'upgrades', but 'modifications'.
This means it can get weaker.
So, the idea of keeping only strong cards is impossible.
You can't make strong cards in the first place..
'No, I'm a super expert and have no trouble making the highest-scoring deck'
—except for those people, I recommend just collecting this card and that card like a hamster.
1. The default carriage configuration is the easiest and strongest.
It's the default carriage you start with,
and after trying about 3 higher-tier carriages, this one is just the best.
The performance of the basic cards is excellent,
and you can use them throughout without needing good modifications.
2. Increasing carriages is more important than deck compression.
When carriages increase, AP and card draw increase together, and since the number of enemies stays the same, operation becomes much easier.
There is a disadvantage that the hit range widens,
but since it's a game where it's hard to make high-value cards,
1AP and 1 draw have very high value.
Also, since the health of all carriages is restored at intermediate stations, sustainability also improves.
I recommend purchasing carriages at intermediate stations early on if possible.
It's around 100 scrap, so it's important not to accidentally spend money at the shop.
3. You must avoid bad modifications rather than seeking good ones.
There are reaaaaally many trap modifications.
Sometimes it's best to choose the option that doesn't really have an effect.
Of course, if there's a good modification, yay!
But rerolling also becomes quite a price burden
if you keep doing it, so be careful.
4. You must balance AP and draw.Think of the cards you are holding as the gun, and AP
as the bullets.
You need both; if you have too much of one, it's just a pile of scrap.As you progress through stages,if you have too much AP or too many cards,
you can supplement the lacking part with cards, modules, modifications, etc.
5. Don't be afraid of mistakes.
In card games, the scariest thing is usually 'order of operations'.
If the order of playing cards is reversed, you might lose even if you could have won,
but fortunately, this game has unlimited rerolls.
It also shows you the expected result when you hover your mouse, so try all possible tactics.
6. Other small tips
a. If there is an enemy where the train moves,it's a one-hit kill except for heavy enemies.
Ramming while shielded can also be a good tactic.
b. Carriages can explode, but if only traces remain, they can be restored through health recovery.
c. Engineer skills should be used for health management.
The default engineer is composed of defensive cards.
d. When choosing modules, effects that can provide benefits in turn 1 are always good.
The permanent movement in the 3rd slot can also be a good choice.
Civil Engineer is not recommended for newbies, but I personally prefer it; it has good performance and is fun.
e. You can also attack your own train.
You can use this to shield yourself and shoot to gain benefits.
You can check this properly in the shorts above.
Once again, I am also a newbie who has only reached Fog Level 1.
So, various opinions from experts or
various questions from newbies are all welcome.
I hope this helps in the journey of the engineers.
Thank you!


The gameplay of the Chaos Dream is interesting; grinding for card sets and researching builds—I believe many players, like me, appreciate this kind of fun.
In fact, compared to new characters, card builds are more like the "characters" that players cultivate, and what you are doing now is killing the "characters" that players have nurtured.
Furthermore, the changes you mentioned in the update seem to me like lazy, thoughtless actions. If you feel that the stacking of morale is uncontrollable, you could add mechanics or monsters in subsequent battles to limit morale stacking or turn high morale into an advantage for the monsters (for example, if morale is gained, the monster acts immediately, or the monster can devour the player's morale, etc.). But your current approach makes the player's effort in grinding for morale-based build save files completely meaningless. Do those days and nights spent grinding save files and restarting countless times all have to give way to your so-called "balance"? At the end of the day, does a game like yours, which has no PVP, even need balance? Who are you balancing against? All I can see is that you are worried players won't spend money on future card set updates. You are worried, you are anxious, and you have frantically tampered with the players' "property"—their card builds.
Smilegate, what you released isn't a Season 4 announcement, it's a Season Death announcement.




Damn, are you kidding me right now?
Are you really going to give me this for an ability roll?
I rolled with Lightning Spirit, but giving me Lightning Spirit continuously in a row, is this even statistically possible?
Tell me the truth, did you block the ability rolls?
I'm asking nicely, give me Time Reversal.
If you don't want to get struck by lightning and die during the rainy season,
4 times in a row with Lightning Spirit, is this right?


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