- Nexus of the Dead God: The Microcosm demo New Version Update - 20 July 2026
Hello everyone, the new version of Pifu has been uploaded. This update focuses on making the game easier to learn, clearer to progress through, and smoother to play in battle.Update highlights:- Tutorial pop-up improvements: we adjusted the timing and wording of tutorial prompts so new players can better understand what to do next.- Chapter route selection added: each chapter now lets you choose a route based on your current team. Whether you want a safer path, a faster push, or a challenge that fits your lineup, there is now more room to plan.- World-map tavern added: a new tavern node has been added to the world map, giving you another place to stop by and explore while progressing through chapters.- Battle presentation improvements: when a skill is being used, the acting character is shown more clearly, making it easier to tell who is acting and where the effect comes from.- Pre-batt…
- Update Announcement: Bug Fixes and Configuration Improvements - 18 May 2026
This version fixes numerous bugs, improves configurations, enhances multi-language support, and optimizes the interface layout for a smoother and more streamlined gaming experience. Bug Fixes Fixed an issue where 2 extra AP were awarded in the first round. Corrected an error where the health bar display was reversed. Resolved the issue where the default tactical panel was blank and lacked configurations after recruiting a new hero in the tavern. Fixed an issue where silence-type skills were not working.Content Improvements and OptimizationsBatch production of default tactical panels for all classes; new characters now come with a complete set of configurations, eliminating the need to build from scratch. Optimized battle panels for both sides; skills that do not meet the release conditions are now uniformly marked as unavailable, making it easy to distinguish whether they can be release…
- Dev Log 3 | I Finally Nailed Down the Tactical Panel and Save System! - 12 May 2026
Update Report For this update, I poured a tremendous amount of effort into refining the gameplay experience. These aren't just cosmetic tweaks; they represent tangible improvements to the game's "feel"—my hope is that everyone finds the controls smoother and more comfortable to use. Major Combat Mechanism Overhaul Previously, if you failed to finish a pre-battle encounter, it was automatically counted as a loss. That has now changed: as long as your party isn't completely wiped out, the remaining HP for both sides will be preserved. You can now regroup and re-engage in combat. "War of Attrition" and "Chip Damage" tactics are now viable strategies. Major Tactical Panel Update **Global Saves Across Playthroughs:** Each character class now comes with 5 dedicated slots for saving tactical configurations, which are linked to a global save file accessible across different game saves. **One-Cl…
- Ants Development Log 2 | Demo Update + Progress Synchronization - 30 April 2026
Hello everyoneWe've been focusing on reworking the map gameplay, which is the core update of this new version. We're also simultaneously improving basic content such as combat and story. We'll gradually add details like music, sound effects, and UI later.Level System Fully Upgraded to Continuous Large MapAfter a period of polishing and adjustments, the game's original segmented level system has been officially reworked and fully updated to a continuous large map exploration mode! Currently under full production1. Combat Effects Production and Optimization: Remake the skill effects, attack effects, and hit effects for all characters, highlighting the characteristics of mythical characters2. Game Story Content Development and Development: The main storyline is being gradually developed, and the relationships between characters are being clarified to make the characters more well-rounded a…
- New character illustrations are now available! - 21 April 2026
Hello everyone, I've updated the character illustrations with more exquisite details, which are currently available in the demo.This time, I'll be introducing three characters from the game—Daji, Mirror Spirit, and Jade. With their unique skills and settings, they will be incorporated into pre-battle strategic building, becoming core combat forces that players can develop and combine.Daji|Possessed by the Nine-Tailed Fox, a Smile That Could Topple KingdomsThe daughter of the Su family of Jizhou, naturally beautiful, but her fate was rewritten by the arrival of a fox demon. After being possessed by a nine-tailed fox, she possesses a stunningly beautiful face and bewitching charm, capable of swaying minds and confusing friend and foe with a few words. She will be positioned as a bewitching character, making her the most intimidating "psychological warfare" role in the team. Mirror Demon |…
- Developer Log | Upcoming Update: Character Animation Enhancement - 14 April 2026
Hello everyone, this is the developer of Ling Shu Xu: Mayfly Starting from today, I will regularly update the development log. No fluff, just real progress. Official QQ Group is now open - Group ID: 760152147 Join the group to get the latest updates, ask questions, and view unreleased screenshots. When the group reaches 50 members, we will draw Steam gift cards. Current Demo Gameplay Core combat loop completed 3×3 grid positioning logic finished Drag-and-drop Tactic List can be edited normally AP (team action points) and PP (passive counter points) systems are working properly Combat runs fully automatically, no manual control needed Hexagonal grid exploration map with random maze routes is now available. Every run has a different map, step-by-step exploration. Mythological characters are taking shape. Daji and other basic characters are in place (roles may be adjusted later) Work in Pr…
- Demo Update Announcement – Map Generation Optimization and Second Level Experien - 10 April 2026
Hello everyone Thank you for your attention and support for the Demo! Today we pushed a small update, mainly focusing on optimizing and adjusting the early-game experience. Update Content: Optimized map generation logic;Optimized multiple UI prompt texts and display effects to improve readability;Added a tavern scene in the second level, where you can now recruit new members to join your squad;Adjusted enemy levels in some stages to make the early difficulty curve more reasonable. Future Plans Next, I will continue to iterate based on player feedback, with a focus on optimizing the tactical programming interface, enriching the recruitment system, and improving combat visual feedback. Development logs will be updated regularly, recording the problems I encounter and improvement ideas during development. If you encounter any issues while playing, have build ideas, or have suggestions rega…
- Update Notice: Tutorial Optimization & Stability Fixes - 10 April 2026
Update Notice: Tutorial Optimization & Stability FixesThis update focuses on improving the initial player experience and resolving several technical issues:New Tutorial System: Added simple instruction documents in the main menu/levels to clarify core mechanics and control logic.Stability Improvements:Fixed several bugs that could cause logical conflicts.Improved resource loading efficiency in specific scenarios.We value every piece of player feedback. Thank you for your continued support!
- Nexus of the Dead God: The Microcosm-demo has been released! - 9 April 2026
Hello everyone! After continuous polishing during this period, the Demo is finally live on Steam today! Thank you to every friend who has been following this project. The Demo includes the core of the game: · Hexagonal grid "drunken walk" unknown exploration: The map is randomly generated. You need to observe terrain, vision, and resource distribution while moving. Different routes will bring completely different encounters and risks. · Squad building and tactical programming: Before battle, configure unit positioning, skill trigger order, and equipment for your characters. · Fully automatic combat: Once you contact the enemy, combat starts automatically with no manual control. The outcome depends entirely on the "battle script" you wrote in advance. Battles take place on a 3×3 grid battlefield, where positioning, AP/PP resource management, and racial counters all affect the result. · I…