About Update 0.5.6 (Depulso) and Devlog#36

Hello everyone!
Today, we're excited to release alpha version 0.5.6 (Depulso)! Starting now, this build is available to all subscribers at the Professor tier. It will remain in testing for the next week before rolling out to our Magister-tier subscribers.
Here’s what’s new in update 0.5.6 (Depulso):
New Content & Features
- Three new personal conflict quests for Louise, which can be started from her dialogue.
- A monster story for the Pixie-Priest, the winner of our recent community poll!
- A new comic and CG scene featuring the Pixie.
- A personal conflict quest for Lilian, including a new animated CG scene.
- A new pathfinding minigame for Louise.
- Improved Graphics: We've upscaled the resolution of several CG scenes to eliminate blurriness.
- Dialogue Clarity: Options to begin romance or personal conflict quests are now exclusively in the top-level dialogue with a character.
- UI Improvement: On-screen buttons have returned to the magic panel, offering a clickable alternative to swipes or keyboard controls.
- UI Improvement: The resource turn-in button now displays the corresponding quest name on hover.
- Guidance: Added an arrow pointing to Audrey's invention.
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Guidance: Added an arrow pointing to the entrance of the ruins for Louise's minigame.
Fixes & Quality of Life
- The minigame object will now remain visible even after all its levels are completed.
- The vampire bard's portal is now correctly hidden after her quest is finished.
- Added a new icon in the journal to clearly mark updated quests.
- Fixed an issue in the prologue where the secretary would disappear from the scene prematurely.
- Fixed the "new response" marker in dialogues to correctly reflect unchosen options.
- Fixed a bug allowing the game menu to open over tutorials or minigame panels.
- Fixed the "sleep" button, which could grant access to the study before it was built.
- Fixed a crash that could occur when loading a save file during certain dialogues.
- Fixed an issue where NPCs wouldn't disappear from a location when a dialogue was loaded.
- Fixed jerky animations when loading into a dialogue.
- Fixed an issue with the turn order in Journey mode.
- Fixed the start triggers for some personal quests, preventing them from beginning too early.
- Fixed the magic tutorial.
- Fixed several incorrect dialogue speaker tags.
- Fixed various typos.
- Fixed character model clipping in dialogues (e.g., Audrey's hand passing through Rose's body).
- Fixed an issue where an equipment icon was visible for an un-discovered recipe.
- Fixed the combat tooltip to ensure it always displays on top of other UI elements.
- Fixed inconsistencies in some of Olivia's dialogues based on her location.
- Fixed the glowing moss quest: the moss can now only be gathered at night, as intended.
- Fixed the cost display for cards after being modified by other cards.
- Fixed several duplicated lines of dialogue.
- Fixed the item icon for the Vampire Bard's quest.
- Fixed a display issue with one of Audrey's levels.
- Fixed the final location in a dialogue from the Leviathan questline.
- Fixed the enemy intent icon overlapping the draconid boss's health flask.
- Fixed the character HP display on the Journey map.
- Fixed the icon for the Alchemist's Mantle buff.
- Fixed a bug that allowed events to be generated on top of mountains in Journey mode.
What's Next?
In the coming week, we plan to add animations for Victoria in dialogues. Once this update is live for everyone, we'll start development on the next major patch, which will be focused on Elizabeth.
Behind the scenes, we're also drafting a new development roadmap and rethinking the game's quest structure. Some quests may be removed, while others could be integrated into character-specific romance or conflict arcs. This shouldn't affect existing save files, so you can continue your adventure without worry. The goal is to make quest progression feel more natural and tied to your actions, which will also help us better estimate the content needed to finish the game.
Our long-term plan is for every main character to have their own unique minigame, which we'll then incorporate into existing and future quests.
We'll keep you posted on our progress. Thank you for your continued support