Hello everyone, As we get closer to launching the game (the date will be announced sooner rather than later), we are excited to show off some cool things that are going to make their way to the launch version of The Devil Within: Satgat! [img]https://clan.cloudflare.steamstatic.com/images//42752454/7978c28c1d8a5983ce3ee8b1ecdbaa43b8991bf3.gif[/img] While we do some teasers, we would also like to share some of the results that we got back from the CBT that we recently held. [h2]Overall Gameplay[/h2] [img]https://clan.cloudflare.steamstatic.com/images//42752454/34defbd94290a61f5a584783ae787fb4ee8d017a.gif[/img] Amongst those who participated in the CBT, we found that a lot of users were extremely pleased with the overall gameplay as well as the flow of the game. In particular, we received a lot of positive reviews regarding the improved combat mechanics as well as the Perfect Dodge/Dash/Parry system. We have been constantly been tweaking the timing of the Perfect Dodge/Dash/Parry system and we really think we nailed it now. The timing is a bit more precise on hard mode, but it was really good to see players adapt quickly to the timing and planning out their attacks as they continued to learn the nuances of the attacks that they can employ. [previewyoutube=ra2lCExAr-4;full][/previewyoutube] Another part of the gameplay that users enjoyed were the boss fights. This was something that people had always liked, whether it was in the first demo or during Early Access. However, we wanted to make sure that we didn't let up, that we kept making new boss fights equally as engaging. [h2]Overall Difficulty[/h2] [img]https://clan.cloudflare.steamstatic.com/images//42752454/6f6e2fb08f7556ae3508d55cea0ba05fb51c797c.gif[/img] One of the most requested features was the difficulty settings and CBT users found that to be well balanced. Easy mode is for story viewing purposes, Normal is a balance between story and difficulty, and Hard mode is for - for a lack of better words - hardcore players. We had a few users who also really liked the idea that you are not locked into your difficulty choice and that the only times you cannot change the difficulty is DURING the boss fights. [h2]Music Improvements[/h2] During Early Access, one of the common pieces of feedback that we got was that there were certain areas where it was too quiet. While some sections were meant to be eerily quiet, there was an overall lack of music in parts of the game where there should have been. During the CBT, users found the music choices to be appropriate and added to the game. We are so happy to hear this as we worked tirelessly to get the right sounds for the right atmosphere. We are excited for all of you to check out the full version of the game! [h2]Overall Story and Voice Acting[/h2] [previewyoutube=741cYHvsZ7w;full][/previewyoutube] During the CBT, those who had played the Early Access version and had participated in the CBT found the story to flow much more naturally. They also felt that the voice acting helped bring the story to life, whether it be in Korean or in English. The voice actors for both languages worked really hard in making sure the tone of their scenes matched with the game, so we hope you guys get to check it out in the full version of The Devil Within: Satgat. [h2]Art/Cutscene Direction[/h2] While the artwork was received well in general, there were some users who felt that certain scene animations were a bit awkward, which broke a layer of immersion for them. We are going to continue to edit and refine these parts so that players will be able to fully enjoy the game. [h2]Bugs/Issues/Translations[/h2] While it is inevitable in a CBT, we were disappointed to hear about the bugs/issues that were in the game. Things like translations were actually in a good spot, but some awkward moments like run-off-the-screen text as well as non-translated bits made their way to the CBT. Rest assured that these issues will be resolved in the final version of the game. We look forward to being able to share more news with you as we head towards launch!