Dev Diary #1: Post-Launch Reflections

Reflecting on the Launch and Looking Ahead

Grit and Valor Key Art 16x9 Logo Feb 25

Hi everyone, Kevin here — Producer on the project.

It’s now been around six weeks since the game launched, and we’ve had some time to reflect on the release, the state of the game, and all the feedback we've received. I wanted to take a moment to share some of those reflections with you and give a clearer picture of where we’re heading.

Launch and First Impressions

Game launches are never easy. You spend years building something, then release it into the world and hope that players connect with it as deeply as you do. It’s an emotional moment — a mix of relief, joy, and (let’s be honest) a bit of fear, and a lot of hitting "refresh" on Steam reviews!


That said, we’re really proud of the game we released. The launch went smoothly overall, and while reviews have ranged from okay to good, we’re taking everything on board. A 77% review score in the strategy genre isn’t bad — especially given how savvy and discerning this audience is. The general consensus seems to be: “There’s a solid foundation here, but room for improvement.” We agree.

Top Themes in Player Feedback

Here's a quick summary of the key feedback we've seen so far:

  • Core gameplay is fun but lacks tactical depth
  • Core gameplay is fun but lacks variety (e.g., things you experience in runs and ability to change things up mid-run)
  • The roguelite grind can feel frustrating
  • Game balance needs further refinement
  • Certain gameplay elements feel frustrating (notably: Hazards, repetitive VO, and the Cover system)
  • Some players expected a turn-based experience similar to Into the Breach

There’s a lot to unpack here. We're a small team, so we’re taking things step by step — prioritising, testing, and listening. While I can’t promise every piece of feedback will be addressed immediately, I can promise to keep sharing what we’re working on and to keep the conversation going.

What We're Working on Right Now

Here’s what we’re currently focused on (and I’ll dive into these more in future posts — some of them deserve their own breakdown):

Cover - 1-sided vs. 2-sided

There’s been plenty of feedback to say that cover should be two-sided, one-sided cover doesn’t make sense etc. and we understand where people are coming from. Cover has always been one-sided to make it a clear tactical advantage to the player rather than something that enemies will also benefit from....but given the weight of feedback, two-sided cover is something we’re testing out.

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Re-group Command & Enemy Prioritisation

Players have been asking for more tactical control and less micro-management — a tricky balance, but one we’re working toward. To help with that, we’ve been testing a new regroup command, along with a feature that lets you set priority levels for your units. Both of these should cut down on the need for constant individual clicks and repositioning, while still giving you room to plan more strategically — without slowing things down for players who prefer a more fast-paced, action-heavy style.

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Surfacing more useful information

Players have been asking for clearer, more detailed info to help make better choices around upgrades and progression. We’re updating menus and tooltips to show more stats — including comparisons where it makes sense. So far, we’ve focused on areas like the Pilot Barracks and Ability stats, Mechyard tooltips, and the run overview. We’ll keep refining and expanding as we go.

Devlog 1 PNG 4

That’s it for now — just a quick update to let you know where our heads are at. Massive thanks to everyone who’s played the game, shared feedback, or just taken the time to care. It really does mean a lot.

Thanks everyone,
Kevin

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