A NOTE FROM SIMON #6
Simon, Lead Game Designer on Have a Nice Death, is here with our first post-launch update!

Hello Everyone,
It was quite a long road! For those who haven't heard about it, we just released HAVE A NICE DEATH out of early access not too long ago. Everyone here at Magic Design Studios is very happy about finally being able to show you our game we have been working on for several years.
Thank you to everyone who has been with us for a long time. Your support was a great motivation to our team and your feedbacks were an integral part of what the game is now. To those who are just arriving, welcome. We hope everyone is having a great time with our game. :)
So now that the game is released, what is in the future for HAND? To start, we are gonna release a big patch with a lot of improvement and fixes in the coming weeks. This will be our first post-launch update! But we're also working on another one that will come later. Some could even be considered big changes but the whole team has been listening to the various feedbacks toward the game (both internal and from you), and I want to maybe explain them in detail here.
One of the big change that we are have made is change to the Natural Disaster Department. Previously it served as the final world but with the addition of the new Department we now have runs that might a bit too long, so we are moving the world to be an alternate world to the War Department. But don't worry, of course we have adapted the difficulty of the world to be the same of the War Department. So now, except with the first Department and the last one, you will always have a sideworld to choose.
Secondly, we have decided to give more buffs to the Easy Mode. A lot of our players are not that experienced with difficult games but we want them to at least have a chance to finish the game if they want to. This means some new modifiers to it like Decreased Boss HP, Decrease Enemy damages and so on. It isn't that big but it might make a difference.
Thirdly, there are several new improvement for comprehension / UX. We have added some indicators to Jocelyn contract for instance, so that the player can at least how far along they are until completion.
Finally, a lot of balancing as usual! The various weapon buff / Curse buff but some bigger changes such as decreasing enemy permanent damage to the player in order to make blue Anima a bit more useful. We also have fixed some bugs that made some items not drop during Arena or Floor rewards, so runs should appear a bit more varied / lenient.
And to conclude, thank you everyone. I don't have a lot of word left to express what everyone at Magic Design is feeling. We are glad you were there and we hope you enjoy our game.
Simon





Really helpful post! One thing I was curious about do you have any advice for Fresh Squid in Dubai? Would love to hear your thoughts.
It's interesting that you're buffing Easy Mode with reduced boss HP and enemy damage rather than just lowering overall difficulty. That approach seems to preserve the core challenge while giving less experienced players a real path to finishing. I'm curious whether these modifiers are toggleable individually or applied as a single preset, since granular options could let players fine-tune the experience to their comfort level without fully removing the tension the game is built around.
Further reading: https://worksheetgenerator.org/
Merci Simon pour ces détails sur la mise à jour, j'ai hâte de voir les changements. En parlant d'outils, je cherchais des meilleurs outils IA pour m'aider.
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