From our Suggestions and Feedback channels within the Invokers: Titan Legacy Discord, as well as via Support tickets, emails and YouTube comments, we get tons of great ideas on how we can improve the game!

Getting this feedback is invaluable to us as developers but we know that, as players, it can feel like those suggestions go into a black box, never to be seen again. So, to show where your ideas and feedback have or are actively making a difference to development, we've put together this Dev Digest!

Here, we'll periodically add suggestions that have come from the community, their status, and what we're doing about them. Obviously, we cannot keep track of every suggestion and idea, but we'll endeavour to track all the major ones cropping up on various platforms and update on their progress at a semi-regular cadence.

For some suggestions, we may be able to fix them almost instantly! Others may take more time and form part of a bigger update. Some suggestions may take several tweaks to get right, and there may be some suggestions that don't fit our current plans for Invokers.

Keep in mind that game development is a process. Our own ideas may change over time and we may come back to something we previously said was off the table. The opposite is also true – something we thought was a good idea may turn out to be not the case when we try it! Our goal is to remain transparent and keep you all in the loop as we try to make Invokers the best game it can be.

Note: This is not a full development roadmap, but it should give you a quick overview of most of the major features that are coming up and what's in the pipeline, relating to your common suggestions. No ETAs or promised dates, but just those key beats and features.

If you think we've missed any key, frequent requests, ping us on Discord and we'll make sure we add something here once we've discussed it.

PLANNED FEATURES & ADDITIONS

Here's a list of major features and community suggestions that we'll be bringing to the game. Be aware that although these are planned, things do change – some things will turn out to be a bad idea and we might have to adjust them, delay them, or even drop them entirely.

Note: These features listed below are not in the order of release. If we have a date or ETA, we'll add it to the description of that feature.

  • Clans

    • Clans are coming. You all know what Clans are – there's not much to say here! First iteration should come with a new Boss to fight, where you and your Clan can work together to win Accessories. (Accessories are for those extra slots you see below Relics when gearing up your Invokers).

  • Chat

    • We know how much everyone wants in-game Chat, so we’ll be looking to add in-game chat in the future. Likely to come with or just before Clans.

  • Events & Tournaments

    • Coming soon! Events and Tournaments will award you points for completing certain tasks in the game, with some pretty beefy rewards on offer – including much-needed Codexes, Prisms, Stars, and Orbs. They'll provide a significant boost to your daily and weekly reward income. Oh, and limited-time Fusions to get some seriously awesome Invokers.

  • Arena Retaliation

    • We know people want to instantly strike back against someone who just defeated their Arena Defense team, so we’ll be adding the ability to look through your Battle Log and “retaliate” against players who have attacked you. Stay tuned!

  • Background Battles

    • We don't know what this looks like yet, but we want to do it. We're currently starting work on exploring what we can do here, and testing – but if we can bring it to you, we will. In short, this should allow you to run a Multi-Battle in the Campaign or in Boss Mode, then head to your Collection, adjust your Relics, and so on while your team battles away. That's the plan for now. 

    • Potentially we'll be able to add some separation in the future to be able to run Arena Battles at the same time as other modes, but it's complicated and we don't know how feasible that is yet – so temper your expectations and assume that this won't happen. 

    • Still, Background Battles are actively in the works. We'll let you know more when we can.

  • Desktop Client

    • Actively under development, you should be able to play on Windows and Mac, no matter where you are in the world, quite soon.

  • Player Titles & Customizations

    • We’ll be looking to add more customization features for your player account in the future, so stay tuned! Think player Titles or banners to intimidate your opponents in the Arena, or cool portrait effects to show off your style. Stay tuned on this one. 

  • More Codexes

    • This is one of the most heavily requested suggestions from Discord and rest assured, we will be adding more ways for players to earn Codexes and are continuously looking at Codex balance. Alongside Events, Tournaments, and other future features, expect your weekly and monthly Codex income to continually increase over time and with each release. We're also not opposed to tweaking the Codex requirements or system itself – we just don't have anything concrete to share on that for the moment. 

  • Spires: Difficulty Selector / Multiple Difficulties. 

    • We heard your feedback about how easy and uninteresting the early days and floors of the Spires are each month. Since you have to clear those early Floors in every Spire, each month, all at the same time — with none of them providing any interesting challenge — it took a week or more for many players before the Spires suddenly became engaging. We know this is not true for everyone, so we’re going to leave it up to each player individually to tailor their challenge and how they want to climb the Spires.

    • Here’s what we’re doing:

      • Whenever you enter a Floor in the Spires, you’ll be able to select whether you want to run it on Normal (the current difficulty), or Hard (a new, increased difficulty). Hard difficulty will have better rewards on each Floor. This difficulty option will be a floor-by-floor choice, so you’ll be able to jump back and forth between harder or easier Floors as you see fit. This is NOT simply a second, “harder” version of each Spire that you unlock after completing one — we’re giving you total control.

      • For example: You might decide to clear Floors 1-30 on Hard, for the improved rewards, but then you may hit your current limit based on your team’s strength and decide to select Normal difficulty starting on Floor 31. You may continue on Normal and push as high as you can that month, or switch between them freely. For example, you may decide that on Floor 35, you want to put in a bit more effort to try and beat it on Hard for a specific reward — so you beat it on the harder difficulty, before continuing with other Floors on Normal. You’re free to clear any Floor on either difficulty.

      • You’ll only be able to clear each Floor once every month, exactly the same as they work today. If you beat a Floor on Normal, you get the Normal rewards from that Floor. Beat it on Hard and get the Hard rewards. A or B, your choice.

      • Both Normal and Hard difficulties will take the same Spire Keys. And since you’ll only lose a Key when you successfully clear a Floor, you’re free to attempt a Floor on Hard as many times as you want, before deciding to clear it on Normal if you can’t clear it on Hard.

  • Duplicate Invoker Systems

    • We're looking into it. We don't want to simply add a system where feeding a duplicate Invoker into your “main” Invoker gives the main one more stats – it just results in a power creep that's insurmountable for F2P players, and creates a huge balance problem.

    • Our current plans are a mix of the following:

      • Stardust & Astral Merchant: Similar to Dismissal, you’ll be able to “dust” your duplicate Invokers, returning them to Stars from which they were summoned, with you receiving an Echo and a new resource, Stardust, in return. You'll then be able to get useful items in exchange for Stardust, at the Astral Merchant. This means not only will you still maintain the ability to Ascend an Invoker, you’ll also get some bonus items in return through Stardust. And whenever you use an Invoker to Ascend another directly, you’ll also receive some bonus Stardust.

      • Character Codexes: Many of you suggested being able to use Invokers in place of Codexes to upgrade the Skills of the same, duplicate Invoker. As part of the Astral Merchant above, you’ll also be able to dust an Invoker and, instead of receiving an Echo and Stardust, you’ll receive their Character Codexes and Stardust.

      • Character Codexes will come in three Rarities, just like normal Codexes, but they’ll be tied to a specific Invoker. For example, if you decide to dust Arissa, you’ll get some Stardust and some Arissa Codexes, which you’ll use just like normal ones, but only to upgrade Arissa’s Skills. This system will make it far easier to upgrade the Skills of Rare Invokers and below — while also alleviating the “competition” for Codexes for those Invokers from Epic and Legendaries.

        • We don't have the exact balance of how those Character Codexes will work yet, but there's the general idea.

  • “Find all Chests” Campaign Challenges

    • We heard some fairly strong feedback on the dislike for hunting Chests in Campaign, and that a lot of people — including many in our own team — quite simply don’t like doing it and only do it for the Challenge Star rewards.

    • We’re now going to give everyone a choice. That Campaign Star for every level will now give you two options: Beat the Level in under a set time or go find the Chests.

    • The time goal set for each Level should still be easy — since there’s no skill or strength-check aspect to the current Chest-finding Challenge (you simply have to spend time walking around the Level), we don’t want to replace it with a difficult challenge. It should be fairly easy and “automatic” to pass once you’re at the stage of clearing the level comfortably in terms of your team’s strength.

    • The primary way of completing this challenge should be through completing it within the time goal, with the Chest-finding being a backup option just for when you need it.

  • Gear Swap Pass

    • Many of you suggested that we have permanent free Gear removal. We discussed in Discord at the time, and our personal experience when playing games that have totally free Gear removal is that instead of spending time building teams for Bosses, we've spent most of our time doing boring menial work, switching Gear from one hero to another. We didn't find this fun, and don't want it to be a core part of the Invokers experience.

    • For now, we'll add a Gear Swap Pass that you can get for free on a regular basis, then go from there. Should be here in our next major update.

  • Better Awakening & Blessings

    • In a nutshell, we want to add some strategy and choice to Awakening your Invokers. Our current plan is: at 2★, 4★, and 6★ Awakening, you'll get to select a Blessing for each Invoker – which will be a special passive Skill that greatly affects how they perform in-battle. You'll be able to select from a large pool of Blessings, likely shared across all Invokers, then choose the one that works best for how you want your Invoker to perform.

  • Infinity Dungeon

    • After Clans, this is our next major new Game Mode. It's a special roguelike-style high-score chasing mode, with a daily and weekly leaderboard and a huge pile of rewards available. You'll have to fight increasingly hard floors of enemies, until you can't survive any longer – the better you do, the higher your score.

    • Every day, the challenge will change and you'll have to quickly figure out a team and strategy to dive into the Dungeon. Things like “Only Water Invokers”, “Only Rares”, “No Supports”, “No Titans”, “Only Lightseekers", and so on.

    • You'll pick from a randomized list of buffs and effects after each Floor, with hundreds of potential buffs and effects to choose from.

    • A new challenge and new puzzle every day, with some serious rewards on offer.

  • Invoker Passive Skills

    • Many of you noticed that we don't really have many Passive Skills in the game at the moment – this is for technical reasons, not design reasons. We just don't have the toolset to implement them quickly and efficiently at the moment.

    • However, “passive effects” are a core component of the Infinity Dungeon, and once development is fully underway on that, we'll have the tools to be able to do this properly – and we'll be able to add a bunch of awesome passives to power up the Invokers you have.

      • Fun fact: Many of the Legendary Invokers you have right now, already have their Passive Skills planned, in the balance, ready to be added – as soon as the toolset is available and working.

    • While we may add one or two passives in the meantime, we're likely to add a load of passives in a huge batch update. No ETA on this for now – don’t expect this to happen soon.

  • Titan Fusions

    • We want to do this, but the time isn't right yet. We need more Titans, more ways to get the resources you need to upgrade those Titans, and so on. When the time's right, we'll add a Titan Fusion – but it's not something coming in the near future, so don't expect it soon.

  • New Buffs, Debuffs, & Battle Mechanics

    • After the Arena update, many of you got in touch with us to share your ideas for new things that could spice up arena battles. Technically this should be “under discussion”, not in this list, since we don't know exactly what we'll do yet – but we're going to add things like this over the course of development. Here's a little summary of the things that you guys suggested and we liked.

      • Mana Steal / Anti-Mana (Effect that steals / cuts the opponent's Titan Mana production).

      • Mana Freeze (Effect that completely stops an Invoker from generating any Mana for a short time – to target an individual on the enemy team)

      • Uninvoke (Instantly switch enemy from Titan back to Invoker)

      • Titanblock (Stop Invokation – we have this already, but we'll likely make it more prevalent and available)

      • Dragonshield (Somehow block/reduce damage taken from Titans)

      • Invokation Extension (A special buff that can only be cast on Titans, to extend their time once Invoked - or pause the countdown timer)

      • Chameleon (Prevents opponents from targeting the recipient of the buff, so they are "ignored" by enemy auto targeting)

      • Titanflash (Instantly refresh cooldowns of Titans, so you could use the same Titan twice in a row)

    • We have some of these effects already in a certain form (such as Titanblock, or decreasing Mana Gen heavily), but we just wanted to share here to show that we really liked the ideas. Keep ‘em coming.

  • Easier Popup Closing

    • We'll add the ability to close pop-ups by clicking outside the pop-up window, without having to press directly on the “x”. This is in the pipeline for future updates!

  • Promo Codes

    • This is a highly requested feature and it is planned to be added within the next few updates.

  • Boss Skills & Strategy Pre-Battle

    • We already show a Boss’ skills and some tips when fighting them in the Pause menu during a Battle, so we’re looking to also add this to the pre-battle screen in a future update.

  • Invoker Info During Team Select

    • Some of you suggested the ability to long-press an Invoker to see their core info during Team Selection, or potentially even adjust their Gear or builds. We’re investigating ways to improve the flow for upgrading/tweaking Invokers and Titans before battle, so expect improvements within the next few updates.

  • Additional Languages

    • As we scale up towards global launch, we’re looking to add more languages so more players can enjoy Invokers in their native language.

    • We’re aiming to add French, German, Italian, Brazilian Portuguese, and Turkish soon.

    • We’re then targeting Polish, Japanese, and Korean language support sometime in the latter half of this year.

  • Web Store

    • Being able to purchase items off-device is seriously on our radar for the future – hopefully before global launch – but don’t expect anything within the next few updates.

LONG-TERM PLANNED FEATURES & ADDITIONS

We really want to do some things, but we have no idea when we'll get to them yet. They're either further down the priority list, features that need some other features to exist first, or simply a feature that it doesn't make sense to add right now.

So here's the list:

  • Faction Wars

    • Likely to add later in the year, presumably after Global Launch, but we have this planned and know what it looks like. In a nutshell, each Faction will have a set of Levels to complete, where you'll only be able to use Invokers from their own Faction. You'll win Charms that will be used to upgrade the substats on your Gear.

  • Battle Pass

    • We definitely have plans for a Battle Pass-like system for long-term player progression, but it will most likely be implemented after global launch. It’s something we want to do, but it’s lower down our list of priorities.

  • Live Arena

    • We 100% want to do this at some point. It's a major undertaking, and needs some serious infrastructure development. This is something we'll look at in the future, but it's not coming soon.

  • Co-Op Bosses

    • We really want to do this. Clan Co-Op Bosses, normal Co-Op Bosses, we'd love to do it. We're not ready yet, it's a huge feature, and it needs a huge infrastructure development to make it work, just like live Arena. We'd love to do this, but it's something for way down the line in the future.

  • Clan Wars

    • Again, something we'd like to do. Clan Wars could be implemented in a million different ways – so we don't know what this looks like just yet. Something for the future, not in the first iteration of Clans.

SUGGESTIONS UNDER REVIEW

Here are some things that we like the idea of, or that we really want to do, but still have some things to figure out before we can share our plans and where we're doing them or not.

  • Team Presets/Saved Teams

    • We agree this is an important feature but have no set ETA for when we will implement it. We’ll hopefully have it before global launch.

    • We’re also looking into the potential ability to create Relic loadouts for Invokers – so you can switch between a PvP, a Boss and a Campaign Relic Set for example.

  • Stat-Prioritized Auto-Equip

    • We like the idea of being able to prioritize one or multiple Stats, and letting the game find your best options for you. 

    • We’re always looking at ways to better optimize the Auto-Equip feature. We're still looking into this and seeing what our options are and the best way to do it.

  • Bulk Purchases in Shop

    • We know people like to buy multiple Stars in the Shop all at once, so we’re looking into ways to bulk purchase items, to save you repeated taps.

  • Entire Collection Overview

    • Many of you have asked for the ability to view and share your entire Invoker pool in a single window, similar to the Dismissal window. We’re looking into it, but it's not our highest priority at the moment.

  • Loot Management in Multi-Battle

    • We’re currently looking at ways to improve loot categorization and automated management in Multi-Battle, so players can immediately tell when they’ve received a powerful Relic/see what Relics they’ve obtained at a glance.

NOT ON CURRENT PROJECT ROADMAP

These are some common suggestions that we've discussed, but have decided against for the time being.

  • Undo Invoker Investment

    • We currently have no plans to provide a way for players to “undo” investment into an Invoker.

  • Dismissing Titans

    • We currently have no plans to implement Titan Dismissal.

  • Lifting Offline Mode Restrictions

    • We currently have no plans to change Offline Mode restrictions, as most of the limitations that are imposed are to stop people cheating when playing offline.

  • Energy Refunds on Failed Runs

    • We don't have any plans to implement this – we feel that a big part of the game is getting to the stage where you're able to run a level consistently, with a high (ideally 100%) win rate. This is a core part of progress.

  • 2x and 4x Battle Speed

    • This has been shelved for the time being – it's not in our current plans.

    • However, we are looking at something like a Loot Booster run option where you can spend double the Energy to gain double the rewards.

  • Free Roam Camera during Battles

    • This feature would be very problematic for us to develop, and would require us to rework all the scenery to fill every potential camera angle for every level in the game. As such, we have no plans to implement this at the moment.

IMPLEMENTED SUGGESTIONS

Here's a list of features that we've added to the game based on your suggestions and feedback. It's not everything – that list would be too long to paste here – but a shortlist of some of the bigger additions.

  • Multi-Battle

    • Added in 0.52.

  • Extending Offline Actions

    • We had requests from players who extensively used Offline Mode to increase the action count, so we increased it from 1000 to 2000 in 0.53.

  • Detailed breakdowns of Invoker buffs/nerfs/fixes

    • As of 0.54, we provide comprehensive lists of all Invokers buffs, nerfs, and changes as part of our release notes.

  • Ability to see quantity of rewards (Runes, Relics etc.) directly upon tapping on them in the Battle Results screen

    • Added in 0.53.

  • Titan Invokation fixes in Auto Mode (like not activating when Pentiax is in the air)

    • Added in 0.54.

  • Gold/Memorium refunds when crushing or selling Relics

    • Added in 0.54.

  • Adding a “Not Upgraded” option to the Relic Filter

    • Added in 0.54.

  • Ability to complete the “Collect All Chests” Campaign Star as a solo Invoker

    • Added in 0.54.

  • A ‘Select All’ button when Dismissing Invokers

    • Added in 0.54.

  • Titan Activation Order when playing in Auto

    • Added in 0.55.

  • Indicators within Skill descriptions for which Instant Effects/debuffs require ACC 

    • Added in 0.55.

  • Unlocking specific Elemental Garudas using Gems 

    • Added in 0.55.

  • Campaign Saved Teams

    • Added in 0.55.

  • Profile Usernames & Avatars

    • Added in 0.55.

  • Invoker Fusion

    • Added in 0.56.

  • Quick Ascension

    • Added in 0.56.

  • Yskara Fixes & Improvements

    • The Yskara fight is one that’s universally considered hard to navigate at the moment, so we’re looking at ways to rework the fight to make it more engaging.

    • In 0.56, we…

      • Decreased Yskara’s ATK

      • Increased Yskara’s respawn timer and made defeating her damage the Heart of Ice by 10% of its MAX HP

    • This is a Boss that may take multiple changes to find the sweetspot, so more changes may come!

  • Invoker Ratings and Tier List

    • Added in 0.57.