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1.I’ve finished making around 100 cards add in the roguelike mode. The pool now includes Blood cards and Dice-summoning cards. Since the mode uses post-battle random card packs, it leans into the game’s original “build-your-own-deck freely” style.
2.The main event pool for the roguelike mode is mostly done, with about 40 events. I’ve also added a few lightweight meta-unlock event packs. (The mode works by randomly pulling combat and non-combat events from the main framework, so unlocking more event packs increases the overall pool.)
3.Relics are done, along with the special post-boss reward cards—basically boss relics.praisesun
4.Most of the art is finished, but I haven’t started working on enemy designs or their card logic yet. Especially for the story references to the official works—elites and bosses are all based on canon characters, so they’ll need some careful design.
5.Event illustrations are still unfinished. There are just too many, and I can’t keep up with drawing them all right now—I’ve been busy with some other cool stuff lately.
So what have I been doing? Basically, since DeepSeek v4 is pretty cheap, I’ve been learning how to use AI these days.ːceleste_grannyː
For next year’s free game, Sumireko’s Urban Legends(or other name whatever, u know i mean:D), I’m planning to use AI for part of the content. Don’t worry—it’ll be free. A few days before release, I’ll share some API keys so everyone can try it out. I’ll also try to design a system that doesn’t require too many tokens but still delivers decent results as part of the gameplay experience. i will tryːPEAKsobː
So yeah, I’m going to take my time with the roguelike mode. I don’t want it to just be a quick expansion and call it done—I’d rather put in the effort and make it something solid. Maybe I can get it out as a free update by the end of the year.
That said, I’ve also got a new project with a friend starting up…
Anyway, sorry for not delivering as promised. For future projects, I’ll make sure they’re bigger in scope and come with better bundle discounts. Thanks for being patient with me. love u ːPEAKsaluteːːFlandreScarletː
I’ll probably release this game's art assets for free once I finish the new mode. The new roguelike mode will most likely be the final major update, though MS will still get a small free DLC in the future. Ehh, I’ve gone a bit too far off-topic here.
Anyway, I’ve already started working on a framework for a new game, and I’m currently writing the multiplayer networking coop code, so progress on the roguelike mode has been pretty slow lately.
After the intense bug-fixing marathon of our first week (There were simply too many bugs fixed to list them all individually — please forgive us!)
We’re thrilled to bring the game to even more players around the world! Korean localization is now live with version 1.1.0. If you encounter any issues while playing, please feel free to reach out to us through our official community channels.
We’ve also listened to player feedback and made some adjustments: slightly increasing difficulty in certain areas while adding extra difficulty options for better accessibility.
Looking ahead, our next goals are to release Russian localization and introduce a brand-new free DLC game mode. We expect to launch it within the next two months. This mode will feature a roguelike-style Normal Mode.
Of course, given our current team capacity, this new mode will be a supplementary experience rather than a large-scale content addition.
Thank you for your continued support! We love you all! Thank you so much for playing our game!
From the very first version of the Demo going live, you’ve already been through so much…
If you run into any bugs while playing, or if you simply want to chat with fellow players, you’re always welcome to join our official communities:
QQ Group: 361794160
Discord: Flan's BN
We’re still working at full speed to track down and fix any bugs that could affect the normal progression of the game. For the sake of your experience, we strongly recommend that you manually save during intermission / downtime sections where the game does not autosave, so you don’t lose progress if a severe bug strikes.
(Trust me—I once firmly believed “there’s absolutely no way this scene still has a bug,” so I confidently went in without saving. Then, somehow, a bug that was supposedly fixed got mysteriously affected by another bug fix, and I ended up softlocked again in a special sequence. I had to force quit the game and sadly lost a few minutes of exploration progress. It’s… really frustrating.)
Thanks to the incredible help from community contributors, we’ve been able to complete multi-language localization for the game.
At the moment, Chinese / Japanese / English localization is basically complete, and you can enjoy the full game experience in these languages.
Korean / Russian localization is also being worked on intensively. (You might already be able to select these options in-game, but they are not yet complete enough to support a full playthrough.)
We’re truly, genuinely excited to share the game we’ve been making with you.
Thank you—for choosing to play our game.
We strongly recommend that you do not use any narrator voice other than Japanese.
(The Chinese narration was voiced by our “slacking-off producer” who is also the behind-the-scenes BOSS. This is yet another glorious victory of our small team successfully “bullying” the boss internally. He only did it because he lost a bet with us— and thanks to that, we learned once again just how powerful professional voice actors really are. This story also teaches us, once again: stay away from gambling, cherish your life.)
See you in the next bug-fix update announcement! Looks like we’re going to be very busy!
Heads-up:
To share our latest progress with you sooner, the English version of this update uses automated translation. It’s provided for reference only—thanks for your understanding if anything reads a bit off.
Based on feedback from our early playtesters, we were able to identify and fix the following issues.
(If you’d like to join our official feedback & discussion groups, please see the social group info below.)
QQ Group: 361794160 Discord: Discord
After using “Ripple of Year 495”, the draw/discard pile data could occasionally become abnormal.
In certain cases, cards in hand could fail to move into the discard pile or draw pile. (Currently, when drawing with a full card limit, cards will be sent to the discard pile. When the card limit is reached, card creation via Quick Pouch and the Create Card feature may become unavailable.)
Crystals could still appear in the inventory when the amount was 0.
In menus, some buttons could remain highlighted across menu pages and wouldn’t clear until the mouse hovered over the corresponding UI element.
Monster intent display could behave incorrectly in some scenes, including interactions involving buffering/shields.
Incorrect text description for Team Barrier.
Quick play (number-key card selection) could fail in some scenarios.
After Chapter 1 ends, entering the basement could trigger the first-entry cutscene; after making a dialogue choice, the exit interaction on the left could disappear—leaving the player stuck for “495 years.” (Severe: can permanently trap the player.)
When starting a new battle, the previous battle’s monster name could briefly appear until hovering over a target refreshed it.
For Grem Tentacle, when Limb Rupture was fully blocked, the damage display could show an incorrect value instead of 0.
The Bleed effect applied by Grem Tentacle could, in certain cases, fail to be properly cleared by Mystic Potion.
When a monster had both single-target and AoE attacks, damage numbers could display incorrectly.
Damage numbers from the Ghost’s AoE attack could display incorrectly.
After a successful purchase, gold was deducted correctly, but crystals were not deducted properly.
In Chapter 1, Tab could occasionally fail to open the inventory. Interacting with any target/object or loading a save once would restore it.
After selecting an option at the bookshelf, ESC could not be used to exit.
The Giant Bear’s Round 2 intent was not displayed properly above its model.
In battle, pressing C could incorrectly open the record/album screen instead of viewing enemy intent.
The description text above key items could be truncated/incomplete.
The map (opened with M) could not be closed by pressing M again. Pressing ESC would open the menu instead of exiting the map.
In the Coal Barrel Sprite battle, quick play could be ineffective.
In the Coal Barrel Sprite battle, End Turn could not be used on Round 2.
In the Coal Barrel Sprite battle, pressing C could sometimes prevent intent from being viewed.
At the start of the game, walking left into an invisible wall could tilt the character—resulting in a tilted Flan.
With keyboard & mouse, hovering under the HP bar to view status effects could be difficult due to unintended scrolling/sliding.
With keyboard & mouse, predicted damage display could be abnormal while Toughness was active.
In certain cases, the deck could not be edited, though burning/removing cards still worked normally.
When viewing your own negative status effects, moving the mouse to the bottom-right could cause rapid flickering (my eyes!).
On first opening the inventory, there was a small chance the character tooltip position would be incorrect.
When an enemy died from the player’s attack, the targeting line could sometimes remain on-screen.
On turns where the character was downed due to self-inflicted damage, enemies would still attack the character.
In certain scenes, the stun counter from Nailhammer Heavy Smash would not decrement at end of turn.
When using a controller, switching enemy targets could occasionally behave abnormally.
When using a controller, Explosive Impact could show the target as an ally.
When using a controller, the X icon in the deck UI could persist after closing and reopening the inventory.
In certain scenarios, the Windowed Mode setting would not take effect.
When using a controller, in Character Details while browsing cards, both left and right sticks could fail to input correctly.
While standing in front of an interactable object: opening the menu → pressing interact → loading a save could cause the interaction result to appear after loading.
Rarely, after editing the deck and loading a save, the card library count could display incorrectly and could even go negative.
In the card library, hovering over a card would not show its details.
When the deck exceeded the display limit, newly added cards could appear beyond the capped area.
Shields destroyed at the start of turn (instead of being consumed by damage) could rarely keep playing their animation.
Glin’s intent could display with formatting errors in some cases.
Under certain conditions, Defense could incorrectly increase magic shield.
After Little Coal successfully increased a card’s cost, cards that were previously unplayable could still appear red/unplayable afterward.
In certain cases, shield resolution order could be incorrect.
While standing in front of an interactable object (e.g., an upgrade anvil), opening the inventory and pressing E could open the upgrade UI while also toggling the inventory.
Fixed a text issue when interacting with the camp.
Monster armor/block stacks could incorrectly disappear at the end of the monster’s turn.
After talking to the maid, interactions could fail to work properly.
An extremely rare issue where the game could fail to save.
When obtaining a new item, the popup could display as “value ItemName x1” (???).
In certain scenes, very rarely, failing to open a card properly could cause the game to freeze.
After selecting a card with number keys, you can now right-click to quickly cancel.
Fixed a tiny red pixel to the right of card packs obtained from searching the bookshelf.
Added more detailed annotations to some cards.
Added a tip: hold Alt to add/remove 5 cards at once while editing the deck.
A huge thank-you to everyone who played and took the time to submit bug reports and improvement suggestions.
And yes… while fixing these bugs, we may have also created a few new goals for the next patch (fixed one bug, spawned a couple more ).
Sry, because happened some network errors today, the net was just restored.
(Forgive my noob en,the patch recode is a big challage for me)
the addition and modification:
1.Add the KR version (still have A little text bugs).
2.Add the fast save point in the chapter.1.
3.Modify the auto resolution apply in code and add the part of set resolution.
4.Increase the running speed by 10% in chapter.1 and change the animation speed.
the fixed bugs:
1.In the controller logic.When staying the fast healing area,the tip will still exit if close or change bag.
2.In the controller logic.When card select targets,maybe the quickly select will get a dead target.
3.In the controller logic.When close or change bag,the bag class will not conform to vision.
4.In the controller logic.In battle,if u open the stack and do save part,will cant close stack.
5.Remove that auto select frist card after controller use one card.
6.Fixed skill's energy counter of \ will keep until next battle.
7.Fixed some shader bug of Chapter.1.
8.Fixed \ have some possibility of use failure.
9.Fixed the deep mine's stone gate did not require gem.
10.Fixed enter the grim room,have some possibility of healing failure.
11.Fixed the CD player can't be correctly open in battle.
12.Increase the speed of open bag, change the battle failure's UI postion
(I think the en patch notice have more bugs)ːrbrb3ː
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Flan's BN, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Flan's BN statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.