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As a player who buy on EA release (early 2021) and play again after the "major rework".
I can testify a few
1) when you start a clean game from scratch, the game is VASTLY improved compare to year 2021 version.
2) Item progression, unlock progression handled LIGHT YEARS better than year 2021 version.
3) New maps, new monster, new difficulty, new mechanic, new perk
4) Mine not really essential anymore. I used to think same like you. Until my brother beaten Glenward without gold mine, but instead focus on building production and selling price. He use worker to produce more gear. Better gear upgrade = stronger heroes = more obsolete old gear to sell = money making in a same time.
If you played only the EA version after Oct 2022, then for you just some minor tweaks, new contents and bug fixing.
Really was expecting more from the devs
Hey, if you want to see all the 1.0 details, there's also two dedicated articles ;D
https://steamcommunity.com/app/1105670/eventcomments/3791506516119741435/
Despite the release we're still listening to your suggestions ;D
I'm well aware of all the changes as I've read from the change log already.
Look I think the game is great as it is I'm just saying I was hoping for some more new things in the 1.0 other than the new map.
Not the person you're replying to, love the game, would definitely like to see more of it.
I think the easiest way to expand content meaningfully would be more differentiation in what's already there in order to make runs distinct.
1. Variation within weapon types. Either another weapon tier (legendary) with unique modifiers, or different types of weapons within a class with slightly different move-sets.
2. Variation of end-map bosses, similar to Slay the Spire, where you can get 1 of 2, or 1 of 3 options.
3. More perk trees (this one is sorely needed, IMO, existing range of perks is VERY narrow, there's a tendency to build characters out the same way every time because the same perks support one another in the same ways).
4. An option for RNG starting layout/buildings could be interesting as well, to shake up critical path build orders. All of the above, really, would be in service of making each run a unique challenge that required a slightly adjusted approach, rather than just a puzzle that needs to be solved once, at which point there's an optimal route.
I think the foundational aspects of the game are incredibly solid, outside of some UI clarity issues. All it needs now is more content and more replayability outside of layering in more difficulty. I hope the game enjoys good success and gets some robust post launch support.