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Someone had mentioned using ReShade and it makes a world of different, but I can't seem to get ReShade to load when the game does for some reason. I even turned off Steam Overlay and tried renaming the proxy-dll using several different filenames (dxgi.dll, d3d11.dll, etc.). I even tried d3d10.dll even though the game's store page states it requires d3d 11. I almost feel like an texture-filtering and anti-alias option would go a long way. Supposedly though (at least according to some of the stuff I've read online), the latest version of ReShade doesn't work on d3d 11 and downgrading has fixed it from not working in some other games -- so maybe it's a case of that *shrug*
Either way, it's a minor thing and I'm having a blast playing it!
Other than that, I can't believe how much functionality is in the game (just the settings screens alone!). You can almost tell the game was designed correctly right from the get-go. There's sliders for even the size of the map icons (aside from the map itself!); that's not something you would want to go back in and code if the codebase wasn't written to be flexible in the first place. I'm curious to know more about the developer, like what their background is, was this their first game? I feel like they had to have had some sort of coding background because I can tell from my own coding knowledge and extrapolating from a bunch of observations of the game that beneath the surface the codebase is surely written very flexible with a LOT of forethought as it was being written.