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I'm guessing the cultivation theme comes from cultivating one's skills which are defined by the statuses, an interesting idea. Although, I'm not sure what's the objective of balancing the status? Had most stat on 100% except comfort and stamina and seems like nothing happened.

Thanks for your feedback. Initially there were ambitious mechanism to be implemented for the game where each attribute affected the gameplay more. But due to time constraint, we managed to implement interaction of objects with respect to the status gain/loss. Hopefully will upgrade more in the future