Trimming the far - Evervalley's Big Rebalance


Game development is full of experimentation. We try wild ideas, build complex systems, and chase ambition with reckless joy. But eventually, we step back, take a breath, and ask: What actually makes this fun?


In the last few weeks, Evervalley has undergone a major overhaul—not in art or scope, but in focus. We’ve taken a scalpel to the design and carved away anything that didn’t serve the core experience.


Here’s a look at what changed and why.

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Farewell to Bloodlines


Originally, units in Evervalley were tied to ancient bloodlines, gaining rare traits passed down through mysterious ancestry. While this sounded great on paper, in practice it overcomplicated progression. It created too much randomness, confused players, and clashed with other systems.


We’ve removed bloodline traits entirely.


Now, every unit grows through experience and battlefield survival—not inherited fate. The result is tighter balance and clearer decision-making.

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A More Focused Class Roster


We started with a long list of playable classes. Too long.


After testing and internal reviews, we cut it down to just four core classes:


Knight


Archer


Wizard


Cleric


Each one now has its own distinct identity, strengths, and ability path. With fewer roles to balance, we’ve deepened each one—and made room for more interesting upgrades in the future.

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Streamlined Equipment and Progression


Evervalley used to have random equipment rolls and complex inventory rules. That’s gone.


Recruits now arrive with fixed starting gear, themed for their eventual class.


Armor and weapons still matter—but their impact is now clear and strategic.


Leveling has also been redesigned. Units choose from two new abilities at each level, encouraging meaningful choices rather than passive stat bumps. And every unit earns a fantasy-inspired rank title as they grow, from Acolyte to Mythborn—with the legendary Hero rank reserved for the truly exceptional.

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The Stronghold Evolves


Your base of operations—the Stronghold—has been rebuilt from the ground up.


Players begin with the essentials:


Barracks (manage your troops)


Maproom (track missions)


Healer’s Ward (recover the wounded)


From there, you'll unlock specialized chambers like:


Wizard’s Conclave (boosts spellcasting)


Cleric’s Church (empowers healing)


Archery Annex (enhances ranged units)


Heroes’ Guild (a gateway to elite progression)


Dungeon (used in special storylines...)


Each room is meaningful. Each one ties into the world and your evolving strategy.

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A Better Battlefield

We’ve also refined how combat plays out:

Units now have limited vision cones—they don’t see behind them or through walls.

Cover matters—lean into it to survive.

Abilities trigger at specific moments (start of turn, during attacks, when allies fall…), adding a layer of tactical depth.

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What This All Means

Evervalley isn’t about bloat. It’s not about overwhelming you with stats and fluff. It’s about fantasy warfare that feels tight, intentional, and yours to master.

We’ve trimmed the fat. And what’s left?

A sharper, smarter version of the game we always meant to build.

Thanks for following our journey.

More soon.

— Ded Hed Studios

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