Welcome, Welcome,
This week has been a bit slow and was mostly spent writing and overhauling the crafting system. (I'll go deeper into details further down)
I still have some cute previews to show however, like this one, involving a cute elf that you'll be able to meet in the next update:
I wonder what she's looking for...
And here's an upcoming quest giver who has more than just a few lines of dialogues to offer:

More on the crafting system:
Weapons:
Initially, I had intended for the equipment system to be linear. (Get stronger and stronger weapons/armours with no nuance.)
But after putting some thought into it, it turns out I just don't like that kind of linear system as it leaves very little place for player choice and doesn't help with fight designs further down the line.
The new system will have a better looking and faster crafting menu and will follow a kind of "Monster Hunter"-esque design where each playable character will gain access to a set of weapons that can be improved individually to a maximum of 5 times.
What that means in short is that each weapon will have unique traits (higher defensive stats but less damage, higher armour piercing but less maximum damage, lower armour piercing but more maximum damage, etc, etc) which makes weapons more situational and keeps early game weapons viable throughout as long as you upgrade them.
Armour:
Armour however will become entirely linear. Each character will have a specific set of armour that can be improved in a linear fashion. Accessories/UnderW/Jewelry won't change.
That's it for this week which was heavier on game design than anything else, but I'm trying to make an engaging game here and that's a long process as well.
Speaking of which, if you have any feedback (especially regarding gameplay) you'd like to communicate, you can drop by the discord server and give it.
See you next Wednesday.