⚡ react wars
[Notice] full screen issue [1]
Hello, this is the React Wars development team. We would like to address the fullscreen issue that was recently reported. Over the past several days, we have been running countless tests, trying different approaches, and repeatedly modifying and rebuilding the system in order to identify the exact cause of the problem. With the help of shared system information from acquaintances, multiple testing methods, and even attempts to replace the fullscreen system entirely, we have finally pinpointed the cause of the issue.The cause was the “STOVE Overlay (BETA)” feature. When this feature is enabled, it appears to alter the DPI, window size, and window style when the game enters fullscreen mode. As someone who has only recently started working with the STOVE platform, I did not expect the overlay feature to interfere in this way. On my own system, the game initially worked without any issues. However, once I manually enabled the overlay feature, the fullscreen bug occurred immediately and con
[Notice] Item Guide (Developer Notes)
Item Guide (Developer Notes)Activation Types [Manual Activation]: Can be used during READY state with keys 1–6. (Single-use) [Conditional Activation]: Triggers automatically when conditions are met. Equipment grants passive effects; skill-type items may have both passive and active effects. S Rank [Equipment] Sword of the Night Sky (Not implemented in demo) Adds +1 damage on every successful attack. A Rank [Equipment] Iron Armor [Equip Effect] At the start of battle, Iroha’s Life +3. (Not implemented in demo) [Equipment] Shard of Annihilation [Passive] 25% chance to deal +1 additional damage on a successful attack. [Skill] Spoils of War [Passive] Gain +3 Gold after every victorious battle (100% chance). [Skill] Angel’s Gift [Standby Turn Activation] When used, applies to both Iroha and the enemy. If either side’s Life is below 6, it is restored/set to 6. ✔️ B Rank [Skill] Finisher [Standby Turn Activation] If you win the turn this skill was activated, deal +2 bonus damage. (Los
[Notice] React Wars Event — How to Join! [100]
Hello! We are Abyssal Star, and we’re delighted to join the INDIE BOOST LAB program! 🌟 React Wars is currently in its demo stage. We joined Indie Boost Lab to gather player feedback, bug reports, and suggestions to make the game even better. We truly appreciate your interest and participation! Store Page: https://store.onstove.com/ko/games/102673 Event Period: November 10 – November 19 How to Participate: Complete the player survey and leave a short review on the demo’s store page. Survey link: https://forms.office.com/r/vY2TmT4nCZ Join the community event and share your thoughts! Community Event Please start your post title with [REWARDS] when submitting! 1. Bug / Typo Reports If you find any bugs, text errors, or incorrect item descriptions, please attach a screenshot and write a short description of the issue. From all submissions, five helpful reports will be personally selected, and each will receive a ₩5,000 Naver Pay gift. Examples: “The effect of item ○○ doesn’t trigger under c
[Notice] Introducing React Wars! [2]
React Wars — just like its name, it's a fast-paced QTE battle game where you must quickly react to the enemy’s move! Follow Iroha, the protagonist, as she solves a mysterious case in this adventure. The demo version includes 2 stages and 17 collectible items. We hope you enjoy it!
[DevLog] This is what I've been up to this week
Hello! The weather is getting colder, and I hope everyone stays healthy and welcomes the New Year in good condition. For this week’s update, I’d like to briefly talk about three things: a new system, items, and story expansion! 1) Fairy SupportThis system isn’t fully complete yet, and I haven’t been able to display the fairy illustrations in-game yet—but the core part is the skill activation!If you summon a fairy and keep it active, it has a 25% chance to act at the start of each turn.In this video, Akari uses her “75% chance to deal 2 damage” skill and finishes off the slime. 2) ItemsOriginally, my final goal was to create 100 different items, but due to issues like overlapping effects, that number will likely be reduced to around 90.That said, I can already think of about five different builds right now, so I’ll do my best to keep the gameplay feeling fun and meaningful! 3) StoryFor Stages 1 and 2, I feel the “hook” or interesting elements are still a bit weak, so I think the story s
[FreeTalk] merry chrismas!
(Seria) Merry Christmas! 🎄❄️You’ve all worked so hard this year. I hope you have a warm and happy holiday season—and get to enjoy plenty of delicious food, too. As for my recent update: I was making items, got way too into it, and ended up recording a video. 😄 During debugging, I’d been seeing only Iroha’s basic attack animation over and over, so when I finally saw the fireball-throwing animation, it felt surprisingly fun—even though the effect itself isn’t anything fancy.That motion comes from an item called the “Pendant of Mars.” It normally triggers with a 10% chance, but for testing, I set it to 100% and recorded the results. Right now I have a little over 60 items, and I’m hoping to submit the official build for review as early as next week. Once again, Merry Christmas, and I wish you a wonderful holiday!
[DevLog] Weekly Update + New Character Added! [3]
Hello, this is Abyssal Star! This week, I’m here to introduce newly added systems, and also some new characters! Turn-Start Item System Certain items have “action at the start of the turn” effects! These support Iroha’s battles with effects like “At the start of the turn, do ___.” The image above shows an example of an item equipped that fires a fireball at the start of the turn! Fairy Stages & Fairy Summoning In the story, there are stages where you help fairies. If you clear that stage, you gain a skill that summons one random fairy. (If you already have that skill, it will be converted into gold.) After being summoned, a fairy has a 25% chance to act at the start of each turn, and will use one of four skills. (All skills have equal probability.) If Iroha gets hit on a turn, there is a 25% chance the fairy will run away. If you summon a new fairy, the current fairy will leave. The fairy summoning skill can also be obtained in the shop, and in the shop I’m also planning to sell skills
[Notice] This Week’s Progress Update
Hello, this is Abyssata. Before moving on to Stages 3 and 4, I’m currently working on new items. Since these items are designed to be useful across all stages, I plan to start on the actual Stage 3 design after I’ve finished designing all of the items. At the moment, I’ve expanded the Chaos item series, and completed the effect design for over 10 new pieces of equipment. If Stage 3 is added, I’m thinking of making it a gold farming stage with around two special-type enemies rather than a full-scale stage. From next week onward, I’d like to share more updates focused on character creation. That’s all for today’s update— thank you for reading!
[Notice] React Wars Demo – Final Update Notice!
Hello, this is Abyssata! Today I’m here to share the details of the final update for the React Wars Demo! First, for players who felt the game freezing during the very early launch, I created a loading screen that loads resources more gradually. This won’t completely eliminate the issue, but compared to loading everything at once, it should feel less abrupt and less heavy. Next, if you tap “Item Rates” in the shop, you can now check the appearance probabilities of each item. This should help you spend your resources more strategically. Also, when selecting a stage, I replaced the text “Selected” with a check-pattern style indicator. For the dialogue system, holding the Ctrl key will now skip text instantly, similar to classic RPG-style games— making repeated runs and gold farming much more comfortable. In addition, a simple tutorial is now provided only for the very first monster of Stage 1, to help new players get into the game more smoothly. Also, after the first round, if the “READY
[Notice] [Dev Update] Upcoming Demo Update for React Wars
Hello, this is Abyssal Star! My exams are finally over, so I can focus much more on developing React Wars again. Here’s what I’m aiming for in the final major update of the demo: 🔧 QoL & Controls Allow holding the Ctrl key to speed up dialogue text Allow opening the pause menu with Esc even while the “READY…” panel is on screen during battle 📘 Early-Game Tutorial Add a simple battle tutorial to the early mob fight in Stage 1-1 🛒 Shop Information Display activation probabilities for shop items 🎨 Font & Visual Improvements Improve Japanese font and overall text clarity/quality 🐛 Bug Fixes & Balance Fix the timing bug for the “Fickle Clock” line in the Stage 1 boss fight Lower the activation rate of enemy items overall These are the main goals for the next (and likely final) demo update. Thank you so much to everyone who has played the demo and shared feedback so far! Thank you!
[FreeTalk] Our circle mascot is about to become even cuter! [6]
Current Mascot (Existing mascot image) We originally chose this image because we loved its bright smiling expression. However, looking back now, having the eyes closed feels a little unfortunate. So we requested a redesign, and we now have 3 new mascot candidates! Please take a look and vote for your favorite! Candidate 1 A lively, cheerful expression as if she’s talking directly to you. The playful smile leaves a strong impression! Candidate 2 A slightly tilted pose with eyes open, keeping the original pose almost unchanged. A cute and curious vibe! Candidate 3 Packed with mischievous energy—fun and full of personality! “※ The poll feature is currently experiencing an issue. For now, please leave a comment with your choice (1 / 2 / 3). Thank you!”
[Notice] React Wars – INDIE BOOST LAB Wrap-Up & Winner Announcement [4]
Hello, this is Abyssal Star. Thank you to everyone who participated in the 《React Wars》 INDIE BOOST LAB and supported the project. Your encouragement and feedback throughout the program have been incredibly valuable and helped shape the future direction of development. We especially appreciate feedback regarding game tempo balance, UI readability, and early-stage difficulty, and we will be focusing on improvements in these areas moving forward. 🏆 Event Winners Announcement (Insert the provided winner list here) ※ Rewards will be distributed sequentially in accordance with STOVE policies. For more details, please check the Reward Distribution Notice Board. 💡 Key Feedback Received Through INDIE BOOST LAB Adjustment of game tempo and early difficulty curve Enhancing in-game tutorial and guidance Improving awkward wording and script expressions Expanding content variety 🚀 Future Development Plans Full version development & additional content updates Participation in the STOVE Indie Allianc
[MomentShare] The Crimson Ring did it! [2]
Lesta's Crimson Note is indeed a fraudulent skill. It reduces the reaction gauge by 0.3 seconds, and if you get hit, you take 2 damage each time... If you panic after getting hit once, Crimson Note comes in continuously and you die in an instant..On the 3rd try, Iroha's life was 1 and Lesta's life was 6, a moment of desperation!The Crimson Ring effect triggered frequently and my life recovered to 4, and I got hit by Crimson Note one more time, but I didn't panic and was able to clear it.By the way, in the item list post [Equipment] Crimson Ring < Completed 2 [Passive Effect] 30% chance to gain +1 life upon winning a round is how it was introduced, butIn-game it's the Crimson Ring and [Passive Effect] 25% chance to gain +1 life upon a successful attack, was it adjusted? Or is it a completely separate item?
[MomentShare] Endless trickery [1]
10 selections with slimes I want to killUnless the slime gives in, it's just a draw, so in the first game without items, I had a sweaty victory after a sudden ultra-long battle.The stage 2 boss seemed easy unless the fickle clock debuff + the opponent's attack overlapped!A reaction speed game that lives up to the game's name
