Mercywave
A princess in a dark world shoots kindness — healing enemies at the cost of her own Light.
Light = ammo = life. A healed enemy sends out a Wave of Mercy and goes on to heal others — a cascade is born. The game world is the inner world of Aurora the ballerina, and dark damage is suppressed feelings.
Devlog
Jun 7, 2026
6 days ago
Vitaly WeberVisionary·DesignGDD v1.4MercywaveOnboarding and economy
Playtests showed newcomers couldn't clear even level one. Added a 5-level progression (one enemy/type at a time), removed the passive tick, added per-level damage ramping, and made L5 a real wall. The simulator confirmed the curve.
Jun 5, 2026
8 days ago
Vitaly WeberVisionary·TechGDD v1.2MercywaveMonte-Carlo Light-economy sim
Built a Light-economy simulator (~4000 runs per config) — data instead of feelings. Diagnosis: the core was too forgiving. Added a “challenge pack” and replaced the confusing passive drain with “corruption drains Light”, with clear telegraphs.
Jun 4, 2026
9 days ago
Vitaly WeberVisionary·DesignGDD v1.1MercywaveDetailed balance
A big balance table: enemy stats, Light economy, cascade thresholds. The key fix — Light is now spent only on hit (cost-on-hit), not on misses. Reworked “Denial” from a dead end into a positional threat.
Jun 3, 2026
10 days ago
Vitaly WeberVisionary·DesignMercywaveThe roguelike challenge problem
Admitted it: the mechanic is great, but the challenge failed — the healing cascade is positive feedback that drains tension. Introduced “4 pillars of difficulty” to bring the pressure back.
Jun 2, 2026
11 days ago
Vitaly WeberVisionary·DesignGDD v0.9MercywaveNarrative and the switch to top-down
A narrative flip: dark damage is suppressing feelings, healing is acceptance. The heroine is Aurora, a ballerina; the game world is her inner world. Switched to a 2D top-down twin-stick roguelite so the healing cascade reads from above, and built a graybox prototype.
Jun 1, 2026
12 days ago
Vitaly WeberVisionary·MilestoneGDD v0.1MercywaveStart: genre and concept
Analyzed a SteamDB dump to pick a solo-viable genre, and the core idea was born: a princess who “shoots kindness” — healing enemies at the cost of her own Light. Light = ammo = life. GDD started.