A lot of recent work has gone into refactoring menus.
Item menus, equipment menus, shop menus, synthesis menus, skill menus, auto-battle menus, and NPC interaction menus all need to feel smooth. They also need to work with modern game data instead of relying on older global systems.
We’ve been rebuilding these menus around clearer controller, view-model, and interactor patterns. In practical terms, that means menus are easier to update, easier to test, and less likely to break when we change underlying game systems.
This also helps with quality-of-life features like preserving cursor position, improving sorting and filtering, showing better descriptions, and keeping focus behavior consistent when changing quantities or switching characters.
Menus may not be as exciting as boss fights, but in a large RPG, players spend a lot of time in them. We want them to feel polished.
Share