A Violent Revelry cover
A Violent Revelry screenshot
Genre: Adventure, Indie

A Violent Revelry

Update 0.2 - The Puppet King!

Additions



  • A starting quest
  • Controller support
  • Ability to use Instinct, unique to the Agility stat
  • Ability to reverse your weapon
  • Grindstones to level up weapons
  • Decapitation
  • Priests for each god
  • Some new enemies and bosses
  • A handful of new starting weapons
  • New magic weapons that are easier to obtain
  • A couple new spells
  • A few new recipes
  • New stars
  • Enchanter crystals in the wild
  • Mushrooms
  • A few new special buildings can spawn in towns
  • Option to mark the map with icons
  • An area’s level will show near the map
  • New sound effects
  • New options in Settings
  • New keybindings for movement and positioning followers
  • Loading screen art
  • Small visual indicators of an attack’s angles
  • Minor graphical feedbacks


Adjustments



  • Changes to various weapon parts
  • The player is given a weapon after dying
  • Magic weapon parts can only appear once in a design
  • Longer and heavier weapons have reduced attack speed
  • There’s less of a spin when your weapon rebounds
  • Dodging during an attack no longer trips you
  • Dodging with negative stamina has a chance to trip you
  • Tripping hurts more
  • You can dodge while in deep water now
  • Improved balance when two handing a weapon
  • Humans may push or parry
  • Harder bosses spawn further from the center
  • Various AI improvements
  • Humans are a little braver in general
  • The undead won’t collect goods
  • The Dominion is shirtless now
  • Certain common armors have bonus stats
  • Picking up armor will automatically equip it to any available slots
  • Gloves (like boots) only block damage in very specific situations
  • Nearby light sources alter the ambient light
  • Changes to various spells
  • Ice and fire spells interact with water
  • Minor change to how teleport circles are made
  • Shrines work a little different
  • Popped-up goods spread out a little better
  • Adjusted loot rates
  • Changed god dialogue
  • Followers are indicated with a little arrow
  • Exit flags will indicate when they’re unusable
  • Naming an area no longer requires confirmation
  • Various combat balances
  • Minor VFX improvements
  • Minor improvements to some sprites
  • Minor UI improvements


Bugfixes



  • Ruins are less chaotic
  • Fixed a couple landmarks that were being filled in with walls
  • Sheep no longer have infinite health under certain circumstances
  • Stars will highlight correctly when a token is chosen
  • Various fixes to UI bugs I don’t feel like writing out
  • The AI won’t keep their shield up out of combat
  • Reduced the absurd hit radius of spires
  • Blood no longer drips off of weapons while paused
  • The edge of the telescope view no longer scrolls when paused
  • AI followers won’t send their leader goods if the leader is dead
  • Fixed some game breaking issues when loading a saved game
  • No longer able to return to the previous area after loading a saved game
  • Nobody is getting infinitely stunned anymore
  • Objects on a wall (like sconces) are destroyed when the wall is destroyed
  • Removed some obsolete stars
  • Fixed some tall objects appearing under ceilings
  • Certain buff effects are no longer infinite
  • You can’t get notes from a destroyed bookshelf anymore
  • Bone requirements show on recipes
  • Followers will cross areas previously occupied by walls
  • Pausing the game isn’t overwritten by slow motion effects
  • Bows correctly show upgraded damage/power
  • Those tall people no longer have bugged helmets when sprinting
  • Player no longer keeps keys after death
  • Great elementals no longer look for weapons to wield
  • AI wielding torches no longer light each other on fire
  • Certain spawned enemies no longer have an infinite weapon spin sound
  • Various fixes to world generation bugs


Apologies for the long wait! Saved games from old versions will not work.

Update 0.1.14

Additions



  • Keybindings for digging and storing your offhand item


Adjustments



  • Small change to the level up system
  • Sacrificial Circles can be interacted with to bleed yourself or any follower in the circle
  • Weapons are considered "balanced" when their Wield Weight less than twice your STR and entities now only move slow backwards while wielding an unbalanced weapon
  • Removed blood as an ingredient in recipes
  • Reduced the amount of raiding parties
  • Minor adjustments to some stars
  • Initial movement and attack speeds increased
  • Attribute growth curve adjusted slightly
  • Minor adjustments to some armor
  • Minor updates to miscellaneous visual effects


Bugfixes



  • Space threads are saved now
  • Bodyguards of quest givers should no longer steal the quest item
  • Undead now correctly count as decaying or skeletal humans to the Ritual Circle
  • Fixed a visual issue where stun effects could get stuck on
  • Fixed some sconces not lighting correctly

Update 0.1.13

Additions



  • A new item that is used to gain attributes or improve a god's alignment
  • The sacrificial circle requires a new item to use
  • Space threads
  • New action (default x key) to take a leisure stance. Neutral opponents may take it as a sign of peace


Adjustments



  • Uncommon and rare stars in space are more plentiful
  • Star tokens may now only replace stars of the same rarity
  • Shrines work a little differently
  • Boots no longer block direct damage, but can wear down with use
  • Starting attributes are back to 10!
  • Increased attribute modifier growth
  • Dodging costs decreased stamina and improved more with AGI
  • Entities move slower when strafing or walking backwards
  • There is a chance to not drop your weapon when tripping, improved drastically when two-handing
  • Damage reduces stun time
  • Only physical damage will interrupt sprinting
  • Any physical damage, regardless of attack power, will cause a bleed when under 0 health
  • Entities can be pushed slightly further
  • Reduced push damage
  • Flies attack faster and in greater numbers
  • Ritual and sacrificial circles no longer despawn if touching a wall
  • Sacrificial circles are easier to complete
  • Reduced chance for allies to die inside sacrificial circles
  • The offhand item's state (wielded or stored) is saved
  • Small, randomized delay on magic projectiles to avoid overlapping sfx
  • Saving and loading is slightly more efficient
  • The minimap won't be displayed between areas
  • Chromatic aberration when paused has been replaced with a classy border
  • Those purple guys are more dangerous
  • Minor changes to some weapons and weapon parts
  • Minor changes to some armor
  • Minor changes to some spells
  • Minor adjustments to some NPC stats
  • Minor changes to the effect and rarity of some stars
  • Minor adjustments to some loot tables
  • Minor performance improvement in some areas
  • Minor updates to some sprites
  • Minor UI adjustments


Bugfixes



  • NPCs are more aggressive if their ally dies in front of them
  • Fixed a bug where weapons weren't taking strong/weak vs materials into account
  • Fixed a bug where prisoners could escape their jail
  • No longer able to deal negative damage (so, healing) when swinging through a cracked wall
  • Fixed a bug where an area's transition flag may spawn outside the map
  • Certain objects will correctly spawn in a room's center, rather than with a random offset
  • Sheep are now tolerated in restricted areas
  • Allies will no longer keep fighting a new ally
  • Allies standing on or around burning embers will no longer have their pathfinding broken
  • Fixed an error when arrows pass over burning embers
  • Enemies can no longer get their weapon stuck on your dodge silhouette
  • Certain 2H attacks correctly save when designing a new weapon
  • Anvils will spawn weapons with the correct upgrades
  • Enemies will no longer duplicate items they pick up
  • Hitting escape while in a menu will close the menu and correctly unpause
  • XP will no longer continue to add force while paused
  • No longer possible to pick up and destroy a weapon at the same time
  • Fixed some bullshit where new weapons could lose their attacks after loading a save
  • Fixed a bug where squares in the world map would be displayed in a line after loading a save
  • Target dummies have their foot back
  • Minor visual bugfixes to space

Update 0.1.12

Additions



  • Added a minimap
  • Added an option to store offhand items without dropping them
  • You can trade in your current weapon at an anvil to pay for a new one
  • Esc to pause, with an option for auto pause when leaving the window
  • A shield comparison window


Adjustments



  • Treasure chests should grant only one reward
  • Reduced the maximum velocity an object can move
  • Small increase to the amount that a weapon attack will pull you around
  • Rebounding your weapon off and object will halt the attack rather than keep pushing you forward
  • The Down leisure stance (used by bows) is available to set when designing
  • Small performance improvement when many humanoids are on screen
  • The darkest times of night will reduce players' default visibility
  • The player will now drop their sheathed weapon and armor
  • Anything that disappears after dying (like ghosts) will now drop its weapon and armor
  • Zombies and sheep shouldn't be aligned to one of the three big factions
  • Offhand items dropped as a quest reward won't be equipped by NPCs
  • Stardust orbs are heavier
  • Decay spells will absorb blood
  • Fire spells will absorb burning coals
  • Increased damage of some spells
  • Minor adjustment to the stamina cost of some attacks
  • Magic weapon chests are metal
  • Enchanted pommels won't display particle effects
  • Minor visual changes to some sprites
  • Minor UI changes


Bugfixes



  • Crossbow bolts no longer hit things before loosing
  • The action menu will no longer lock sprinting
  • The dodge silhouette no longer flips weapon parts around
  • Loading a save will no longer immediately let the player rest
  • The player should respawn with their maximum health
  • Certain objects are no longer teleportable
  • Fixed a bug causing certain weapons to appear very rarely
  • Fixed a small performance hitch when dodging
  • Ceilings will properly appear above the player and their weapons
  • The section to write an area description allows for more than one line
  • Archiving a note without moving it will no longer show it as unread
  • Reduced some of the fire SFX
  • Failing a recipe should no longer leave an empty dialogue box on the screen
  • Fixed a weird masking issue with fence gates in water


Saved games may not work with new updates

Update 0.1.11

Additions



  • Dodging leaves a brief silhouette behind that activates dodge effects
  • Note buttons will indicate any new notes
  • A few new area pre/suffixes
  • Added some new SFX


Adjustments



  • Shrines will spawn common tokens when neutral to the player
  • An unstuck weapon will be immune to sticking during the backswing
  • The player can no longer interact or inspect while stuck
  • Reduced the weight penalty on a weapon part's momentum
  • Invisibility will hide armor and clothes
  • Parties will no longer stay at a location they claim (this goes for the starting area as well)
  • NPCs will occasionally pick up offhand items
  • Follows are calmer when you're standing still
  • Travelling between areas will tire the player even if they just rested
  • Areas should no longer have identical names
  • Visual update to the weapon design screen
  • The current note category is displayed
  • Minor adjustments to some weapon parts
  • Minor adjustments to some spells


Bugfixes



  • Armor stands and corpses no longer duplicate
  • NPCs will correctly display their tabards after loading a save
  • Fixed some items not saving correctly
  • Weapons no longer get stuck in a wind up loop at high levels of DEX and STR
  • Getting stuck on a newly dead enemy won't send you flying through the walls
  • Arrows loosed from an enchanted bow will no longer flash whenever the bow flashes
  • Dodging will no longer trigger the slow motion effect if the damage was undodgeable
  • Floor traps won't inexplicably hide right in front of you
  • Inching forward will correctly update the player's current tile
  • Fixed a room that could lock the player inside
  • The Adaptive Defense star will actually work for the player now
  • Fixed some minor UI issues relating to high resolution displays


Saved games may not work with new updates

Update 0.1.10

Additions



  • The title screen has access to game settings
  • Minor vfx/sfx additions

Adjustments



  • Hold the magic button to delay casting
  • Shields cost stamina to use and take up to a few seconds to reach full effectiveness
  • Certain landmarks, such as castles or rare goods, will no longer respawn
  • Birds will be cool if you're cool
  • AI may dodge forward if their opponent's weapon is particularly long
  • Target dummies wear hats now
  • Damage text now aggregates above live entities
  • Notes are confined by their center instead of their edges
  • STR modifies the power of an attack at the same rate it modifies damage, was previously double
  • STR is less necessary for swing speed and more necessary for momentum-based damage
  • Different lost civilizations will no longer have identical symbols
  • Autosaves will no longer occur right after loading in
  • Large pressure plates will indicate when more weight is required
  • The armor inspector window will display the armor's material
  • The equipment window also shows total weight
  • Adjustments to the Strong vs/Weak vs of some weapon parts to target certain armors
  • More stars fit in the window below player attributes
  • Space can be navigated by mousing at the screen's edge
  • Minor adjustments to some spells
  • Minor adjustments to some stars

Bugfixes



  • Fixed a bug causing certain transitions to short-circuit before completing
  • Enemy armies will no longer congregate in the starting area's southeast walls
  • The base crit damage mod for many entities (including the player) is no longer abnormally high
  • Armor can no longer be crit
  • Strong vs and Weak vs now act independently on each object hit
  • Fixed a bug that could cause weapon enchantments to deal no damage
  • Certain one-sided weapons will be held facing down (instead of up) while at leisure
  • The Tile Master boss no longer creates tiles when dead

Update 0.1.9

Additions



  • Hold interact to buy or sell quickly
  • Bows will show a glint effect when ready to loose
  • Human screams!
  • Option for autosave
  • Added some lines for the cursor and player facing
  • Teleporters have been placed around the starting area
  • Light spells can absorb wind depending on the caster's direction
  • Menu has a Day stat near the map

Adjustments



  • Alt interact activates on release now
  • Alt interact will break a weapon
  • Alt interact will learn a spell without equipping it
  • Adjusted alt interact effects
  • Attacking or casting will remove invisibility
  • Casting spells are cancelled upon trip, stun, or death
  • Stun effects are disabled on death
  • Increase to default visibility
  • Sacrificial circles increase more from corpses and less from blood
  • Armor weight has a stronger effect on rotation speed
  • NPC tabards are word over chest armor
  • Updated castles' boss door sprite
  • Projectiles created from wands no longer have sustained sfx
  • Changed the wind sfx
  • Minor adjustments to some entities
  • Minor adjustments to some stars

Bugfixes



  • Dropped weapons should remain in an area
  • Nocking an even number of arrows is symmetrical
  • Eight pointed stars will save correctly
  • Able to save/load within the castle boss area without being spit out into the castle
  • The map is no longer updated in the castle boss area
  • Towns have more than just Light shrines
  • Fixed a bug causing an area's doors, bookshelves, and chests to not load
  • Crystal rocks in mines will no longer stack directly on top of each other
  • Roaming parties will properly update if not all are accounted for after leaving the area
  • NPC followers like sheep or bodyguards won't respawn if their leader is dead
  • Accidentally fixed hair loss on load? Idk it's just not happening anymore
  • Start with full mana
  • The light and semi-light parts of visibility circles will scale properly

Update 0.1.8

Additions



  • A new human enemy
  • A new weapon for that human enemy

Adjustments



  • New characters start with 15 in each stat instead of 10
  • The star map shows which connections will be lost when a new star is selected
  • The major factions send more raiding parties
  • Shrines spawn rewards immediately upon use instead of when the player enters the area
  • Weapons will no longer rebound off of bushes
  • The defensive option Push has been renamed to Parry
  • Deflect will push non-living objects as far as Parry
  • Bleed damage while below 0 health is based on maximum health instead of negative health
  • Surges will return negative health to 0 at a minimum

Bugfixes



  • The flourishing weapon noise should no longer get stuck around some dead enemies
  • Fixed a bug causing weapons on some dead enemies to become noninteractable

Update 0.1.7

Additions



  • Added some additional types of forts and libraries
  • Opening the menu shows health as text
  • Option to save without quitting

Adjustments



  • Bows show arrow stats on their part inspector panel
  • Bows can be enchanted and receive weapon buffs
  • Arrows and bolts are improved by bow upgrades
  • Arrows and bolts can crit
  • The initial weapon starts with a Spin 2H attack
  • Reduced the chance to randomly trip
  • Stuff is much better about saving to an area
  • Minor changes to area generation
  • Roads are a little smaller
  • Minor changes to the costs of some shrines
  • Quest givers will no longer ask for and reward the same item
  • Quest givers will no longer ask for something the player can't give
  • NPCs are no longer cool with being torched
  • Healing is modified by Fortitude
  • Turning invisible hides shadow and hair now
  • That big skeleton boss has a new spell
  • Regular flies have had stats readjusted
  • Armor weight affects spell casting speed
  • There's no longer a slow motion effect upon casting a spell
  • Attacking will reset the speed adjustment modifier
  • Being hit with an attack for 0 damage will no longer reset the speed adjustment modifier
  • Minor aesthetic update to the starting area
  • Minor aesthetic updates to some enemies
  • Leaving the map will put you back

Bugfixes



  • Designed weapons are no longer scrunched or elongated on certain resolutions
  • All arrow/bolt attacks will correctly trigger certain mid-attack effects
  • The Fire Shield no longer leaves its light behind
  • Fixed a bug that stopped players from receiving the Light enchantment
  • Fixed some bugs pertaining to the Volcanic enchantment
  • Enchantments correctly reset with a new run
  • The fire in the starting area shouldn't go out when reentering
  • Digging near water when in a swamp will correctly unearth swamp water
  • Those circles with god symbols work correctly now
  • Shrines will always have the correct costs
  • Fixed a bug that stopped the player from leaving combat
  • Slow motion option correctly saves
  • Fixed some bugs you probably hadn't noticed

Update 0.1.7

Additions



  • Added some additional types of forts and libraries
  • Opening the menu shows health as text
  • Option to save without quitting

Adjustments



  • Bows show arrow stats on their part inspector panel
  • Bows can be enchanted and receive weapon buffs
  • Arrows and bolts are improved by bow upgrades
  • Arrows and bolts can crit
  • The initial weapon starts with a Spin 2H attack
  • Reduced the chance to randomly trip
  • Stuff is much better about saving to an area
  • Minor changes to area generation
  • Roads are a little smaller
  • Minor changes to the costs of some shrines
  • Quest givers will no longer ask for and reward the same item
  • Quest givers will no longer ask for something the player can't give
  • NPCs are no longer cool with being torched
  • Healing is modified by Fortitude
  • Turning invisible hides shadow and hair now
  • That big skeleton boss has a new spell
  • Regular flies have had stats readjusted
  • Armor weight affects spell casting speed
  • There's no longer a slow motion effect upon casting a spell
  • Attacking will reset the speed adjustment modifier
  • Being hit with an attack for 0 damage will no longer reset the speed adjustment modifier
  • Minor aesthetic update to the starting area
  • Minor aesthetic updates to some enemies
  • Leaving the map will put you back

Bugfixes



  • Designed weapons are no longer scrunched or elongated on certain resolutions
  • All arrow/bolt attacks will correctly trigger certain mid-attack effects
  • The Fire Shield no longer leaves its light behind
  • Fixed a bug that stopped players from receiving the Light enchantment
  • Fixed some bugs pertaining to the Volcanic enchantment
  • Enchantments correctly reset with a new run
  • The fire in the starting area shouldn't go out when reentering
  • Digging near water when in a swamp will correctly unearth swamp water
  • Those circles with god symbols work correctly now
  • Shrines will always have the correct costs
  • Fixed a bug that stopped the player from leaving combat
  • Slow motion option correctly saves
  • Fixed some bugs you probably hadn't noticed