Across the Obelisk cover
Across the Obelisk screenshot
Genre: Role-playing (RPG), Strategy, Card & Board Game

Across the Obelisk

Patch 1.0.1

Greetings and salutations, fine heroes and adventurers. We hope that the fiery orb in the sky shines brightly where you are and that the birds sing their songs wherever you go, as is deserving of a fine hero such as yourselves!

The Obelisk awaits the next challenger to approach, and while it has thwarted many of you, we believe that today we bring a few things that will help you in your journeys... that is to say, we have a new patch with some much-requested quality of life improvements, balance changes, and bug fixes!

Quality of Life



  • We have introduced a new button to restart the Loot and Card reward screens in case you selected the wrong items or cards. In co-op only the host will be able to restart these screens, but any player will be able to push the button and the host will receive a notification that a player wants to restart.
  • From now on items will be unlocked when they appear (like cards), without the need to equip them. Unlocking items only affects the completion of the tome of knowledge.
  • When you are at an event, you will be able to hide/show the event screen and look at the map before making a decision.
  • Now when one of your characters dies because of an enemy attack, the death window will show what card caused it, so you will be able to understand what happened (in a more relaxed way). Speaking of this, we are working on a combat log that will make it easier to follow the combat status at every moment.
  • We have switched the order of activation of Double Shot and Elven Agility, now Double Shot will be activated first, resulting in a copy of the ranged attack at cost 0 first and then if there is still card space left in your hand, Elven Agility will be activated.
  • Cards that give other cards, such as the Icicle Barrage or the Grimoire of Flames, will have the name of the given card colored according to the card's upgrade (yellow, blue or purple).
  • Finally, there is an option in settings that allows you to restart a combat once you die and try it again. We have made this option active by default.

Note that when you restart a combat, it will always be the same, no matter how many times you restart it. You will start with the same cards in the starting hand, the same life, the enemies will also have the same cards in the starting hand and the same corruptor if you chose it for the combat. But maybe if you play your hand differently or focus on another enemy you can still have a chance to win that combat.


We have proofread the English texts, especially the events. If you find any event or text that is wrong, please report it to us in the discord.

Balance changes for enemies


After listening to your feedback, we have seen that some feel that the enemies and encounters last a little bit too long in Act 4 (especially in multiplayer, with several players learning to play). This happens especially when you get to that act for the first time and you don't know anything about the enemies. It may be that you or your team does not yet have the desired level of deck cohesion or strategy, or many of the perks assigned whilst still progressing through the game's meta-progression of the rogue-lite. We know that when that mental "click" happens, everything falls into place and it becomes possible to beat the encounters in only a few rounds.

For this reason, and because we have 16 difficulty levels, we are going to make some small adjustments so that those enemies in Act 4, and in normal mode, have a little less endurance (and the combat becomes a little more agile).

Monster cards changes



  • Entrench (Vanguards): Slightly reduced Block charges and reduced Fortify to 1 (from 2).
  • Dark/Sacred Guard (Vanguards): Slightly reduced Block charges, (blue version - Knights) reduced Mitigate charges to 3 (from 4).
  • Stronghold (Royal Guards - Knights): Reduced Fortify charges to 1 (from 2).
  • Stone Wall, yellow version, (Stone elemental): Reduced Mitigate to 3 (from 4).
  • Antimagic Field, yellow version, (Spellbinder): Reduced Mitigate to 3 (from 4).
  • Desecration (Dark Knight): Dark charges reduced to 1 (from 2), Chill charges increased to 3 (from 2).
  • Transcendence (Monks): Reduced the Jump healing bonus to 20% (from 30%).
  • Purify (Angels): Reduced the Heal done slightly.
  • Sacred Ceremony (Angels): Reduced the Heal done slightly.
  • Shield Generator -enchantment- (Oddball): Reduced Shield and Block charges slightly.
  • Hardening -enchantment- (Obsidian Elemental): Reduced uses to 2 (from 3), yellow version to 3 (from 4).
  • Earth Guard -enchantment- (Champion - Rocco): Reduced Fortify charges to 1 (from 2), uses reduced to 2 (from 3).
  • Ice Fall -enchantment- (Dracomancer - Fred): Increased damage slightly in all versions.

These changes are mostly for the white version of the cards (before upgrading), affecting enemies in Adventure mode normal, Madness 0, and in Obelisk mode lower than Madness 9.

*Due to a small bug, the balance changes on the monster cards have not been uploaded properly and we will reupload them tomorrow with a hotfix.

Bugs fixes



  • Fixed a problem displaying the incorrect amount of team perk quantity when resetting the perks of a hero that was part of the team in the Hero selection screen.
  • Fixed a problem that was preventing mouse interaction with cards in the Tome of Knowledge when the Perk system was active.
  • Fixed a problem with Dark producing secondary explosions when some perks were active for the team.


What's coming next


In a future patch we intend to introduce a new combat log for the combat, to give more control and, above all, to clearly see which cards the enemies have used and on which target (if any.)

We also know that our multiplayer games are long and sometimes one of the players has to be AFK for a while, so we are experimenting and testing a system so that players can give control of their heroes to someone else and the rest of the group can continue playing until they return.

Finally, we are already working on new content for the game that will arrive in the coming months - which we will reveal to you over time!


That is all for now. Remember to leave a review on Steam if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback, and understanding.

A Note From the Developers

Good day adventurers,

It has almost been a week since we brought Across the Obelisk out of Early Access and released the 1.0 version of the game. The reception from the community has been amazing and we are so happy with how everything has been going so far.

Peak Concurrent Users (CCU)



This week we broke our previous concurrent player record by a huge amount, putting our peak concurrent player numbers at over 14k! That is so many of you playing our game, so thank you for the support and interest. We hope that you’re having a great time with it and discovering new builds, strategies, and evolving to greater challenges in Across the Obelisk.

We would love to hear your thoughts and feedback, so it would be fantastic if you could leave a review or drop by our Discord feedback channel. We read through all of the feedback so that we can continue to make this game the best that we can and make sure that we focus our efforts on things that matter to our community.

Discord



Our Discord community is growing so much. We have at 12:00 CEST (noon) 50+ players in multiple voice channels playing the game, forging new friendships, and traversing Across the Obelisk together. This is a fantastic opportunity for you to find new folks to make friends with and join in multiplayer co-op games.

There is also a “Helper” role that has a wonderful group of individuals who have been with us since very early on that will happily answer any questions that you may have regarding various aspects of the game.

We also have the core development team active in Discord and Paradox Arc’s community team. We ask that you do not @ mention our development team directly as we are busy working on future updates for the game, but we will all be on hand to help out as much as possible in the public channels.

We will have to start to make some changes in the Discord server to make things a little bit easier and smoother for everyone (all good, we assure you!), as well as leverage the tools that Discord has provided to make the experience even more enjoyable and streamlined for the entire community.

You can join the Discord server here.

Launch Week Sale



We launched the game’s version 1.0 with a discount of 25% and we hope that everyone has been taking advantage of that! The sale is running for exactly one week since launch, so will end Tuesday 23 August at 17:00 CEST. If you have been on the fence and put the game on your wishlist, this is the time to capitalize on the deal and jump into Across the Obelisk.

Once again, thank you so much for this incredible week of the game's official launch!

https://store.steampowered.com/app/1385380/Across_the_Obelisk/

The White Horde, hotfix 1.0.03

Hello everyone!

Hotfixes
- Fixed the Fortify perk not granting 5 Block per charge at the end of the round to all heroes (it only worked for the hero with the perk activated). 
- Fixed a bug in coop mode where some users were experiencing desyncs because the Stealth status on monsters was dispelled when it wasn't meant to (because of the Sight perk).

The White Horde event
We wanted this event to be a bad and "rare" event that would appear on the Faeborg map from time to time and that would give a surprise to the players(either by the anime reference or by the mechanics of the event) and we want to keep it that way.

The idea is that this event requires a bit of critical thinking on the part of the player, and that you quickly see that to complete it you have to lower the life of the rabbits evenly, while also watching what cards are better to use or not. It's also even a good idea to save energy between turns and prepare a good turn, besides that just "surviving" the rabbits already lower their HP themselves when attacking.

That said, we have noticed that it is easier said than done, and although many players are quick to see what needs to be done, others have more trouble with it or simply, their builds may not allow them to do it at all.

Therefore, and wanting to keep the event more or less as it is, we have made these changes(only for the normal difficulty in act 2 or 3).
- The rabbits will stop using the "rapid multiplication" card in round 8, when the "poor" performance starts.
- We have lowered a little bit the damage of the Rabid Bite card.
- We have lowered a little bit the Hp of the rabbits in Act 3.

With this, although the event is practically the same, if the player manages to endure several turns and therefore "survive", as the associated achievement says, he should be able to complete the event because now they will not multiply infinitely.

That is all for now. Remember to leave a review on Steam if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.

Hotfix v.1.0.02

Hello everyone!

With this hotfix we hope to improve the network stability for some of you that have reported disconnects. On the other hand, there can be punctual problems with a server, in this situation, changing the server can help.

- Reduced a bit the HP of rabbits and the vitality they gain when using the Bunny Hopping card.
- Changed the sound of magma spikes to be less human.
- Fixed the Dark description tooltip showing an incorrect amount of exploding damage.
- Resolved the issue with clicking cards through various menu windows (f.e. Perk window). 
- Fixed a bug that happened if you were looking at enemies' cards and the pet attacked.
- Fixed a bug in which monsters were killed by reactive damage such as grudge or reactive lasers while using an attack card that healed them (bloodsucker, drainlife, and so on). 
- Fixed small typos in texts and translations here and there.
- Fixed the problem that prevented the user from removing previously saved perk configurations.
- Made some changes to the item activation system in order to reduce some of the desyncs with Sylvie's traits acting at the same time.

Also, it has been reported that some of you are having problems launching the game. Disabling VPNs and/or overlay systems (like the Discord one or Nvidia software) helped with it.

As always, thanks to all of you for your support, feedback and understanding.

Hotifx v.1.0.01

Hey everybody!

This is a hotfix to solve the problems that some users are experimenting with the 1.0.0 version.

- Fixed a bug that showed a black screen when killing Archon Nhir.
- Fixed a bug with some corruptions that break the game forcing to reload it.
- Fixed a display problem with the emote hotkeys (letters A and S were swapped).
- Fixed a display bug in the lobby.

We will keep monitoring the status of the game!

As always, thanks to all of you for your support, feedback and understanding.

Across the Obelisk Full Release Announcement!

The bards will sing of this day when the Obelisk and its armies of minions tremble in fear. Across the Obelisk is officially leaving Early Access and is OUT NOW!

This is a huge milestone in the game’s development, after months of work to build the best cooperative deckbuilding game that we can. We have combined our own playtesting with the community’s feedback and suggestions, as well as bringing even more content to give you greater variety and options to build your ideal team and decks.

We’re very proud of what we have accomplished in getting the game to its full release and we have been really appreciative of the feedback and reception from the community. We hope that you will have a ton of fun, form adventuring parties with your friends, and join our community on the Across the Obelisk Discord server.

Finally, following our previous development update, we can now reveal that we are not alone in our adventure following this release. We have gathered our party and are venturing forth with Paradox Arc - a brand new publishing label that exists as part of the Paradox Interactive family - that will be publishing Across the Obelisk going forward.

There is more planned for the future, but for the moment we are going to celebrate and enjoy this release with our awesome community. We hope you will, too.

Onward to adventure!

Release date announcement

Greetings, mighty adventurers!

We wanted to share a couple of pieces of news with you all today and show you a little of what’s to come in Across the Obelisk! As our wonderful community is already aware, we have been hard at work adding content and polishing the game for its 1.0 release this month to mark the final part of our Early Access journey! Do not worry, dear friends, we are not done yet and we have a very exciting future ahead of us with more to come, but for today we wanted to take a moment to thank everyone that has helped us through the Early Access period of the game by giving feedback to us on Discord, contributing by creating videos and livestreams, creating co-operative lobbies and sessions together on our Discord, and generally supporting us throughout the development process of Across the Obelisk so far. The reception and feedback to our beloved game have given us a lot of inspiration and motivation to push ourselves to achieve more, so thank you!

The first piece of news we have is that we have been working with a publisher to bring Across the Obelisk to its official release. At the moment, we’re not ready to reveal who that publisher is, but it is an exciting partnership that has been working in the background to get everything set up for our official release this month.

Alongside all of this, we wanted to give everyone a preview of what’s to come in version 1.0 which will release on August 16, 2022, so let’s not delay any further and get to the development updates!

Here are two examples of the enemies and locations you will face in the new biome. In addition to being able to see the four new heroes in action!



And here we have the new and improved perk system. We are very pleased with the variety of customization options that the new system brings to the game.


This journey has been so awesome for us and the community has been incredibly supportive, so we wanted to give our thanks and invite anyone who hasn’t yet joined our Discord community to do so now! We have Looking For Group channels to find new friends to play the game with, and a variety of discussion and help channels for people to share their adventures Across the Obelisk, learn new ways to play, and craft new strategies and builds together!

Get ready to dive into our full release of Across the Obelisk on August 16!

As always, thanks to all of you for your support, feedback and understanding.

Road to Release

Hello everyone, it's already summer and we wanted to let you know that we are working tirelessly to finish the game.

We have decided that the next big patch for the game will be version 1.0 directly with the release of the game. We will skip v0.9, so we can focus on what is important.

The big question is, when? We hope that this will be at the end of this summer, we are working hard to finish what we want to include in the release.

We already have the final four heroes implemented in the game and working.


We have most of the new map done, details are still missing like finishing the enemies and finishing graphic things like the backgrounds, for example. Here you can see some of the first enemies of the new biome.


We have also been working on getting the game ready for English proofreading and translation ready.

Now apart from finishing what is missing, we are working on a new perk system. Without going into much depth, the idea is that you have a little more customization options when choosing the perks for each hero and that you can't take everything, like now, so you'll have to choose.

Other than that, we're fixing the few remaining bugs and adding as many QoLs as we can.

Obviously, the release of the game is not the end point. We have a lot of ideas and we want to keep working on it for a long time.

That's all for now, have a great summer! Remember to leave a review on Steam, if you like the game, it helps us a lot. As we get closer to launch we will provide more information.

Here's a little extra to help with the summer heat:


As always, thanks to all of you for your support, feedback and understanding.

Hotfix v.0.8.7

Hello everyone, fast hotfix to solve some bugs that have been reported.

- Fixed a bug with the Avoidance Collar Corrupted item that were adding random small weapon cards into the hero's deck.

- Fixed a but that overwrited the Combat stats of a game in progress, if the Combat stats of an old game were opened (via Tome of Knowledge).

- Fixed a visual glitch with the Tome of Knowledge appearing briefly on the screen when opening the game.

- The "Escape" key will now close the Tome of Knowledge when it is opened.

- Minor fixes here and there.

That's all for now. Remember to leave a review on steam, if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.

Hotifx v.0.8.6

Hello everyone, fast hotfix to solve some bugs that have been reported and include a new QoL that's been requested a lot of times.

- The Tome of Knowledge is now available everywhere in the game (some screens will not have access but it should be in all the important scenes of the game). We also have added a Glossary tab with all the keynotes available in the game. The ToK is so important for us and we want to improve the info that it brings into the game, so expect some upgrades in the following patches.
- Due to a bug, corrupted versions for Epic and Mythic items were not dropping. You should begin to see those in the item loots/shops.
- Fixed a problem loading old savegames with the latest versions of the game. These old savegames should now be compatible.
- Minor fixes here and there.

That's all for now. Remember to leave a review on steam, if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.