We hope you have a well-earned break and time to catch up with friends and family during the festive season. We bear gifts from the latest update - 0.121.9:
Quality of Life Enhancements
New Portal
Fixed visual damage effect to be much more noticeable.
Ice Phoenix Defeat Animation
Chakram Visual Effects
Consumables appear much more consistently in shops.
There is a lot of secret stuff for a subsequent update set that we can't reveal just yet.
Music πΌ
New track for Bronze Knight
Fixed issue with the intro version of music tracks not playing.
Christmas Tidings π
There's a new gift under the Christmas tree to the left of the starting area (even if you have claimed the one before the update)
Aura of Worlds is now on sale with 20% off + the discount in early access.
Festive trimmings
During the festive season, all XP gained is increased by 12%!
Balance and Bug Fixes
Fixed issue with Anchor, negating shield jumping.
Fixed a rare solvability issue with one of the entrance templates in the Celestial Catacombs
Rebalanced Blaze Bat
Fixed issue with BlazeStar sometimes not being stunned on being hit by a melee attack twice
Concealed reaction icons when not required.
Fixed various glitches with displaying fog of war
π΅ We wish you a Merry Christmas and a Happy New Year! πΆ
Update Set 0.120.X: Graphics, Perks and QoL Rework! +Happy Halloween π
Greetings Adventurers!
There's been quite a number of changes to make Your travels more...interesting:
Graphical Enhancements
Gnarled Gardens: Added multiple terrain variations, sprites, and set pieces.
Celestial Catacombs: Added multiple terrain variations, sprites and set pieces.
Various new and reworked animations:
Randomized Hub Worlds
Rune (perk) system rework
You can level up most perks for stronger effects! For example:
Weight lifter II, allows all held objects to be weightless.
Vampirism II, causes defeated foes to drop more health orbs.
This trend applies to almost every rune type added to the game.
Runes are now much more common and more evenly distributed across the worlds!
They may not be as fast as their crossbow-wielding brethren, but they make up for it with accuracy.
Other Balance Changes and Bug Fixes
Faster loading times.
Significant Optimization as we continue to port the game to Nintendo Switch.
Projectiles fired from dying enemies can cause friendly fire.
While the Hunter is in a temporarily weakened state, it deals less damage (based on feedback from the Cursed Chest mechanic)
Enemy health scaling, when jumping between worlds, has been increased.
Numerous surprises...
Upcoming Halloween Event
Be sure to drop by for some extra goodies around the 27th-31st of October!
NOTE: We will be merging other smaller updates with this announcement, so stay tuned!
Glorified Grotto, Graphical Enhancements, cursed chests and More!
Greetings Adventurers!
We've been remastering the early gameplay and visuals, This is in response to feedback from testers that the first area needed to be more on par with the latter areas of the game, especially regarding variety.
Grotto of Guidance, Glorified
Environment and Terrain additions
Objects lodged in stone, double slab pieces, and transition tiles to mix things up.
Windows - 7 variants!
New statues and other decorative objects
Scaffolding Towers (see below)
Bronze blocks and shrines (rare)
Other Level Generation Changes
Liquid hazard pools merge better with rooms and are more extensive.
Enemy distribution now draws from a much wider pool of enemies with reworked probabilities.
Tutorial update
We've updated the graphics of the 2nd tutorial to reflect the grotto's theme and have reworked parts of it to be more intuitive. We've added more explicit instructions for players who got confused during the blink ability section toward the end.
Enemy variant - Spinner Beetle
While lacking the venom of its counterpart, the acid beetle in the gardens, living in the Grotto has given them keener senses to hunt in the shadows. If You see something fluorescent and pink glowing in the dark, that's probably its jaws, so beware!
Further Additions
Spear Combat Sharpening
With better animation: (NOTE: We had a more epic gif scene showing combat, other gif is currently misplaced and We will upload on recovery.)
Cursed Chests
Rarely, you'll find this guy, who will goad You into taking his contents. There are multiple interactions based on Your choices, but if You want his loot, You'll just have to reach in and bear the consequences! Accepting the challenge will net You multiple items: power runes, gold, and health, but You must endure the curse for the current level and the next..
New Spring Spike Sprites
The old design clashed in some environments, and new players generally found the old design too tame and hard to see. So we've redesigned them from scratch:
Other quality of life improvements and bug fixes
Crossbow knockback has been buffed by 25%.
Fixed weird one-block tall floating cave stone islands in Grotto of Guidance.
The cast projectiles from Enthrall and Sphere of Influence Powers now move much faster.
The hunter behaves differently on the last level of being cursed.
More rendering optimizations.
Numerous smaller balance changes.
Much more
Patch 0.115.12.9
Updated .Net framework used by the project from 4.5 to 4.7.1
Multiple Optimizations from the Switch version ported over, especially with regards to:
Rendering
Object activation and deactivation.
Physics of background objects.
Swapped out SpriteFontPlus libraries with FontStashSharp for updated text rendering and to enable
New animations on destroying lanterns and creating fire brands.
Fixed items from chests held in terrain, getting stuck in solid tiles.
Aquatic enemy pools now have an uncommon chance to appear in the Grotto's generation again.
Extended Spring event and fixed glitch with dynamic grass in the hub.
NOTE: We've been working on a lot more in the background; we look forward to showing You in the next update...
Patch 0.115.14.5
Updated .Net framework used by the project from 4.5 to 4.7.1
Multiple Optimizations from the Switch version ported over, especially with regards to:
Rendering
Object activation and deactivation.
Physics of background objects.
Swapped out SpriteFontPlus libraries with FontStashSharp for updated text rendering and to enable more seemless transitioning between MonoGame (used for PC) and FNA (used for Switch) ports of the game.
New animations on destroying lanterns and creating fire brands.
Fixed items from chests held in terrain, getting stuck in solid tiles.
Aquatic enemy pools now have an uncommon chance to appear in the Grotto's generation again.
Extended Spring event and fixed glitch with dynamic grass in the hub.
Fixed some issues with generating aquatic pools in the Grotto of Guidance (0.115.14.5)
Skeletal Snakes have a chance to appear at the end of the grotto (0.115.14.5)
Some ground work for terrain decorations for next update (0.115.14.5)
NOTE: We've been working on a lot more in the background; we look forward to showing You in the next update...
Patch 0.115.15.5
Updated .Net framework used by the project from 4.5 to 4.7.1
Multiple Optimizations from the Switch version ported over, especially with regards to:
Rendering
Object activation and deactivation.
Physics of background objects.
Swapped out SpriteFontPlus libraries with FontStashSharp for updated text rendering and to enable more seemless transitioning between MonoGame (used for PC) and FNA (used for Switch) ports of the game.
New animations on destroying lanterns and creating fire brands.
Fixed items from chests held in terrain, getting stuck in solid tiles.
Aquatic enemy pools now have an uncommon chance to appear in the Grotto's generation again.
Extended Spring event and fixed glitch with dynamic grass in the hub.
Fixed some issues with generating aquatic pools in the Grotto of Guidance (0.115.14.5)
Skeletal Snakes have a chance to appear at the end of the grotto (0.115.14.5)
Some ground work for terrain decorations for next update (0.115.14.5)
Fixed issue with detection enemy telegraphs not being shown.
NOTE: We've been working on a lot more in the background; we look forward to showing You in the next update...
Patch 0.115.7.3
Additional quality of life improvements
Added start and dissolve animation to several energy projectiles
Terrain caching has been heavily optimized, leading to faster loading times.
Ice Phoenix fight has been updated to be more challenging:
She now has more intelligent target tracking during various attack phases.
A few of her abilities (such as summoning minions) trigger faster as the fight progresses.
Additional level generation safeguards have been implemented.
Other Bug fixes/balance changes:
Fixed spear shadow trail not displaying (though we have an updated animation coming later).
Giant golden fist traps could previously push around flame throwers in the air.
Fixed several glitches associated with recreating previously generated worlds from world property caches.
Reduced Shotbow damage slightly.
Removed spike pit generation from ceiling gas level theme in the Grotto.
Enthrall projectiles are slightly faster.
Note: The price of the game will rise in the near future as we draw closer to release
Have Fun & Happy Easter!
The Optimization Update + Steam Deck Experience improvements
Optimization in update 0.115.X
Hi folks,
We've been testing the game on the Steam Deck and preparing the game for porting to Nintendo Switch. In the process, we found ways we could substantially optimize the game. For example, we noticed that the frame rate would flicker on certain devices when exploring a new part of the map and clearing away the fog of war, so we've been reworking the caching algorithm to run much faster.
Steam Deck related Improvements
Fixed issue with screen scaling cropping off the left side of the screen.
Controller support activates automatically on Linux
Weapon select wheel will not show consumables tabs when there is zero quantity left (outside of tutorial)
A much smoother experience (partly from the abovementioned optimizations).
Thank You to Flqtline and Dannz0r for sharing their experiences, screenshots, and test data for the Steam deck.
Other quality of life and balance changes
Fixed input and texture glitch in fullscreen mode on a widescreen monitor.
Adjusted attack patterns of Golem and fixed bug where it could re-perform the stomp attack multiple times in succession.
Rush themes such as lava ascent, poison gas, and avalanche move slightly faster (red explosive crystals are more common during avalanches).
Added additional lines of attack dialogue to Necromancer.
You can now destroy flamethrower traps in Mantle's Edge with explosives.
Ice Mage and Golems are now more resilient to damage.
Area/run health scaling increased slightly.
Enjoy!
Update Set 0.114.X + Spring Season Stuff πΈπΏ
New Class of Enemies: Golems
Different types of these can be encountered late-game, providing a new challenge to even skilled players.
They currently have a shockwave and ranged attack, with the latter varying according to the biome that they're situated.
In game improvements
New Dialogue System This currently applies to the Necromancer's attack dialogue but will be rolled out to more situations. You can also add player speech bubbles to Your screenshots with ~.
New crate destruction animations that vary with biome.
Stunning and throwing explosive flyers now cause them to detonate on impact.
Several more
Seasonal Bonuses π±
We've been doing some redecorating for the hub world.
Spring breeze also applies to the shifting winds themes of Gnarled Gardens.
New moon variants.
Check the bag at the top-left of the hub
13% in-game XP bonus.
Bug fixes Include
Clockwork turrets (particularly ceiling variants) are now lighter.
Fixed rare dead-end glitch with level generation.
Patch 0.114.3
Fixed potential crash where spring version of hub would not load for Mac/Linux (due to it being uploaded to the wrong but similarly named subdirectory directory).