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Aura of Worlds screenshot
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Genre: Platform, Strategy, Tactical, Adventure, Indie

Aura of Worlds

More Updates to Alpha Branch

Hi everyone!

We hope you're keeping well during these strange times!

We've been working multiple new quality of life and functional changes, not all of which are 100% stable (we won't spoil them until the update is fully released).

We've uploaded said changes to the alpha branch, for
To access the branch please navigate to:
Steam Client->Right Click Aura of Worlds->Properties->Betas tab->Select Alpha from the Dropdown list.



"What's in it for me for reporting on the builds early?"



  • Progress carries over into the main branch.
  • Our heartfelt thanks.
  • The advantage of playing with the new features and mechanics before next major update.
  • The gratitude of an awesome community.


The update is almost complete, and we estimate properly releasing within seven days.
Have a Wonderful Week ahead!


Update 0.87: Improvements to combat and level generation



Hi folks,

Here's a breakdown of the update:

Better level generation:



  • Floating structures

  • New room layout rules.



Upgrade forges:



  • Are now guaranteed to spawn once per world.
  • Knockback modifiers can now apply to ranged weapons.
  • New momentum modifier for ranged weapons.


Combat:



  • First melee strikes now (briefly) stun most enemies, disrupting their attacks (2.5 second recharge).


  • Lowered average melee damage slightly & added a fractional slow down on hit to balance this.
  • Updates to ranged weapons (as above)
  • Chakram range and speed nerfed.
  • We've enhanced the slash animation for melee weapons from this:

    To this:


    NOTE: If you'd like to swap between them, go to Pause>Other Option->Melee Slash Style.


Shops:



  • Increased range of items offered,
  • Shops can now sell modified items (i.e., upgrades and flaws are randomly applied)
  • locked items have a scarce chance of appearing
  • Fixed text overflow bug with U.I.


Other:



  • Various optimizations and U.I. bug fixes.
  • Luck status effect from opening all chests in the level now shows correctly.


Hot fix 14th of August:


Fixed new level generation from becoming blocked.

Feedback is welcome!


Especially through the forums or on Discord:
https://discord.gg/qN9J5f4




Thanks, everyone!
Have a wonderful week ahead!

The Forge & Fortune Update 🛠️🍀

Hi folks,

A key focus of this update is making equipment much more satisfying to loot and use.

Upgrade Forges:



These stations provide you with a way to adds modifiers to your equipment.

You can upgrade your equipment multiple times during a run, but only once per forge. Forges allow you to upgrade 2-3 items at a time, to encourage you to experiment with more tools.

Item Modifiers:


These change how your gear behaves: from piercing arrows to recharging shield gauntlets.
Or occasionally freezing enemies to sending enemies flying!

Modifiers can be applied to any of your items (except consumables, regular boomerangs and powers). Feel free to experiment with over 15 of them across more than a dozen items!

Altars and Treasure Updates:


An altar will generate several items that you'll need to choose between.
This may be equipment items or runes you don't have yet or consumables. There are well over 40 possible items!


In the past, most items would not spawn in-game until you had unlocked it as starter equipment. We realize this was a mistake, as it prevented players from experiencing a core part of the game until much later.
To remedy this locked items still have a chance to spawn in altars and chests, (just at 1/10th of their regular probability if locked)

To make things more interesting, equipment that you loot from the world (e.g. altars, bosses and large chests) will usually have random modifiers attached to them (not all of them positive).

New Potions:


Potion of Luck: Increases your luck for a substantial period of time (see below)
Flask of Frost: Freezes any enemy that you attack! Just be wary of the temporary
resistance to ice after thawing.




Luck:



May the odds be ever in your favor! Luck increases the chance of good things happening while fighting, forging, and other activities.
It's always possible to win the game with good skill and poor luck, however, it pays to have an edge.

Some of the effects that luck has includes:

  • Discounts at stores.
  • Dodging an attack (despite it touching you)
  • The chance of getting more than one positive item modifier upon upgrading.
  • Amount of money dropped by enemies.
  • and more...!


Various actions in-game, such as opening all chests in a level or slaying a boss, will increase luck for a time.

Dodging and critical hits:


There is now a chance to dodge attacks (despite them touching you) and a chance to deal much more damage to the opponent.
Factors such as luck, acrobatics, runes, and equipment modifiers all affect this.

More Graphics Changes:



  • New unlock menus

  • Status effects time is now display with a darkened image meter:
    For example:

    Note: the crossbow here has piercing and poison element modifiers applied.
  • Each area has it's own water colors (see image below)



Quick Buff:


So you told us that during an emergency, it took too long to find and quaff down the potions you needed to survive. Drawing inspiration from other games, we found that a shortcut to drink all positive potions addressed this quite nicely. No more fiddling around with the inventory grid or weapon wheel, simply hold down on keyboard or gamepad by default (gamepad will default to using quick heal button on next load).

Other changes:



  • Orb mage retreats slower and projectiles can't damage you before they're launched.
  • Easy mode XP percentage increased from 70% to 80%
  • Fixed bug with mouse/cursor lock would crash the game.
  • Fixed various glitches with help prompt displays.
  • Fixed bug with skeletons getting stuck in shallow pools of water.
  • Increased the range of most melee weapons.
  • Bosses marginal increase in health due to the modifiers making things easier.
  • Various improvements and fixes to the inventory menu.

    Here's what the gardens and temple water look like now:




Feedback is welcome!


Especially through the forums or on Discord:
https://discord.gg/qN9J5f4


A shout out to our awesome testers:


Thanks, everyone!

We hope that you enjoy the updates and keep well during these strange times!

Alpha Branch Updates

New (& experimental) features


We're trialing a plethora of new features on the alpha branch.
So what are the changes...they're a secret. We won't spoil what they are before the update's full release. Though one addition is a system for upgrading your gear ⚔️ during a run!

To access the branch please navigate to:
Steam Client->Right Click Aura of Worlds->Properties->Betas tab->Select Alpha from the Dropdown list.





"What's in it for me for reporting on the builds early?"



  • An in-game XP bonus for testing before the next major update (to be applied after said event).
  • Progress caries over into the main branch.
  • The advantage of playing with the new features and mechanics before next major update.
  • Our heartfelt thanks.
  • The gratitude of an awesome community.



Is it stable?


The latest builds been tested for hours, and it's about as stable as the previous update set in May (alright...more like 90%). Let us know if we missed anything!

Please report all issues in the Issues and any complications to this forum:
https://steamcommunity.com/app/841600/discussions/1/

Have an awesome week ahead!

The Cross Platform Update: Mac, Linux, DirectX, new 🎶 and more..




Hi everyone,

We’ve been enhancing the engine and adding support for Mac and Linux. Making the game available to people on different platforms has always been a critical goal with this project. We are thrilled to finally provide stable builds on each platform. Anyone playing the game on Mac or Linux before the 9th of May will receive an in-game XP bonus after the event.

Engine work


Lowering the specs required to run the game (though it may not run on a 🥔):

  • The game uses significantly less memory than its predecessor.
  • The Direct X build is now stable and will run better on older machines than OpenGL.
  • Resources are pre-compiled to a pipeline for faster loading time at initialization.


🎼 New Music 🎵

Since we last spoke about music we've added several tracks, courtesy of the talented Mat Dwyer. Here's a preview for you to enjoy in the first few days of the announcement.


Known System Requirements


Mac:
  • 64 Bit Operating System
  • Mac OS X 10.7-10.14
    (WARNING: will not run on Catalina by default, unless special permissions are set to run un-notarized apps).
  • Mono Framework 6.5 or higher.
  • 1.5 GB RAM


Linux:
  • 64 Bit Operating System
  • 1.5 GB RAM
  • Ubuntu 16 or higher (may potentially work with Steam OS)
  • Mono Framework 5.8 or higher.


A huge thanks to our first port testers:

  • Jessica Turner (pixel artist)
  • Maskedsound
  • Andrew Magee
  • Volnes
  • Awesome players like you


Fix: 5th of March


Restored missing launch options for Linux and Mac.


Other changes

  • Lighting changed to 2x2 pixel coarseness for better consistency with game's aesthetic.
  • Additional tweaks to enemy and trap spawning.
  • When using the controller, timed shield blocks reflect projectiles in the direction of impact by default. Precision aiming is still available with the right analog stick.

  • Pools of aquatic enemies in the gardens are more manageable.
  • Stalactites have a longer telegraph time with the audio warning playing much earlier. Additionally, there are visual queues for when it's about to fall from off-screen (Windows version)
  • Enthrall 🤍 power now lasts twice as long (longer when charged up), allowing you to make more use of your temporary allies. Opponents are briefly stunned when the effect ends.

  • Fixed bug with missing sound effects on the Direct X build.
  • Fixed bug where climbing a ladder/mesh/vine through a jump through would cause the player to be teleported a short distance.
  • Fixed bug with the sphere of influence having an opaque graphic.
  • Spear traps are more obvious, and their occurrence in the gardens is much rarer.

  • Lantern and brazier traps are more clearly telegraphed.


Linux:



    Letting your voice be heard:

    As always, feel free to discuss you'd like to see/any issues through the forums, there are several great community members there who are willing to help.


    Additionally, we've just started a Discord server, for those who interested in real-time discussions for the game:

    https://discord.gg/qN9J5f4

    Thank you and have a wonderful month ahead!

    Mac and Linux testers: We want you!

    Hi everyone!

    Making the game accessible to people on different platforms has always been a key goal with this project. We are looking to get this right, and so invite players with Mac/Linux computers to try out the game on a different platform.

    NOTE: If you're looking to buy the game for Mac/Linux specifically, then you might prefer to wait a week, while testing is underway.

    Be warned, this functionality is quite alpha. So alpha in fact that it needs to be accessed on the alpha branch!
    To access the branch please navigate to:
    Steam Client->Right Click Aura of Worlds->Properties->Betas tab->Select Alpha from the Dropdown list.



    Known System Requirements


    Mac

    • Mac OS X 10.7-10.14
    • 64 Bit computer.
    • Mono Framework 6.5 or higher.
    • WARNING: Not officially notarized so will Not run on Catalina by default.
    • 1.5 GB Graphics card memory.


    Linux

    • Ubuntu 16 or higher.
    • 64 Bit computer.
    • Mono Framework 5.8 or higher.
    • 2 GB RAM
    • 1.5 GB Graphics card memory.


    Please report all issues in the Issues and any complications to this forum:
    https://steamcommunity.com/app/841600/discussions/1/

    "What's in it for me for reporting on the Mac/Linux builds early?"



    • An in-game XP bonus for testing before the next major update (to be applied after said event).
    • A preview of content for the next major update.
    • The gratitude of an awesome community.
    • Our heartfelt thanks.


    Is it stable?


    The builds have been tested by at least two people on each platform to be working. As such we consider it to be stable enough to provide to the public.

    A huge thanks to:

    • Jessica Turner (pixel artist)
    • Maskedsound
    • Andrew Magee
    • Volnes


    For providing intensive testing and diagnostics.

    We would like to thank you to, the players who keep this project alive!

    Engine Enhancements + Direct X Support

    Hi everyone,

    This past couple of months, we've been doing significant engine enhancements with a port to Direct X.

    We hope to support more lower-end computers and port to new platforms. The latest versions use only half the memory of the predecessor.

    Since 2013, we had been using SFML libraries to connect to OpenGL and Open Audio. The new port to MonoGame is what directly supports Direct X (both are available in the launch options).

    We anticipate having Ports for Mac and Linux ready for you very soon.

    Updates 0.82.5 and 0.82.8

    Patch 0.82.8


    • Fixed bug with being forced to do the tutorial if you had a controller.
    • Fixed a bug where pressing back on the Choose Equipment Menu in the hub, reloaded the splash screen.
    • Fixed not being able to set alt-item in certain scenarios with the weapon wheel.


    Update 0.82.5 :

    (1st February 2020)
    • Updated music logic for early areas.
    • Audio additions...
    • Refinements to tutorial
    • Boomerangs can no longer stun lock opponents, but have a longer stun duration.
    • Skeletons have a reaction delay if you get behind them while they swing their weapons (dashing/rolling/etc.)
    • Fixed bug where visiting the hub counted as a run.
    • Updated credits page


    We're working on some engine updates to support more platforms in the near future...

    Update Set 0.82.X: Better Level Generation, Hub 2.0 and More! +Bushfire Appeal

    Hi everyone,

    We’ve been working on multiple enhancements and new features for you, over the past couple of months:

    New Hub

    • Now almost double the size with far more polish than its predecessor.
    • Added a plethora of decorations and new tiles.
    • Added difficulty select station.


    Better Level Generation:

    • Level rooms are connected in an even more varied network, joining in a more labyrinth-like fashion.
    • Tuned down the probability of large pits.
    • Rebuilt the method of random tile graphic selection, to be much less repetitive.
    • Chests are more spread out, with higher reward chests more likely to occur in dangerous detours.
    • Grotto tiles have a cleaner generation pattern:


    Graphics:

    • New background objects, including these stained glass windows:

    • Various U.I. improvements including an updated confirmation dialog box.
    • New terrain tiles including those in the picture above.
    • Certain background objects can give off a glow when appropriate.
    • Updated the sprites of some collectable runes.


    Bug Fixes/Balance changes:

    • Made the player's hitbox snap more accurately to the animations.
    • Fixed colliders on the wooden platforms seen in the hub.
    • Fixed diagnostic script printing to console continuously.
    • Fixed a glitch where the first grotto level was sometimes too short.
    • Tutorial Level 1 has been rebuilt
    • The poison status effect now carries more of a punch.

    And much more...

    More updates/patches in February


    See next announcement for full details.

    Bushfire Appeal


    The recent Australian bushfires have caused devastation to homes, wildlife, property, and human lives. This has been on a scale unprecedented since the 1970s.
    As Australians, it grieves us to see the disaster hurt those around us.

    In response to this, we will be donating all proceeds from sales to the bushfire relief:
    from the 1st of January to the 5th 7th of February.
    This includes the following charities:


    To be transparent about what this means:

    • All proceeds exclude taxes and Steam’s cut.
    • The charities listed above, have ways to donate directly to them. This is much more efficient as they’re not subject to the fees that we are.
    • If roguelites/platformers aren’t the type of game you enjoy at this stage than don’t buy (there are other ways of contributing to the appeal, for those interested).
    • We receive proceeds from sales, one month after the end of January, though we will offset this with the previous month's sales in the meantime.
    • If anything is unclear, please feel free to enquire either by email cognitiveforge@gmail.com or by posting a comment here.


    Thank you!

    Merry Christmas 🎁🎄 + Update 0.81.31

    Merry Christmas everyone!

    The changes are as follows:

    • Significant rework of room placement generation. Resulting in, less predictable paths, that requires more exploration.
    • Both arrows and chakrams can be coated in poison or armor breaking sap.
    • Bugfix: Mines, lantern traps and brazier traps, properly flash red to warn you (previously they weren't fully ported to the color new system),
    • Numerous balance adjustments and small U.I. enhancements.


    The game is currently on sale for the festive season!

    NOTE: These changes are the start of a larger update set which we look forward to rolling out to you soon!