Attempting to fix an issue where the game would freeze and crash when playing on high game speeds.
Fixed an issue where the saved game speed was not applied correctly to new game instances
1.1 Patch Live Now!
tl;dr; New Turn Based Mode, Gambit Level Expansion, Game Polish, and Balance Changes
Hi all,
I want to extend a heartfelt thank you to all the Chess Survivors players who have been with me since the 1.0 release, which was nearly a month ago.
As a solo developer, I've been hard at work over the past few weeks, moving beyond the initial hotfixes and focusing on incorporating your feedback into my next update. With the 1.1 patch, I'm excited to introduce two major changes that directly stem from your input. Firstly, I've added a new setting that allows you to disable the turn timer, transforming the game into a purely turn-based experience. Additionally, I've expanded and reworked the gambit challenge system, now featuring a total of 20 challenging levels to progress through.
It's truly amazing to see how far our little game has come. I sincerely hope that your enjoyment of playing Chess Survivors matches the immense joy I've experienced in creating it.
Cheers, Aarimous
P.S. Please consider subscribing to My YouTube Channel where I share my game development as an solo indie dev.
1.1 Patch Notes
Note from the dev: Please DM me on Discord if any of the below changes make my game unfun. I want my game to be fun and I am more than willing to hear you our and I will likely make changes to address your feedback!
New Content
Added a new Run Setting to Enable/Disable the Turn Timer
This will hide the turn timer and allow the player to take as long as they want during their turn
Disabling the turn timer will always turn off Steam achievements. I decided to do this because I designed the game around having a turn timer and while I’m all for player playing the way they want to play, the achievements might lose their feeling of accomplishment since the game will be significantly easier without the turn timer. I would be interested in refining the turn based gameplay if this is something you players want.
Disabling the turn timer will also disable any real-time game elements as these were balance around a turn timer and would be over powered without a timer.
Yo-Yo Ability
Wandering Bot Relic
Firewall Map Hazard
Game speed will still adjust how fast the other game elements move, but will no lower apply to the player's turn.. because well there is no timer with this setting.
Gambit Challenge System Expansion/Rework
Added new level 15 and level 20 gambit achievements, these will be activated once the 1.1 build is live.
Reworked the gambit levels gambit levels since there are now 20, generally I made certain mods more difficult. I’m open to feedback if certain levels feel to easy/hard.
Run Setting screen can now handle Gambit levels with multiple mods, this was added to accommodate the Gambit level rework
Gambit Level Progression will now always be enabled regardless of the game speed, previous you could only progress the Gambit level if achievements were enabled. This is another change made to align with the new turn timer setting.
Other New Things
Added 6 new maps layouts for Act 2 and Act 3 maps that will randomly be randomly selected (Act 1 will always be a randomly procedural map)
Added a new system to track wins, losses, and highest gambit levels per character.
This will be displayed on the the character select screen.
Resetting the records will reset this as well.
Added a tooltip to show the current ability stats when hovering over the the ability UI element
Added a display to the pause screen to show all the current Gambit levels and the flavor text
Added a build summary to the game over screen which will show some basic player stats as well as the relics and abilities you had. I had to move the joker’s art to accommodate this.
Balance Changes
Reduced the spawn chance for rare relics from 10% to 5%.
Pawn base health increased from 90 to 95
Rook base health increased from 135 to 140
Changed the Jak character’s starting ability to use the Jak Trap instead of the Yo-Yo. This help makes the new turn timer setting work, and feels a bit more thematic
Yoyo ability
This is a nerf to the Yo-Yo. My goal is for this to be bad early, but good later if you upgraded it a lot and had good relics. As such most of the nerfs are to early stats.
Damage increased from [55, 80, 110, 175] to [75, 100, 140, 190]
Max Number increased from [2,3,4] → [2,3,4,5]
Cooldown decreased form [8,6,4] → [7,6,4]
Scarecrow minion ability
Turn duration fixed to be [10, 15, 20] previously this had 0 and 0 as the last two upgrades.
Martin Character
Lowered melee damage from 70 to 45
Martin’s Relic: Lowered lvl up heal amount for 20 to 15. Added a -25% to AOE multiplier, removed bonus ability power
Steadfast Protector: now reduced 25% of incoming damage, previously this was a flat 30 damage, which made the relic really good early, and less good later. This will make the relic have the same power during the whole game.
User Interface
A new zoom out animation will play when completing the act
A new zoom out animation will play when winning the game
Added floating text which will warn the player when there are 25, 20, 15, 10, 5, 4, 3, 2, 1 turns left in the act. The goal here is to add anticipation for the act endings.
Adjusted UI text to read as Act # Turns Left instead of just Act Turns Left
Lowered the sound effect when you hover over characters on the character select screen.
Adjusted the font to be a bit sharper at all font sizes
Changed the button colors to make the green/red a bit less saturated and easier on the eyes
Bug Fixes and Mics Changes
Fixed a bug where blocked damage would not show correctly
Lowered the “I am the Loot Hoarder” achievement from 100 chest to 50 chests
The Real Knight’s relic: fixed melee healing base to be 20 not 2. This is was a bug.
Fixed a bug where the certain run records were not working correctly.
Fixed a rare game crash where sometimes in act 2 the laser map hazard spawning system would sometimes bug out if a specific spawn outcome was chosen.
Fixed a situation where the game could get stuck if you leveled up and died/won in the same turn.
Game speed is now saved as a local setting and will be remembered between sessions. Previously this was always defaulted to normal speed when launching the game.
Fixed many of the abilities so the animation speed would scale properly with game speed
Fixed game elements like Movement Coins and XP gems so their animation would scale properly with game speed
Fixed character animations (in game) so their animations would scale with game speed
Fixed a bug where the act intro text could sometimes flash on the screen. Not sure if this is actually fixed, but we will see.
Fixed some bugs with the animations when the player dies
Fixed some bugs where navigating from the game over screen to the main menu would flash the game screen
New Beta Build for 1.1 Patch (Part 5)
tl;dr; Gambit level adjustments and few bug fixes
Small patch to make some changes to higher levels of gambit difficulty and some bug fixes.
Please let me know if you find any bugs or if you want me to add any other quality of life changes.
Thanks, -Aarimous
Notes #5
Changed Gambit Level 16 to now increase all enemy damage by 20% instead of adding 15% chance to spawn extra normal enemies.
Changed Gambit Level 6 and 17 to now reduce starting health by 25% instead of 33%.
Adjusted UI text to read as Act # Turns Left instead of just Act Turns Left
Fixed a situation where the game could get stuck if you leveled up and died/won in the same turn.
Lowered the sound effect when you hover over characters on the character select screen.
Notes #4
Reduced the spawn chance for rare relics from 10% to 5%.
Pawn base health increased from 90 to 95
Rook base health increased from 135 to 140
Game speed is now saved as a local setting and will be remembered between sessions. Previously this was always defaulted to normal speed when launching the game.
Fixed many of the abilities so the animation speed would scale properly with game speed
Fixed game elements like Movement Coins and XP gems so their animation would scale properly with game speed
Fixed character animations (in game) so their animations would scale with game speed
Fixed a bug where the act intro text could sometimes flash on the screen. Not sure if this is actually fixed, but we will see.
Notes #3
Added 10 new gambit levels
Reworked the gambit levels gambit levels since there are now 20, generally I made certain mods more difficult. I’m open to feedback if certain things feel to easy/hard.
Run Setting screen can now handle Gambit levels with multiple mods, this was added to accommodate the Gambit level rework
Added new level 15 and level 20 gambit achievements, these will be activated once the 1.1 build is live.
Added 6 new maps layouts for Act 2 and Act 3 maps that will randomly be randomly selected (Act 1 will always be a randomly procedural map)
Added a new system to track wins, losses, and highest gambit levels per character.
This will be displayed on the the character select screen.
Resetting the records will reset this as well.
Added a tooltip to show the current ability stats when hovering over the the ability UI element
Added a display to the pause screen to show all the current Gambit levels and the flavor text
Added a build summary to the game over screen which will show some basic player stats as well as the relics and abilities you had. I had to move the joker’s art to accommodate this.
Adjusted the font to be a bit sharper at all font sizes
Changed the button colors to make the green/red a bit less saturated and easier on the eyes
<*> Yoyo ability
This is a nerf to the Yo-Yo. My goal is for this to be bad early, but good later if you upgraded it a lot and had good relics. As such most of the nerfs are to early stats.
Damage increased from [55, 80, 110, 175] to [75, 100, 140, 190]
Max Number increased from [2,3,4] → [2,3,4,5]
Cooldown decreased form [8,6,4] → [7,6,4]
<*> Scarecrow minion ability
Turn duration fixed to be [10, 15, 20] previously this had 0 and 0 as the last two upgrades.
<*> Martin Character
Lowered melee damage from 70 to 45
Martin’s Relic: Lowered lvl up heal amount for 20 to 15. Added a -25% to AOE multiplier, removed bonus ability power
<*> Bug Fixes
The Real Knight’s relic: fixed melee healing base to be 20 not 2. This is was a bug.
Fixed a bug where the certain run records were not working correctly.
Fixed a rare game crash where sometimes in act 2 the laser map hazard spawning system would sometimes bug out if a specific spawn outcome was chosen.
Notes #2
Added a new Run Setting to Enable/Disable the Turn Timer
This will hide the turn timer and allow the player to take as long as they want during their turn
Disabling the turn timer will always turn off Steam achievements. I decided to do this because I designed the game around having a turn timer and while I’m all for player playing the way they want to play, the achievements might lose their feeling of accomplishment since the game will be significantly easier without the turn timer. I would be interested in refining the turn based gameplay if this is something you players want.
Disabling the turn timer will also disable any real-time game elements as these were balance around a turn timer and would be over powered without a timer.
Yo-Yo Ability
Wandering Bot Relic
Firewall Map Hazard
Game speed will still adjust how fast the other game elements move, but will no lower apply to the player's turn.. because well there is no timer with this setting.
Changed the Jak character’s starting ability to use the Jak Trap instead of the Yo-Yo. This help makes the new turn timer setting work, and feels a bit more thematic
Lowered the “I am the Loot Hoarder” achievement from 100 chest to 50 chests
Gambit Level Progression will now always be enabled regardless of the game speed, previous you could only progress the Gambit level if achievements were enabled. This is another change made to align with the new turn timer setting.
Notes #1
Added floating text which will warn the player when there are 25, 20, 15, 10, 5, 4, 3, 2, 1 turns left in the act. The goal here is to add anticipation for the act endings.
A new zoom out animation will play when completing the act
A new zoom out animation will play when winning the game
Fixed some bugs with the animations when the player dies
Fixed some bugs where navigating from the game over screen to the main menu would flash the game screen
Fixed a bug where blocked damage would not show correctly
Steadfast Protector: now reduced 25% of incoming damage, previously this was a flat 30 damage, which made the relic really good early, and less good later. This will make the relic have the same power during the whole game.
New Beta Build for 1.1 Patch (Part 4)
tl;dr; Balance Changes, Game Speed Fixes, and Bugs
Small patch to fixes some things I found with testing the 1.1 build. Mainly it was adjusting the game so the various things scale properly with the game speed.
Please let me know if you find any bugs or if you want me to add any other quality of life changes.
Thanks, -Aarimous
Notes #4
Reduced the spawn chance for rare relics from 10% to 5%.
Pawn base health increased from 90 to 95
Rook base health increased from 135 to 140
Game speed is now saved as a local setting and will be remembered between sessions. Previously this was always defaulted to normal speed when launching the game.
Fixed many of the abilities so the animation speed would scale properly with game speed
Fixed game elements like Movement Coins and XP gems so their animation would scale properly with game speed
Fixed character animations (in game) so their animations would scale with game speed
Fixed a bug where the act intro text could sometimes flash on the screen. Not sure if this is actually fixed, but we will see.
Notes #3
Added 10 new gambit levels
Reworked the gambit levels gambit levels since there are now 20, generally I made certain mods more difficult. I’m open to feedback if certain things feel to easy/hard.
Run Setting screen can now handle Gambit levels with multiple mods, this was added to accommodate the Gambit level rework
Added new level 15 and level 20 gambit achievements, these will be activated once the 1.1 build is live.
Added 6 new maps layouts for Act 2 and Act 3 maps that will randomly be randomly selected (Act 1 will always be a randomly procedural map)
Added a new system to track wins, losses, and highest gambit levels per character.
This will be displayed on the the character select screen.
Resetting the records will reset this as well.
Added a tooltip to show the current ability stats when hovering over the the ability UI element
Added a display to the pause screen to show all the current Gambit levels and the flavor text
Added a build summary to the game over screen which will show some basic player stats as well as the relics and abilities you had. I had to move the joker’s art to accommodate this.
Adjusted the font to be a bit sharper at all font sizes
Changed the button colors to make the green/red a bit less saturated and easier on the eyes
<*> Yoyo ability
This is a nerf to the Yo-Yo. My goal is for this to be bad early, but good later if you upgraded it a lot and had good relics. As such most of the nerfs are to early stats.
Damage increased from [55, 80, 110, 175] to [75, 100, 140, 190]
Max Number increased from [2,3,4] → [2,3,4,5]
Cooldown decreased form [8,6,4] → [7,6,4]
<*> Scarecrow minion ability
Turn duration fixed to be [10, 15, 20] previously this had 0 and 0 as the last two upgrades.
<*> Martin Character
Lowered melee damage from 70 to 45
Martin’s Relic: Lowered lvl up heal amount for 20 to 15. Added a -25% to AOE multiplier, removed bonus ability power
<*> Bug Fixes
The Real Knight’s relic: fixed melee healing base to be 20 not 2. This is was a bug.
Fixed a bug where the certain run records were not working correctly.
Fixed a rare game crash where sometimes in act 2 the laser map hazard spawning system would sometimes bug out if a specific spawn outcome was chosen.
Notes #2
Added a new Run Setting to Enable/Disable the Turn Timer
This will hide the turn timer and allow the player to take as long as they want during their turn
Disabling the turn timer will always turn off Steam achievements. I decided to do this because I designed the game around having a turn timer and while I’m all for player playing the way they want to play, the achievements might lose their feeling of accomplishment since the game will be significantly easier without the turn timer. I would be interested in refining the turn based gameplay if this is something you players want.
Disabling the turn timer will also disable any real-time game elements as these were balance around a turn timer and would be over powered without a timer.
Yo-Yo Ability
Wandering Bot Relic
Firewall Map Hazard
Game speed will still adjust how fast the other game elements move, but will no lower apply to the player's turn.. because well there is no timer with this setting.
Changed the Jak character’s starting ability to use the Jak Trap instead of the Yo-Yo. This help makes the new turn timer setting work, and feels a bit more thematic
Lowered the “I am the Loot Hoarder” achievement from 100 chest to 50 chests
Gambit Level Progression will now always be enabled regardless of the game speed, previous you could only progress the Gambit level if achievements were enabled. This is another change made to align with the new turn timer setting.
Notes #1
Added floating text which will warn the player when there are 25, 20, 15, 10, 5, 4, 3, 2, 1 turns left in the act. The goal here is to add anticipation for the act endings.
A new zoom out animation will play when completing the act
A new zoom out animation will play when winning the game
Fixed some bugs with the animations when the player dies
Fixed some bugs where navigating from the game over screen to the main menu would flash the game screen
Fixed a bug where blocked damage would not show correctly
Steadfast Protector: now reduced 25% of incoming damage, previously this was a flat 30 damage, which made the relic really good early, and less good later. This will make the relic have the same power during the whole game.
New Beta Build for 1.1 Patch (Part 3)
tl;dr; New Gambit Levels, Balance, QOL, Polish, and Bug Fixes
This patch is close to what the full 1.1 patch will be. I plan on publishing the full 1.1 patch on September 30th. Please let me know if you have any changes or QOL things you'd like me to add. If it's a small enough change, I will probably add it.
Please let me know if you find any bugs or if you want me to add any other quality of life changes.
Thanks, -Aarimous
Notes #3
Added 10 new gambit levels
Reworked the gambit levels gambit levels since there are now 20, generally I made certain mods more difficult. I’m open to feedback if certain things feel to easy/hard.
Run Setting screen can now handle Gambit levels with multiple mods, this was added to accommodate the Gambit level rework
Added new level 15 and level 20 gambit achievements, these will be activated once the 1.1 build is live.
Added 6 new maps layouts for Act 2 and Act 3 maps that will randomly be randomly selected (Act 1 will always be a randomly procedural map)
Added a new system to track wins, losses, and highest gambit levels per character.
This will be displayed on the the character select screen.
Resetting the records will reset this as well.
Added a tooltip to show the current ability stats when hovering over the the ability UI element
Added a display to the pause screen to show all the current Gambit levels and the flavor text
Added a build summary to the game over screen which will show some basic player stats as well as the relics and abilities you had. I had to move the joker’s art to accommodate this.
Adjusted the font to be a bit sharper at all font sizes
Changed the button colors to make the green/red a bit less saturated and easier on the eyes
<*> Yoyo ability
This is a nerf to the Yo-Yo. My goal is for this to be bad early, but good later if you upgraded it a lot and had good relics. As such most of the nerfs are to early stats.
Damage increased from [55, 80, 110, 175] to [75, 100, 140, 190]
Max Number increased from [2,3,4] → [2,3,4,5]
Cooldown decreased form [8,6,4] → [7,6,4]
<*> Scarecrow minion ability
Turn duration fixed to be [10, 15, 20] previously this had 0 and 0 as the last two upgrades.
<*> Martin Character
Lowered melee damage from 70 to 45
Martin’s Relic: Lowered lvl up heal amount for 20 to 15. Added a -25% to AOE multiplier, removed bonus ability power
<*> Bug Fixes
The Real Knight’s relic: fixed melee healing base to be 20 not 2. This is was a bug.
Fixed a bug where the certain run records were not working correctly.
Fixed a rare game crash where sometimes in act 2 the laser map hazard spawning system would sometimes bug out if a specific spawn outcome was chosen.
Notes #2
Added a new Run Setting to Enable/Disable the Turn Timer
This will hide the turn timer and allow the player to take as long as they want during their turn
Disabling the turn timer will always turn off Steam achievements. I decided to do this because I designed the game around having a turn timer and while I’m all for player playing the way they want to play, the achievements might lose their feeling of accomplishment since the game will be significantly easier without the turn timer. I would be interested in refining the turn based gameplay if this is something you players want.
Disabling the turn timer will also disable any real-time game elements as these were balance around a turn timer and would be over powered without a timer.
Yo-Yo Ability
Wandering Bot Relic
Firewall Map Hazard
Game speed will still adjust how fast the other game elements move, but will no lower apply to the player's turn.. because well there is no timer with this setting.
Changed the Jak character’s starting ability to use the Jak Trap instead of the Yo-Yo. This help makes the new turn timer setting work, and feels a bit more thematic
Lowered the “I am the Loot Hoarder” achievement from 100 chest to 50 chests
Gambit Level Progression will now always be enabled regardless of the game speed, previous you could only progress the Gambit level if achievements were enabled. This is another change made to align with the new turn timer setting.
Notes #1
Added floating text which will warn the player when there are 25, 20, 15, 10, 5, 4, 3, 2, 1 turns left in the act. The goal here is to add anticipation for the act endings.
A new zoom out animation will play when completing the act
A new zoom out animation will play when winning the game
Fixed some bugs with the animations when the player dies
Fixed some bugs where navigating from the game over screen to the main menu would flash the game screen
Fixed a bug where blocked damage would not show correctly
Steadfast Protector: now reduced 25% of incoming damage, previously this was a flat 30 damage, which made the relic really good early, and less good later. This will make the relic have the same power during the whole game.
New Beta Build for 1.1 Patch (Part 2)
tl;dr; Setting to disable the turn timer and changes to accommodate this setting
This patch added a new setting to the run settings screen to disable the turn timer. This has been a long requested feature that I have not prioritized as my focus has been on the core gameplay and game balance.
Please let me know if you find any bugs or if you want me to add any other quality of life changes.
Thanks, -Aarimous
Notes #2
Added a new Run Setting to Enable/Disable the Turn Timer
This will hide the turn timer and allow the player to take as long as they want during their turn
Disabling the turn timer will always turn off Steam achievements. I decided to do this because I designed the game around having a turn timer and while I’m all for player playing the way they want to play, the achievements might lose their feeling of accomplishment since the game will be significantly easier without the turn timer. I would be interested in refining the turn based gameplay if this is something you players want.
Disabling the turn timer will also disable any real-time game elements as these were balance around a turn timer and would be over powered without a timer.
Yo-Yo Ability
Wandering Bot Relic
Firewall Map Hazard
Game speed will still adjust how fast the other game elements move, but will no lower apply to the player's turn.. because well there is no timer with this setting.
Changed the Jak character’s starting ability to use the Jak Trap instead of the Yo-Yo. This help makes the new turn timer setting work, and feels a bit more thematic
Lowered the “I am the Loot Hoarder” achievement from 100 chest to 50 chests
Gambit Level Progression will now always be enabled regardless of the game speed, previous you could only progress the Gambit level if achievements were enabled. This is another change made to align with the new turn timer setting.
Notes #1
Added floating text which will warn the player when there are 25, 20, 15, 10, 5, 4, 3, 2, 1 turns left in the act. The goal here is to add anticipation for the act endings.
A new zoom out animation will play when completing the act
A new zoom out animation will play when winning the game
Fixed some bugs with the animations when the player dies
Fixed some bugs where navigating from the game over screen to the main menu would flash the game screen
Fixed a bug where blocked damage would not show correctly
Steadfast Protector: now reduced 25% of incoming damage, previously this was a flat 30 damage, which made the relic really good early, and less good later. This will make the relic have the same power during the whole game.
New Beta Build for 1.1 Patch
tl;dr; More game polish and bug fixes
My goal with the 1.1 release is to add more polish based on player feedback as well as some bug fixes. I am still planning on adding a new character records system to this patch as well, but I am still working on that.
Please let me know if you find any bugs or if you want me to add any other quality of life changes.
Thanks, -Aarimous
1.1 Beta Patch Notes #1
Added floating text which will warn the player when there are 25, 20, 15, 10, 5, 4, 3, 2, 1 turns left in the act. The goal here is to add anticipation for the act endings.
A new zoom out animation will play when completing the act
A new zoom out animation will play when winning the game
Fixed some bugs with the animations when the player dies
Fixed some bugs where navigating from the game over screen to the main menu would flash the game screen
Fixed a bug where blocked damage would not show correctly
Steadfast Protector: now reduced 25% of incoming damage, previously this was a flat 30 damage, which made the relic really good early, and less good later. This will make the relic have the same power during the whole game.
Hotfix #4
Another round of bugfixes and a few relics changes (mainly buffs) and fixed some values that were a tenth of the intended size.
Many of these bug fixes were aimed at fixing the bug where the game could sometimes crash after a run. I'm not sure if this will totally fix it as I was not able to replicate the crashing bug myself.
If your game is crashing on you please contact me on the post or over in Discord with any info on what happened right before it crashed. Thanks! Aarimous
Relics
Ever Sharp Dagger: buffed to now grant +25 melee damage, but also -15 ability damage
Two of Diamonds: buffed to now also grant -30 to level rewards cost and -20 to relic chest reroll cost
Retromation's Glasses: Adjusted the attack animation to improve visibility
Staff of Chaos: Fixed values as they were all a tenth of the intended amounts and adjusted values so it now adds +20 damage for all map hazard types
Friendly Goblin: Fixed values as they were all a tenth of the intended amounts
Your Last Gloves: Fixed values as they were all a tenth of the intended amounts
Lost Diadem of the Queen: Fixed to now add +2 to pierce instead of ability damage per pierce twice
Bugs and Miscellaneous Changes
Adjusted health bar so missing health is a bit darker to help with clarity
Adjusted the floating text values to have a max scale
Decreased the spawn rates of the Firewalls as the amount spawned was a bit much compared to the difficulty of the Meteors and Lasers
Fixed a bug so the Firewalls now only start pulsing the turn before they trigger
Fixed a bug where the art of the enemies would sometime not show in the correct
Fixed a bug where the art color of the enemies would sometimes be stuck in the red attack phase
On the game over screen the “Main Menu” and “New Run” buttons are now side by side. This is so they fit better on the screen.
On the game over screen the stats no longer auto-wrap. This was causing some UI issues when the player would get large records and unlock new character/relics
Fixed a bug where the player could still input movement commands when the game was over
Fixed a bug where the games turn timer wouldn’t properly stop when the game was over
Fixed a bug where “On Death” animation would sometimes not show the characters art dissolving
Adjusted the game over screen so it slowly fades in instead of just suddenly appearing
Hotfix #3
Small hotfix patch based on player feedback. I am aware of an issue where the game sometimes crashes after a run. If you are seeing this bug please reach out to me on Discord as I could use some help figuring out what is causing the crash.
Fixed the "Tis But A Scratch" achievement so it will correctly be unlocked when a player wins a game and take at least 1000 damage. There was a bug where the game was looking for exactly 1000 damage
Ancient Elite Skull explosions now deals 50% of the elites health instead of 100%
Made the button text smaller for the Reset Progress and Reset Records buttons
Hotfix #2
Fixed a bug that caused the game to crash on leveling up. This was caused by my changes to the Snow Day ability last night.
Fixed a bug where some of the new achievements were not counting (Enemies Killed, Chests Opened, and Elites Killed)