Chess Survivors cover
Chess Survivors screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie

Chess Survivors

Map Hazards 0.10.2 Patch Live Now!

tl;dr; New Meteor Shower Map Hazard, Text Warnings, Localization Support, Spanish Translations

Hi All,

This patch marks a major step forward for Chess Survivors. The new map hazards system will bring new challenges and give players a textured experience where they will need to plan their movement and positioning carefully to avoid hazards and the horde of enemies. I plan to add a few more map hazard types (read more below), so this is just the beginning of the 0.10 patch cycle.

This patch also marks support for localization with the first language being Spanish. I made some underlying changes to the game which will allow me to quickly add more languages each patch. I am using Google to translate the text, so please let me know if you come across anything that is poorly translated and I can quickly fix it.

As always, you can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea! Thank you to all of you who have given me feedback and helped test new features.

Thanks for playing my little indie game :)
Much love,
Aarimous

Patch Notes


Map Hazards



  • This new feature will bring hazards the player needs to avoid.
  • Throughout the acts there will be portions where these map hazards will spawn.
  • A tile warning indicator will appear on a tile giving the player a few turns to avoid the incoming hazard. This amount of turns will vary depending on the type of map effect.
  • Generally as the run progresses the hazards increase in difficulty by either waves with more hazards, larger area of effects, more damage, or some other effect I have yet to design.
  • This will give an additional layer of challenge and choice to avoid the hazard or maybe move into the hazard to collect a chest, XP, or to outmaneuver the enemies.
  • My goal will be to add a few different types map hazards
  • From a design perspective, these map effects will only ever damage the player. I don't think it would be fun for this type of game to stun/slow the player's movement and frankly I hate those sort of mechanics.
  • Each run the type of hazard will be randomized and for that run you will only see hazards of this type.
  • My goal with this is to add challenge but not overwhelm you with having to figure out which type of hazard is on the screen.

Map Hazard: Meteor Shower



  • Spawn a meteor which will fall from the sky dealing area of effect damage to the player if the player is on one of the hazards tiles.
  • Warning indicator will appear 2 turns before the meteor spawns.
  • Indicator will start to pulse the turn the meteor will spawn.
  • Meteors can spawn in small, medium, or large sizes where the size will target more tiles.
  • Meteors will spawn in waves and text will appear in the bottom left corner "Meteor Shower Approaching" and will last from 10-30ish turns.
  • Meteors deal 5 damage at all levels and act. I will likely adjust, but right now my goal was to implement the feature and I can balance later.
  • Meteor showers will always start at the same turns each run, but the actual shower can have some variance in how many meteors it will spawn. This should all the player to learn the spawn times and plan their movement accordingly.

Text Warnings



  • In the bottom right corner of the screen text can now appear informing the player of incoming map hazards
  • I might eventually expand this to add warning, but for now I like how simple this is.
  • Text will be stamped with turn it appeared on, and will fade out after a few turns.

Localization Support



  • Added translation support for Spanish. Note: I used google translate, so please message me if something is horribly translated and I can easily change it.
  • Reworked all the text in the game to support language translation which also resulted in changing some of the English translations as well
  • Added a language selection picklist that will appear the first time you load the game.
  • Will now try and default the language to the language set on your OS, if that language is not supported it will default to English.
  • Added language selection to the setting screen

Balance Changes



  • Pawn base damage 1 -> 2. I want to make the game overall a little harder, and this will brings pawn damage in line with Knights. However Knights move every other turn, so although their movement pattern is more complicated they should have similar difficulty to pawns.
  • Updated the Ace of Spades relic so it now removes the act limit to upgrades.

    • Previously, the relic extended the threshold 1 act, but this felt confusing.
    • The new relic feels a bit cleaner, but I might still added another attribute increase it's power a bit more


Bug Fixes and Misc



  • Fixed a bug where clicking a button to move past the "Photosensitivity Warning" screen would also press the "Play" button on the menu screen.
  • Adjusted the end game screen so it now properly reflect the bonus XP you get from the run settings, previously it was not considering the gambit level for the bonus XP
  • Adjusted the Stats & Info screens so the stat values will now be justified to the right. This makes the stats a bit easier to read.
  • Moved the pause screen build to be aligned to the buttons
  • Fixed some typos


0.10.1 Beta Preview Build Part 2

tl;dr; localization support and random bug fixes/changes

The preview build for the 0.10.1 patch is now available on the beta branch. This was a bit tedious, but I can now easily localize the game's text into new languages. I'm using google translate so I expect to be less accurate, but it's better than nothing.

Play now on the beta branch.

-Aarimous


Localization Support



  • Added translation support for Spanish. Note: I used google translate, so please message me if something is horribly translated and I can easily change it.
  • Reworked all the text in the game to support language translation which also resulted in changing some of the English translations as well
  • Added a language selection picklist that will appear the first time you load the game.
  • Will now try and default the language to the language set on your OS, if that language is not supported it will default to English.
  • Added language selection to the setting screen


Other



  • Updated the Ace of Spades relic so it now removes the act limit to upgrades.

    • Previously, the relic extended the threshold 1 act, but this felt confusing.
    • The new relic feels a bit cleaner, but I might still added another attribute increase it's power a bit more

  • Fixed a bug where clicking a button to move past the "Photosensitivity Warning" screen would also press the "Play" button on the menu screen.
  • Adjusted the end game screen so it now properly reflect the bonus XP you get from the run settings, previously it was not considering the gambit level for the bonus XP
  • Adjusted the Stats & Info screens so the stat values will now be justified to the right. This makes the stats a bit easier to read.
  • Moved the pause screen build to be aligned to the buttons
  • Fixed some typos




0.10.0 Preview Build now Live on Beta Branch

tl;dr; New Meteor Shower Map Hazard, Text Warnings, Pawn Balance

Hi All,

The preview build for the 0.10.0 patch is now available on the beta branch. I'm pretty excited about this patch and I think it brings much needed difficulty and texture to the game play experience. My goal is for the game to be hard, but winnable. Over the last few patches I think I've added a bit to much player power in the form of minions, new relics, and the rare relic rework. I will be slowly adjusting the balance as we approach 1.0, but for now I think this patch will be a good step in the right direction.

You can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea! I truly love working on it and it's such a blast seeing you find Chess Survivors and enjoy it's unique take on the genre.

Thanks for playing my little game. :)
Much love,
Aarimous

0.10.0 Beta Patch Notes #1


New Features


Map Hazards



  • This new feature will bring hazards the player needs to avoid.
  • Throughout the acts there will be portions where these map hazards will spawn.
  • A tile warning indicator will appear on a tile giving the player a few turns to avoid the incoming hazard. This amount of turns will vary depending on the type of map effect.
  • Generally as the run progresses the hazards increase in difficulty by either waves with more hazards, larger area of effects, more damage, or some other effect I have yet to design.
  • This will give an additional layer of challenge and choice to avoid the hazard or maybe move into the hazard to collect a chest, XP, or to outmaneuver the enemies.
  • My goal will be to add a few different types map hazards
  • From a design perspective, these map effects will only ever damage the player. I don't think it would be fun for this type of game to stun/slow the player's movement and frankly I hate those sort of mechanics.
  • Each run the type of hazard will be randomized and for that run you will only see hazards of this type.
  • My goal with this is to add challenge but not overwhelm you with having to figure out which type of hazard is on the screen.

Map Hazard: Meteor Shower



  • Spawn a meteor which will fall from the sky dealing area of effect damage to the player if the player is on one of the hazards tiles.
  • Warning indicator will appear 2 turns before the meteor spawns.
  • Indicator will start to pulse the turn the meteor will spawn.
  • Meteors can spawn in small, medium, or large sizes where the size will target more tiles.
  • Meteors will spawn in waves and text will appear in the bottom left corner "Meteor Shower Approaching" and will last from 10-30ish turns.
  • Meteors deal 5 damage at all levels and act. I will likely adjust, but right now my goal was to implement the feature and I can balance later.
  • Meteor showers will always start at the same turns each run, but the actual shower can have some variance in how many meteors it will spawn. This should all the player to learn the spawn times and plan their movement accordingly.

Text Warnings



  • In the bottom right corner of the screen text can now appear informing the player of incoming map hazards
  • I might eventually expand this to add warning, but for now I like how simple this is.
  • Text will be stamped with turn it appeared on, and will fade out after a few turns.

Balance Changes



  • Pawn base damage 1 -> 2. I want to make the game overall a little harder, and this will brings pawn damage in line with Knights. However Knights move every other turn, so although their movement pattern is more complicated they should have similar difficulty to pawns.

0.9.2 Patch Live Now!

tl;dr; New Minion Ability, New Minion Focused Character, Touch Support

Hi All,

This patch has both the 0.9.1 changes which were already live on the beta patch as well as some changes I made for 0.9.2. This will be the final patch for the minions (for now). I'm pretty happy with the 4 major content pieces added being the Spitball Minion, Snowman Minion, Alien Portal Minion, and the Little Toy Robot to act as the minion based character. I have a few more ideas like a dummy minion to taunt enemies or some sort of paper airplane minion that would follow the player around. Both of those are TBD and may very well not happen at all.

My next major goal is to work on way to make Act 2 feel unique, but more to come on that shortly. You can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea!

Thank you to all of you who have given me feedback and helped test new features. I'm getting very excited to be get closer and closer to the full 1.0 release.

Thanks for playing my little game. :)
Much love,
Aarimous

0.9.2 Patch Notes #2



  • New Character: Little Toy Robot : it's a cute little robot that has a unique movement patter flipping from king movement to a large burst of forward movement. It has some nice added base stats for minions, but at the cost of very low melee attack.
  • Reorganized the character unlock so the less fun characts are unlocked later. This should also reflect a better pacing for new movement patterns and game mechanics.
  • Adjusted relic unlocks to be paired up with specific character unlocks. This way each level-up should have more a theme to it. I will likely do another pass at this in coming patches.

0.9.1 Patch Notes #1




  • New Minion Ability: Alien Minion : Spawn an alien minion in an adjacent tile. During the movement phase the alien will create a portal making the tile a selectable movement tile. Selecting the portal will teleport the player to the portal. The player deals melee damage to enemies it collides with. When the player reaches the portal it will expand and deal damage to enemies in adjacent tiles.
  • Adjusted how the input is handled for mouse and touch screen. For mouse nothing will practically change, but for touch screen it will now function as expected. When using a touch screen the tile selection icon will sometime remain on the tile since touching the screen moves where the game thinks the mouse cursor is, I couldn't easily fix this so for now it's just part of the game.


0.9.1 Preview Build now Live on Beta Branch

tl;dr; New Alien Minion, touch input changes

Hi All,

The preview build for the 0.9.1 patch is now available on the beta branch. I think this new minion will make the run feel incredible unique if you find it during your runs. Let me know what you think about the balance and visual clarity as I think it might need to be adjusted. I am also working to address a bug where the game will sometimes crash when starting a new run, please let me know if you encounter this bug.

You can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea!

Much love,
Aarimous


0.9.1 Beta Patch Notes #1




  • New Minion Ability: Alien Minion : Spawn an alien minion in an adjacent tile. During the movement phase the alien will create a portal making the tile a selectable movement tile. Selecting the portal will teleport the player to the portal. The player deals melee damage to enemies it collides with. When the player reaches the portal it will expand and deal damage to enemies in adjacent tiles.
  • Adjusted how the input is handled for mouse and touch screen. For mouse nothing will practically change, but for touch screen it will now function as expected. When using a touch screen the tile selection icon will sometime remain on the tile since touching the screen moves where the game thinks the mouse cursor is, I couldn't easily fix this so for now it's just part of the game.


Minion Patch 0.9.0 Live Now

tl;dr; New Features, Minion Abilities, Freeze, QOL changes, and Bug Fixes

Hi All,

The minion patch 0.9.0 is now live after a solid round of testing over on the the beta branch. This patch didn't end up having as many minions and is missing a minion based character, but hey that's life.

About 1 year ago I had my idea for Chess Survivors which was the result of asking "what would happen if you took Vampire Survivors + Chess". Since then the game has evolved into something I'm incredibly proud of. Thank you to everyone who has shared their ideas with me and help support this game. It would be nowhere near as good without your help. Thank you!

I'm starting to see the light at the end of Chess Survivor's development here are some thoughts on changes I'd like to make before the game get's fully release.

Act 2 & 3:
You can expect some pretty major changes to the act 2 & 3. Right now all the acts feel very similar and I'd like to change that, but more on that later.

Game Over/Win Screen:
Winning the game is fun, but right now it doesn't have the celebration of a well earned victory. I've purposely left any sort of story or lore out (since this is a mechanics based game), but it could be fun to sprinkle some things in after you win the game. This might also include some sort of build summary screen so you can relish in your victory/defeat.

Personal Run Records:
I'd like to add in a system to track your various personal run records like "Damage delt", "Healing", "Relics Collected", etc..

In Game Wiki:
As the game's systems have matured and grown I've realized there are some mechanics that are not easily understood from the gameplay. I've tried to fight this by creating simple and interesting mechanics, but sometimes interesting things are hard to explain in tweet's worth of words. For example the new freeze mechanic is easily understood since it visually freeze an enemy and stops them from acting. But what isn't as clear is freezing an already frozen minion will double the damage and not increase the freeze duration. This info isn't incredibly useful, but could have edge case applications. The stats and info screen does actually convey a lot of info, but an in game wiki would make some of these things a lot clearer.

You can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea! I truly love working on it and it's such a blast seeing you find Chess Survivors and enjoy it's unique take on the genre.

Thanks for playing my little game. :)
Much love,
Aarimous

0.9.0 Beta Patch Notes #1



New Features



  • Enemies now have a small health bar once they take damage.

    • This health bar will appear on the base of the enemy. My goal for this was to allow the player to more easily know which enemies they can melee kill.
    • I think this is a fairly clean implementation, but please let me know if you have any ideas to improve it further

  • Ability Cooldown UI

    • Added a new UI element to show ability cooldowns. Again, another fairly simple implementation, but I think this will give the player info on when abilities will trigger.
    • Many have asked for this, but I've been resistant because there is already a lot happening on the screen, so one of my core philosophies has been trying to keep the things as minimal a possible. My goal here is to allow player to get into a flow state.
    • I also think it can be hard to fully utilize abilities when you don't know exactly when they will trigger. This is especially true for abilities with longer cooldowns.
    • How it works:

      • On Cooldown: The icon will be faded and show a number for the turns until it will trigger.
      • Ready: If the ability is about to trigger on the current turn is will be fully opaque, have a brighter background, and an outline.
      • Certain abilities like the Cribbage Peg or Bullseye fire every turn so they will always be in the "Ready" state.

  • Player health bar will now shrink/expand based on the player’s current max health. Small change to make the UI feel more impactful
  • Freeze

    • Added the ability to freeze enemies for a duration of turns.
    • A frozen minions will not be able to act while frozen. Dealing damage that would freeze an already frozen enemy will double the damage, but does not extend the freeze duration.
    • Right now the only way to freeze an enemy is via the new Snowman Minion (see notes below)

  • Added a new setting to force the mouse cursor to always show, this can be found it he accessibly settings


New Content



  • Minions are here! I’ve wanted to add minions for a while now.

    • There will be two types of minions duration based, and health based.
    • Both types of minions will take up a tile spot.
    • Minions with a duration will exist in game for a set amount of turns and then de-spawn.
    • Duration minions are not targetable by enemies.
    • Health based minions are targetable by enemies and will exist in game until they run out of health, or the act ends.
    • Minions will have their own ability cooldown and damage scaling properties.
    • Right now there are no relics which will modify these values, but that will change in the next few patches.

  • Spitball Minion: Spawn a spitball shooting minion in an adjacent tile. Each turn, the minion will shoot a spitball at a nearby enemy dealing a small amount of damage. After a short duration the minion will de-spawn.
  • Snowman Minion: Spawn a snowman minion in an adjacent tile. Each turn, the snowman will throw snowballs at nearby enemies freezing them and dealing a small amount of damage. After a short duration the minion will de-spawn. Dealing damage that would freeze an already frozen enemy will double the damage.
  • Added 8 new minion themed relics 3 common and 5 rare
  • Added a minions tab to the Stats and Info screen


Balance Changes



  • Jak : now that increasing max health also grants current health, I decided to adjust the Jak character so it still feels weak early and strong later

    • Lowered max health from 30→25
    • Removed healing on level up

  • Joker : max health changed from 65 → 64. This is mostly a dev change to accommodate the change where health UI size now changes with max health. I’m using 64 as the “normal” size so the health bar will be 256 pixels wide.


Bug Fixes and Miscellaneous



  • Stats and Info screen will now only show the “special” modifiers when you they are enabled, this is to hide spoiling the unique effects certain relics can grant
  • Fixed a bug where the Stats and Info screen was causing the game to crash
  • Fixed a bug where increasing max health would fully heal the player
  • Adjusted the level up screen so the ability/relic icons will be properly centered when they pop in
  • Added and adjusted sound bus compressor and limiter to prevent audio spikes and clipping
  • Adjust screen changes so they are quicker and take a standard amount of time
  • Adjusted the game over screen text sizes and UI width
  • Adjusted the game over unlocks to appear after leveling up, instead of all showing at the end of level up animation
  • Relic rewards will now show in two columns, this is to allow for more rewards to fit onto the screen
  • Adjusted % changes to now show the amount changed from base of 100% instead. For example instead of showing enemy health scaled changed from 100% -> 120%, it will now show 0% -> 20%. I think this should make it a bit cleared what the change is.
  • Fixed a bug where minions were not removed at the end of an act
  • Act choosing an act reward will now start the act, previously the player would be brought back to the act intro screen and would have to click "Start Act" button. I thought this was a useless click and thus have removed it.


0.9.0 Beta Preview Build Part 2

Added some new relics for minions and some other changes to UI and bugs.

Going to work to get this moved over to the main build this weekend.

-Aarimous


  • Added 8 new minion themed relics 3 common and 5 rare
  • Added a minions tab to the Stats and Info screen
  • Stats and Info screen will now only show the “special” modifiers when you they are enabled, this is to hide spoiling the unique effects certain relics can grant
  • Fixed a bug where the Stats and Info screen was causing the game to crash
  • Adjusted the game over screen text sizes and UI width
  • Adjusted the game over unlocks to appear after leveling up, instead of all showing at the end of level up animation
  • Relic rewards will now show in two columns, this is to allow for more rewards to fit onto the screen
  • Adjusted % changes to now show the amount changed from base of 100% instead. For example instead of showing enemy health scaled changed from 100% -> 120%, it will now show 0% -> 20%. I think this should make it a bit cleared what the change is.
  • Fixed a bug where minions were not removed at the end of an act
  • Act choosing an act reward will now start the act, previously the player would be brought back to the act intro screen and would have to click "Start Act" button. I thought this was a useless click and thus have removed it.

0.9.0 Preview Build now Live on Beta Branch

tl;dr; New Features, Minion Abilities, Freeze, QOL changes, and bug fixes

Hi All,

The preview build for the 0.9.0 patch is now available on the beta branch. Thank you for you patience over the past month, I took a small break from development work to play POE and relax with my cats Karl and Martin. Over that time I've slowly been working on this patch. I would still like to add a new character and some minion specific relics before I fully release this patch. Other than that I plan to start working on an in-game wiki to explain some of the details around mechanics such as elite mods or the new freeze mechanic.

You can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea! I truly love working on it and it's such a blast seeing you find Chess Survivors and enjoy it's unique take on the genre.

Thanks for playing my little game. :)
Much love,
Aarimous

Here's a devlog showcasing my work on part of this patch:
https://www.youtube.com/watch?v=8RrzKI999E4


0.9.0 Beta Patch Notes #1



New Features



  • Enemies now have a small health bar once they take damage.

    • This health bar will appear on the base of the enemy. My goal for this was to allow the player to more easily know which enemies they can melee kill.
    • I think this is a fairly clean implementation, but please let me know if you have any ideas to improve it further

  • Ability Cooldown UI

    • Added a new UI element to show ability cooldowns. Again, another fairly simple implementation, but I think this will give the player info on when abilities will trigger.
    • Many have asked for this, but I've been resistant because there is already a lot happening on the screen, so one of my core philosophies has been trying to keep the things as minimal a possible. My goal here is to allow player to get into a flow state.
    • I also think it can be hard to fully utilize abilities when you don't know exactly when they will trigger. This is especially true for abilities with longer cooldowns.
    • How it works:

      • On Cooldown: The icon will be faded and show a number for the turns until it will trigger.
      • Ready: If the ability is about to trigger on the current turn is will be fully opaque, have a brighter background, and an outline.
      • Certain abilities like the Cribbage Peg or Bullseye fire every turn so they will always be in the "Ready" state.

  • Player health bar will now shrink/expand based on the player’s current max health. Small change to make the UI feel more impactful
  • Freeze

    • Added the ability to freeze enemies for a duration of turns.
    • A frozen minions will not be able to act while frozen. Dealing damage that would freeze an already frozen enemy will double the damage, but does not extend the freeze duration.
    • Right now the only way to freeze an enemy is via the new Snowman Minion (see notes below)

  • Added a new setting to force the mouse cursor to always show, this can be found it he accessibly settings


New Content



  • Minions are here! I’ve wanted to add minions for a while now.

    • There will be two types of minions duration based, and health based.
    • Both types of minions will take up a tile spot.
    • Minions with a duration will exist in game for a set amount of turns and then de-spawn.
    • Duration minions are not targetable by enemies.
    • Health based minions are targetable by enemies and will exist in game until they run out of health, or the act ends.
    • Minions will have their own ability cooldown and damage scaling properties.
    • Right now there are no relics which will modify these values, but that will change in the next few patches.

  • Spitball Minion: Spawn a spitball shooting minion in an adjacent tile. Each turn, the minion will shoot a spitball at a nearby enemy dealing a small amount of damage. After a short duration the minion will de-spawn.
  • Snowman Minion: Spawn a snowman minion in an adjacent tile. Each turn, the snowman will throw snowballs at nearby enemies freezing them and dealing a small amount of damage. After a short duration the minion will de-spawn. Dealing damage that would freeze an already frozen enemy will double the damage.


Balance Changes



  • Jak : now that increasing max health also grants current health, I decided to adjust the Jak character so it still feels weak early and strong later

    • Lowered max health from 30→25
    • Removed healing on level up

  • Joker : max health changed from 65 → 64. This is mostly a dev change to accommodate the change where health UI size now changes with max health. I’m using 64 as the “normal” size so the health bar will be 256 pixels wide.


Bug Fixes and Miscellaneous



  • Fixed a bug where increasing max health would fully heal the player
  • Adjusted the level up screen so the ability/relic icons will be properly centered when they pop in
  • Added and adjusted sound bus compressor and limiter to prevent audio spikes and clipping
  • Adjust screen changes so they are quicker and take a standard amount of time


Hot Fix Patch (0.8.1)

A few small hot fixes based on player feedback. Let me know if you find any other bugs!

Thanks,
Aarimous


  • Fixed a bug where the Gambit Level description was not updating when increasing the level
  • Fixed a bug where the Level Up and Relic descriptions where not always updating
  • Fixed a bug where the in game setting screen window was too small

Patch 0.8.0 Live Now

tl;dr; New character, ability, relics, plus a ton of small balance and QOL changes

Hi All,

This patch ended up being a blast to design and develop. I think the new ability and character might be the best designed combo I've built so far. I'm even starting to see the path to fully releasing this game. I'll be working on a new video over on my YouTube channel which will outline the timeline and final items on my ToDo list. As always, you can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea! Thanks for playing my little indie game :)

Much love,
Aarimous


Patch Notes


New Content



  • New Koala Character unlocked at level 8. This one has a unique twist on movement patterns and will start with the new boomerang ability.
  • New boomerang ability. Description: Toss a boomerang in a random direction dealing damage to enemies it collides with. Each turn the boomerang move further along its path, catching it will enable bonus damage of +50% and allow you to toss it again that turn.
  • New 4 relics (2 rare and 2 common) I won't spoil them here :)


Relic Rarity



  • Act rewards now give you a choice of 3 rare relics
  • Chance to loot a rare relic does not increase each act. Instead it’s now a flat 10% chance for the entire
  • Lucky Crown relics now increases chance to spawn a rare relic by 10% (previously 5%)
  • Rare relics on the main game UI now show with a rare color in the background
  • New colors for relic rarities


Max Health Increases



  • Increasing to max health now also grants that much current health
  • Previously getting max health increases felt bad that it didn't give any intimidate reward, so I changed it and this should end up being a nice little buff for the player and specific characters


Floating Text Numbers



  • Blocked damage appears as floating blue text for both enemies and players
  • Updated player healing floating text animation
  • Updated damage floating text to scale with amount of damage
  • Enemy floating damage text is now yellow when greater than 10, and orange when greater than 15
  • Setting to enable floating text now applies to damage, heal, and block texts


Player Progression XP



  • Gambit levels now grant 10% Player Progression XP increase pre level (previously didn’t effect Player Progression XP)
  • Playing on normal speed no longer grants 10% bonus Player Progression XP
  • Playing on chill now grants -15% Player Progression XP (previously was 0%)


Bug Fixes and Misc



  • Fixed a bug where the player was healing after killing an elite
  • Fixed a bug where the level up screen could case the game to crash, not sure if anyone actually had this bug. But I found it while testing other features
  • Removed Give Feedback buttons from Main Menu and Pause screen, I wasn’t checking the form and nobody was really posting there
  • Level up screen now prevents player from clicking the upgrade until the upgrade is visible
  • Slightly adjusted the timing for when upgrades to popup