Visuals: Layout tweaks on challenge and leaderboard entries
Bugfix: Disabling input on player death
Bugfix: incorrect enemy spawn while doing boss fight
Bugfix: fix teleport knife while moving using free loco
Patch Notes 21752: New Content - The Pits, The Ladder, Enemies, Island Variants, Arrows and Bugfixes
Feature: In the god-forsaken afterlife, the constructs of heaven are crumbling, and entities long forgotten are emerging from the cracks. When you venture into Purgatory, you will occasionally encounter a fiery gate surrounded by wraiths that have escaped from one of the pits, evading eternal damnation. If you dare enter one of these gates, you will be subject to the Pits of Damnation. In the Pits you will encounter new and harder enemies which you must overcome if you hope to escape. If you survive the punishment in the Pits it will be worth the effort as you’ll be rewarded handsomely before emerging back to Purgatory.
Feature: New asynchronous multiplayer feature called the ladder where players can challenge each other and climb in rankings.
Feature: We added a lot more variation to the procedural generation of Purgatory levels
Feature: New arrow type "Wall of Lamentations"
Feature: New arrow type "Pusher"
Feature: New arrow type "Cupid's Wrath"
Feature: Glory teleport - teleport arrows teleport you up, close, and personal to your foes when they land on them. Make that sweet, sweet, in-your-face headshot.
Visuals: Arrow FX optimized and tweaked a bit for curse, poison and explosion
Bugfix: Some VFX prevented you from drawing the arrow immediately after applying it.
Bugfix: Fixed tutorial in left handed mode.
Bugfix: Loot in reliquaries when using the save point is now the same as if you hadn't used the save point.
Bugfix: Loot price now scales in more difficult purgatories.
Bugfix: Fixing archers not firing in more difficult purgatories (Beyond XV).
Bugfix: Fixing a bug where zombies wouldn't attack
Bugfix: Fixing bug where Wrath of God would kill players.
Bugfix: Fixing achievement counters not persisting when playing offline
Bugfix: Fixing save point portal sometimes not being visible.
See the dev blog about the asynchronous multiplayer and the dev blog about the pits of damnation for more information on the new content!
The Ladder - Dev Blog
Hi, I am Kjartan Pierre Emilsson, CEO of Sólfar but also responsible for the online development of In Death. I am happy to present a new online asynchronous multiplayer feature that we have been working on these last couple of months. We hope you like it but we are also looking forward for suggestions for improvements.
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As many mortal players might have noticed, getting a seat in the Pantheon of the All-time leaderboards can seem like an insurmountable endeavor and even the 24h board is difficult except for the most seasoned players. Showing your own global ranking is meaningless when you are lost within the masses, as it changes rapidly and gives you little sense on how you compare to your peers. This got us to think how we could make the crossing of the Styx a more enjoyable and social ride.
As it currently is, the leaderboard is based on gold collected within a run and the run itself is affected by the achievement profile of the player and the randomness of the level played. This means that using gold collected as the absolute measure of skill between two players is not completely fair, or it would only be so in a perfectly balanced game. A more fair assessment of the relative merits of two players is how they would compare in running the exact same run using the exact same achievement profiles. In that scenario we at least factor out some important starting conditions, leaving only player abilities to affect the result. This is why we are now introducing an additional leaderboard to the game which we call The Ladder.
To reach ultimate glory, you must climb The Ladder which is divided into several terraces. You start at the bottom terrace, called The Proud, working your way up until you finally reach your ultimate goal called The Lustful. Within each ladder you will be accompanied by a cohort of dozen other players that will stay with you while you dwell there. At any time, you can challenge other players by choosing them from the Ladder.
A challenge is basically a contest between two players where they both will need to finish a run using the same random seed and the same achievement profile. The achievement profile used is always the one of the challengee. This means that if you challenge someone that has progressed more than you, you will be able to make a run using unlocks not normally available to you, but you will also face the steeper difficulty curve of enemies.
Once both parties have finished their run, the system determines the winner by choosing the better of the two runs and updates their relative ranking accordingly.
When you look at the ladder, you will sometimes see red blinking entries. These are pending challenges from other players that you need to respond to.
The small colored notches by each player in the ladder is a relative measure of their strength. Three red notches means that this is probably a player you will have a tough time beating, but the reward if you do is proportionally much bigger (and their loss as well). The same goes with green notches, meaning that they should be relatively easy for you, but you won't gain much in challenging them. The little icon next to the terrace name gives you a list of recent challenge activity so you can see what happened while you were away.
At regular dates (Friday and Monday) we have Reckonings, where the overall progress of players in the ladder will be reassessed which for some will mean moving up a terrace, while other might fall back down. As you climb up to higher and higher terraces, the total number of players competing gets smaller and smaller until you reach the ultimate terrace of The Lustful, where only 12 compete globally for the heavenly throne.
Within such a reckoning period you can only challenge each user in your cohort exactly once (and they can of course challenge you back). If you don't respond to a challenge within the period, you will be considered the loser of the challenge, so there is no rest for the wicked. At most you might be forced to play 11 runs (challenges from others) and you can then play an additional 11 (challenges to other). Note that challenges issued less than 24 hours before end of period will not result in loss if not responded to. This it to avoid players challenging others just before the end of a period, leaving them with no option to respond.
Systems like these that involve interaction between players take time to polish so we kindly ask for your patience while we find out the right balance of fun and difficulty along with better presentation of data and results.
Throw yourself into the Pits of Damnation
Divine souls of Purgatory, I bear tidings.
My name is Petur “Scarpia” Thorarinsson, your faithful creative and game design lead for In Death. If you missed my inaugural In Death dev blog when we entered Early Access I recommend reading it here.
We here at Sólfar Studios are eternally grateful for the warm reception you’ve given In Death during Early Access. Much like we relied on our Beta testers to reach Early Access, we are relying on you to help us reach the stage where In Death can enter Full Launch. We have been hard at work incorporating your feedback into our designs, fixing the bugs you’ve found and developing new and exciting additions to In Death. Today we are ready to unveil two major additions, and what’s more important is that they’re included in today’s update so you will be able to get your hands on them immediately and tell us what you think!
The first of those additions is The Ladder system, a positively devilish new feature that pits you against other players in asynchronous ranked matchups. This feature is covered by Kjartan Emilsson in a dev blog aptly named The Ladder
The second addition to In Death we are launching today are the Pits of Damnation. In the god-forsaken afterlife, the constructs of heaven are crumbling, and entities long forgotten are emerging from the cracks. When you venture into Purgatory, you will occasionally encounter a fiery gate surrounded by wraiths that have escaped from one of the pits, evading eternal damnation.
If you dare enter one of these gates, you will be subject to the Pits of Damnation. In the Pits you will encounter new and harder enemies which you must overcome if you hope to escape. If you survive the punishment in the Pits it will be worth the effort as you’ll be rewarded handsomely before emerging back to Purgatory.
To go with this update, we are also adding a few new arrow types – so keep your eyes peeled for new tools to tear through your enemies!
For the sake of getting this new content in front of as many of you as possible, we chose not to lock any of it with achievements for the time being. This means that everything above is available to you as soon as you log into the game regardless of your achievement score.
Server down for maintenance
We will be performing server maintenance very soon, so you will not be able to access online mode in the meantime. We reckon it will take up to an hour during which no progress will be logged. Sorry for the incovenience
Bugfix patch 20814
Bugfix: Clearing Continue Data when in Demo mode
Bugfix: Fixing TutorialStarted not being registered
Bugfix: Fixed session duration showing incorrect value
Bugfix: Fixed event tracking of lightning arrows
Bugfix: Fixed an enemy scaling bug in high levels of Purgatory
Bugfix Patch 20693
Bugfix: Fix for free locomotion not being enabled when using the continue feature.
Bugfix: Display ring chaperone even if you have more than 2 sensors on the Oculus Rift - it can be toggled off in the settings.
Feature Update 20666
Feature: At the starting island of Purgatory II and higher, you now have an option to take a break, exit the game safely and later continue from that point in your next game session. If you step off the starting island and engage the enemies, the continue point becomes unavailable and you must reach the starting island of the next Purgatory chapter to make use of this feature. We hope this alleviates the long play sessions some of you pros are experiencing!
Feature: Haptics for bow drawing.
Visual: Low-res texture fixes.
Bugfix: Archers should no longer teleport onto roofs.
Bugfix: Prevent healing items and power-ups from being applied via contact if they are purchasable to reduce the likelihood of accidental purchases.
Bugfix: Fixing a couple of teleport glitches
Bugfix: Tweak to enemy spawning to fix some weirdness
Bugfix patch 20600
Bugfix: Fix issues with snap rotation & teleportation timing (e.g. teleport then bring up arrow select ASAP and finding yourself unable to snap rotate.)
Bugfix: Failed to register the boss as dead for achievements if the player died at the same time.
Visual: Brightening the Pit of Anguish
Live Event + Feature + Bugfix Patch 20561
Test Event: Pit of Anguish
In this update, our first test event. Notice that fiery gate in Sanctuary? Jump into it to enter the Pit of Anguish: an infinite mode, with no achievements, no exits, only blood and treasure. Your run counts toward the weekly leaderboard, but not toward overall progression. Loot drops replenish, and you may see some advanced and rare power ups. Use them wisely…
Your chance to test a few things the Sólfar team is enjoying this week and help us gather input on upcoming additions to In Death.
Feature: You can now toggle between continuous rotation and snap rotation. Mapped to right thumbstick/trackpad.
Feature: Allow toggling teleport shard mapping between face buttons and grip on Oculus.
Feature: New news panel in the main menu.
Bugfix: Fixing impact sounds of enemies, it is now fleshy again. Splat!
Bugfix: Teleport shard may now be used in the achievement area.
Bugfix: You no longer collide with things whilst teleporting which sometimes resulted in unexpected or unfortunate behaviour.
Bugfix: Sometimes after resetting your game state the game wouldn't track any achievement stats.
Tweak: Lowered the mix of music in the game ever so slightly.