Keeper's Toll cover
Keeper's Toll screenshot
Genre: Adventure, Indie

Keeper's Toll

Build 0.5.16 is Live!

Hi Everyone,

This week's update improves a lot of minor things, and Build 0.5.16 adds a new feature: Cursed Altars. The spawn logic of cursed altars will likely change in future updates. These new altars are one of many new events planned for the game to spice up early gameplay. We will be adding lots of new events to the game which offer different types of challenges and rewards. Expect more soon!



Engaging with 3 of these altars will reward you with a new achievement, so check it out!

Full Patch Notes:



- New Altar: Cursed Altar. Discover it and see if you've got what it takes to reap the rewards!

- New Achievement: Activate 3 Curse Altars

- XP will now carry over to the next level on level up

- An outline has been added to elites to improve visibility and identify them easier

- When enemies take poison damage over time they now have a custom shader effect applied to them to improve the visibility of the effect



- Ranger: When closing the Merchant Window, the toggle to switch between kiting mode and regular movement will no longer be triggered

- Ranger: When closing the Sacrifice Altar Window, the toggle to switch between kiting mode and regular movement will no longer be triggered

- Bug Fix: Treasure Map chest will no longer be deactivated when starting a boss fight in Usvit Depths

- Ranger Bug Fix: Burst Shot damage calculation was off. It was boosting the attack multiplier by +1 every shot, which eventualy resulted in insanely high damage. Fixed this, sorry no more OP burst shot.

- Increased base enemy move speed by 9%

- Linden Forest: Decreased hitbox size for the following enemies: Grub, Worm

- Reduced the gold reward for the Treasure Map item

- Bug Fix: Toast notification that Bilee has spawned will now properly display

- Bug Fix: Force Trigger necklace was not properly storing collider references


Next week we are planning to add at least 1 more new event to the game, along with a host of other QoL improvements and tweaks.

We have shifted our main focus to the development of Castle Usvit, but we will continue to push out QoL improvements and new builds as often as we can.

Next week we'll have some other news about the future of the game, so stay posted!

Thank you for your support. If anyone has any questions, feedback, bug reports, or anything else, please don't hesitate to reach out.

Stingbot

Merchant / Item System is here!

MERCHANT



A traveling merchant from a distant land has arrived, and he brings a trove of mysterious and powerful items for you to purchase and use.

Meet Likho, the Traveling Merchant:



Likho currently has a variety of common and uncommon items available to purchase. Likho will be available from the start of the game, but he is not designed to be used with new players as the cost of his items may be too high initially. Like the Talents System, the merchant will enhance the player's abilities and set them up for a chance at a great run, so saving up Gold to purchase items could be a good strategy. We've even introduced a new way to acquire large amounts of gold, and more on that below.





Likho will appear at roughly 5 and 15 minutes in every run. You will be notified and must seek him out to browse his wares and boost your powers. He sells everything from basic stat boosters and re rolls, to more unique and rare items not seen in the game world anywhere else.

For instance, he may offer you a Nightmare Cloak, which boosts your Damage by 60%, however the cloak will cast a curse on you. But if you've got the skills and you can afford the cost of the item, the reward could most certainly outweigh the risk.

Then you have items like the Treasure Map. If you purchase the map you will be directed to find 3 treasure chests, with each chest holding more gold than the last. The cost of the map will run you 400 gold, but the reward can set you up for many runs if you find all 3 chests.



This is only the beginning of the Merchant System. As we continue development we will introduce Rare, Class Specific items that Likho will sell to you, as well as add to his pool of common and uncommon items.

COMING SOON: HARD MODE



The Merchant will become a very crucial part of the core gameplay loop as we continue further in development. We are designing a Hard Mode that we anticipate to be live in Linden Forest before the end of July. Once you complete a stage on the regular difficulty, you will unlock a new, harder variant of that stage. With the new version will come a variety of changes including changes to existing enemies and behaviors, new encounters, new environment hazards and a new boss. If you want to become a true Soul Survivor, then Hard Mode will be your ultimate test. Here's a preview of a new boss coming to Linden Forest. Meet the Spore King, a giant Mushroom Shaman King who commands a fierce fungal army:



We've also patched a bunch of things in this update (0.5.14)

PATCH NOTES



- Save Data: refactored code and added extra failsafes to notify player if corrupted data was detected. New data will now be automatically created, to avoid causing bugged behaviour during gameplay. The player will also be notified that their file was corrupted, and if you would like us to send you a new file with custom data, we can do so.

- Changed Save File extension in Steam Cloud setup

- Ranger: Refactored and improved code for Arrow Volley ability

- Ranger: Reset default movement mode to kiting, but toggle remains unchanged

- Modified the damage text positioning above Bosses to improve readability

- Modified and Optimized damage text again, boosting performance by a small margin

- Bug Fix: Ranger Explosive Trap counts will now reset when entering Autlaic and Velya boss fights, to ensure max traps can be laid during the fights

- Reduced the Base CDR for passive cooldown from 5% to 4% per rank. Ashendusk Powder (sold by the merchant) will boost this to 7% per rank.

- Enemy damage text will now only be activated if the enemy is on screen within the camera view

- Bug Fix: fixed an issue with destructibles in Usvit Depths not rendering the fully destroyed sprite and leaving the shadow active

- Bug Fix: Ember Particles on level up screen now disply and position properly

- Bug Fix: Ranger Explosive Traps will no longer be set off by Velya's Blue fireballs during the boss fight in Usvit Depths

- Bug Fix: 1 million soul achievement will now update

- Code refactoring


Finally, next week we'll also be making some changes on Steam Cloud after we can verify some things in the Cloud. This will be a silent update on the backend as we verify the code is working.

As always, thank you for everyone's support as we continue development on Soul Survivors. There's a lot more to come, and if you have any feedback, requests, suggestions for ways to improve the game, or bug reports, please don't hesitate to reach out. We appreciate the feedback and we strive to improve the game in each and every update.

Stingbot

Build 0.5.11 is Live + New Content Coming Soon!

Hi Everyone,

Build 0.5.11 is Live, and with it comes a bunch of improvements to the game. There's a lot to discuss so let's begin with some major points:

PERFORMANCE



As of version 0.5.11, The game runs very well, even on low end machines and the Steam Deck. We've made some huge performance boosts with some recent changes. If you feel you are getting some FPS drops below 60 on your device just go into Options and disable damage text and this should resolve the problem. In the future, we'll continue to optimize the game so you don't have to do this on low end hardware, but for now this will solve any issues.

SAVE DATA



In the next major update we'll be updating some game settings, so we wanted to inform players ahead of time to make sure their data is up to date. If you haven't played the game since it launched in Early Access or prior to version 0.4.20 then you will probably sign in sometime in the future to realize your data is apparently gone. It's not actually "gone" but could be missing due to some changes we're going to make. Anyone who has played the game within the past month will not be affected by our upcoming changes.
There is a problem with Steam Cloud syncing if you play on multiple machines. We have threads on this in the forums. We've even filed a bug report with Valve as we believe there may be an issue with Steam Auto Cloud and certain directories in Windows. We have a workaround should you run into any issues while playing the game on multiple devices and can be found in the forums. The next update will address this issue.

PATCH NOTES



Here's what's new in version 0.5.11

- Ranger: Arrow Volley skill has been revamped. The attack is no longer a line attack, instead it's now a targeted AOE attack with high damage. Arrows will rain down in a circular formation inflicting high AOE damage.

- Ranger: Kiting Mode is now off by default, but can still be toggled on at any point during gameplay

- Usvit Depths: Tombs and Statues are now destructible and will drop souls

- Drop rate of purple souls from destroying objects such as Gravestones has been increased from 20% to 50%

- Performance Boost: Revised text and tweening systems to boost performance with damage text and enemy death logic

- Bug Fix: Corrupted Souls Curse should no longer be drawn in to the player unless already in transit before the color switched

- Added checks to Corrupted Souls Curse that should enable proper sync with all souls in the scene

- Bug Fix: When pressing A / Confirm on the Items menu while the Ranger is active, Kiting Mode will not be toggled until gameplay is fully resumed

- Sorted effects icons above enemy heads so they don't overlap

- Adjusted enemy damage text positioning to improve readability

- Code refactoring


COMING SOON


For the remainder of version 0.5.x we will be adding the following content to the game:

Merchant/Items





We're getting close to releasing the Merchant, Likho, into the game. The Merchant will provide the next leap forward in the game's core gameplay loop as dozens of new items will be on offer for players to purchase throughout their runs. There will be 3 tiers of items: common, uncommon and rare. We will be rolling out the Merchant / Item system in multiple phases. We hope to launch Phase 1 by the end of next week. This will include common and uncommon items that the merchant will sell. It's time to put all that gold you've been saving to work! Phase 2 will include rare items and phase 3 will include items that can also drop within the game world itself as we revamp and add more additions to the environments.

Hard Mode



After the Merchant is in we will be adding a Hard Mode for each stage. Once you complete the stage on regular difficulty you will unlock a hard mode version of that stage which is, well, harder to say the least. There will be many new encounters as well as modifications to existing enemies and mechanics in Hard Mode. It will not be easy. It will not be for everyone and is not required to complete the game. But there are special encounters and bosses that you won't find anywhere else and they will be challenging. Putting together an awesome build and utilizing the Merchant/Item system will be very crucial to winning this mode. We will be rolling out the Hard version of Linden Forest and later Usvit Depths.

JUNE CONTEST


There is still time to enter!



Want to design an Elite for our next environment of the game: Castle Usvit?

https://store.steampowered.com/news/app/2002220/view/3683427732701626663?l=english

Read about the contest and submit your idea today for a chance to win some prizes, including your design added to the game + a Steam Gift Card! You have until July 1 to submit.

We would like to thank everyone for joining us on our adventure through Early Access. There is loads more to come and we look forward to continue building the game with you all.

Stingbot

Build 0.5.9 is Live!

Hi Everyone,

Build 0.5.9 is Live. Here's what's new:

- New Curse: Heretic's Embrace

- New Curse: Torches (Usvit Depths only)

- New Achievement: Max Ranger Talents

- Ranger: Burst Shot Active Ability has been revamped. It now shoots out a burst of arrows in a cone
shape in front of the ranger. Upgrades increase arrow count and large boosts to effects at later ranks

- Ranger: Removed Poison Ivy Passive Ability

- Ranger: Modified Active Ability: Nature's Snare. Upgrades now inflict poison damage as well as slow

- Ranger: Created a new Passive Ability: Emberdust. Burst Shot and Explosive Trap will now inflict a delayed secondary burst of damage when this passive is active

- Ranger: Improved collision detection with the Quick Shot Arrow

- Ranger: Minor tweaks to balance skills and talents damage output

- Ranger: Revised Multi Shot Passive. Double Shots will now inflict 2x base Quick Shot damage. Triple shots will now inflict 3x base Quick Shot Damage

- Ranger: Fixed an issue with Burst Shot collisions sometimes not triggering on specific mobs

- Ranger: Burst Shot and Soul Arrow wind ups will now change direction to face the player's look direction, until the shot is fired

- Necromancer: Fixed a bug with Bonecaster. All ranks now spawn correct. Also reduced initialization time by 1 second

- All bosses are now immune to knockback

- Usvit Depths: Improvements and optimizations to the enemy spawn system

- Usvit Depths: slightly lowered HP for the fire mage, spectral sword and beggar enemies

- Bug Fix: Necromancer: Effigy will now properly inflict damage against enemies

- Bug Fix: Mimic should no longer attack when stunned. attack timer will now be reset

- Bug Fix: Poison Shroom can no longer spawn a poison cloud, if dead

- Poison Shroom now plays SFX when emitting his poison cloud

- Bug Fix: Boss Souls will no longer spawn out of bounds in Usvit Depths

- Bug Fix: When speed powerup is active and player levels up and upgrades speed, the powerup boost will no longer be deactivated

- Bug Fix: when spamming enter at game startup, the game would take you to a failed to load page and shut down the game. This has been fixed and will not occur if the data is loaded correct

- Modified Audio Management system to add a slight cooldown on audio clips to prevent multiple clips of the same type to overlap and play at the same time

- Improved enemy navigation when hitting obstacles

- Code refactoring


We have a seemingly endless list of requests/fixes that we're contsantly working on knocking down, while we continue to add new content. If you have any requests, bug reports or suggestions, please don't hesitate to reach out to us.

Coming Soon



We'll be releasing a Merchant/Item system to the game with all sorts of unique items players will be able to purchase during runs to enhance their experience. We are going to roll this system out in phases. More details to come in the next week or 2!

June Contest


Just 1 week left to enter our Design an Elite for Castle Usvit Contest! Prizes up for grabs, and we'd love to see some more submissions, despite the great entries so far:

https://store.steampowered.com/news/app/2002220/view/3683427732701626663?l=english

Thanks for following along and showing your support as we continue development on Soul Survivors.

Stingbot

Patch Build 0.5.3 is Live!

Hi Everyone. Due to the number of requests to control the Ranger classic style (same as Bogatyr and Necromancer), we added an in-game Toggle feature to do so. You can toggle "Kiting Mode" on/off at any time during the game now simply by pressing "A" on your controller, Spacebar or Right Mouse. Although we designed to her to keep distance and focus on long range, we understand the controls feel awkward for some of you, and so I wanted to push this out early this week as opposed to later in the week. There will be another build coming later in the week as well, with lots more ability modifications, bug fixes, and improvements to come! We have some new passives coming for Bogatyr, Necromancer and Ranger, and some new Curses too. There's lots to come, and we'll continue to roll out changes in several updates over the coming weeks. After this, we'll be adding in the Merchant/Items system. It's fully designed and we are now working on all of the Art assets to put it together. Lots of cool features to come.

Here's the full release notes for the latest build (0.5.3):

- Ranger: Players can now toggle between 2 movement modes: Kiting and Regular movement. This can be toggled on/off at any time during gameplay by pressing the Action Button (Controller button A, SpaceBar or Right Mouse)
- Update text description for the Ranger on character select screen
- Usvit Depths: Bug Fix on Velya Fight where blue fire FX was not properly deactivating, or some fire was being left active when it shouldn't have been
- Ranger: Summon Wolf collision detection improvements
- Ranger: Fixed a bug where exploding traps were auto-detonating during Velya boss fight
- Bug Fix: some incorrect gameplay settings were being applied during Warden Grainloch fight when Ranger was active character
- Bug Fix: SFX no longer can be played over and over again when spamming the play button on level select
- Ranger: Fixed a bug with Burst Shot where it wouldn't explode at close range from the player
- Added some gold sparkles to the bonus gold text on the end round menu
- Ranger: Elites will now be marked as targets based on enemy level, to match game difficulty
- Linden Forest: - Poison Shroom Elite's poison cloud hitbox will no longer linger on the battlefield longer than the graphic is present
- Warden Grainloch - Can no longer be knocked back

Lots more to come! Feel free to reach out with any questions or feedback. We document everything and we're always working through a huge list. Expect another build towards the end of this week with some nice improvements and new features!

Stingbot

Patch Build 0.5.1

Hi everyone,

Thank you for all the feedback on our latest update! I wanted to push a small update out that addressed a few things mainly for the Ranger. There will be a lot more in next week's build, but I just wanted to get this live for the time being. Enjoy!

- Ranger: When mouse hovering above the skills on the pause menu, the correct ability names and descriptions will now be displayed
- Ranger: Fixed a rare bug when loading a marked target into the world that would spawn incorrect enemy types
- Ranger: Soul Arrow should no longer consume red souls while the Corrupted Souls curse is active
- Ranger: Updated ability text descriptions
- Ranger: Reduced the idle time needed to set an explosive trap by 15%
- Sacrifices altars will no longer deactivate if the player declines to sacrifice health
- Usvit Depths: Albino Gator - Reduced damage by 10% and attack range by 25%

Stingbot

Version 0.5.0 - The Ranger is here!

Hello, fellow adventurers!

Exciting news awaits in the realm of Soul Survivors! We’ve just achieved a major milestone in our Early Access journey with the arrival of version 0.5.0. This update brings you an all-new character class: The Ranger. If you thrive on lightning-fast heroes armed with rapid-fire skills, then the Ranger might be for you.



Our character classes are akin to those found in classic RPGs like Diablo, each boasting a distinctive play style. No sharing abilities, mechanics, talents, or stats between characters.

Unlike the Bogatyr and Necromancer, the Ranger operates by an entirely different set of rules. As a seasoned archer, she relies on maintaining a safe distance from her foes due to her relatively lower health and defense. Attempting to wield her like a Bogatyr would only lead to imminent defeat. However, when played to her strengths, the Ranger becomes an unstoppable force of nature.

Swift and fearless, the Ranger moves with unparalleled agility, deftly evading danger while laying traps and peppering enemies with an unrelenting barrage of arrows. With her unique attack style, she tactically positions herself to engage foes from afar, ensuring precision and distance as she obliterates her targets.

Unlock a plethora of talents that elevate your gameplay experience, such as the ability to track down marked targets and take them out for a temporary cooldown boost.

Embrace the thrill of the hunt as the Ranger takes Center stage in Soul Survivors. We look forward to seeing what you all think about our new class. Feel free to discuss in the forums, or join our Discord server and never hesitate to reach out to us. We read everything and do our best to respond to everyone.

Version 0.5.0 also brings a large amount of QoL improvements, fixes and balancing updates.

FEATURES, BALANCING AND FIXES



- Rerolls will now take into account previously omitted abilities, improving the odds of getting the ability you desire

- Added a Gold Bonus to the End of Round based on time survived

- Further modifications/improvements to the collisions system to boost performance

- Fixed an issue where the hitboxes for some Elite Attacks were being left active for too long after the attack took place

- Reduced HP and DMG of Bilee by 10%

- Reduced Movement Speed of Chancellor Autlaic by 15%

- Reduced HP of Chancellor Autlaic by 10%

- Reduced Damage Output of Chancellor Autlaic by 40%

- Reduced HP of Velya by 5%

- Reduced DMG of Flesh Golem by 10%

- Reduced HP of Warden Grainloch by 10%

- Reduced HP of Warden Grainloch's Druids by 40%

- Bogatyr: Boosted Quick Strike Damage by 20%

- Bogatyr: Boosted Butcher's Blade Damage by 15%

- Fixed a rare bug where the level up panel would not fully initialize before the game is paused

- Improved stump mimic transition spawn logic

- Added a shadow to the Firebomb

- Necromancer: Increased Skeleton Enemy targeting range by 5%

- Necromancer: Boosted skeleton pet damage against all bosses by 5%

- Necromancer: Boosted Flesh Pile drop rate chance during Chancellor Autlaic Fight by 20%

- Necromancer: Slightly increased the Soul collection range of the Skeletons

- Modified the coin burst effect, boosting performance

- Slowed the dmg rate for the Open Wound Curse by 20%

- Reduced the Wiggle requirement to break free of Bloodsap's Root Traps by 33%

- Increased Flesh Golem's short range strike attack cooldown from 2 seconds to 3 seconds

- Added an extra check to ensure enemy projectiles cannot collide with the player more than once in a single frame

- Fixed the fog covering Chancellor Autlaic to fill the screen space on 16:10 Displays (Includes Steam Deck)

- Modified various UI elements to properly support 16:10 Aspect Ratios (Includes Steam Deck)

- Fixed an index check issue for screen resolutions if monitor has changed since the last startup

- Fixed a bug to prevent player from leveling up if game state is not registered in a play state

- If an enemy is killed by the Necromancer's Invoke Fear talent and the souls curse is active and a soul is hazardous, it will no longer be consumed and inflict damage on the player

- Fixed a bug with the mimics that was applying an incorrect amount of HP

- Various text updates


JUNE CONTEST





Don’t forget, we are running a contest for the month of June. Design an Elite for our next environment, Usvit Castle, and enter for a chance to win some prizes! Submissions can be made via the contest thread or in Discord. Check out the contest page for more details.

CONTEST PAGE

WHAT’S TO COME



There’s a lot more to come in version 0.5.x moving forward, including the Merchant/Items system, new Curses, new features, and lots more requests. We plan to continue to release at least 1 new build every week. If you have already made a request to us, please understand we have noted it. There’s been a lot of requests and we’ll work things in as we continue development in Early Access. There’s much more to come and we’re excited to build Soul Survivors, together!

Build 0.4.26 is Live!

Hi Everyone,

Weekly build time! In case you haven't noticed, our plan in Early Access is to release 1 new build each week until the game is complete and out of Early Access. Next week we are planning to launch the Ranger class, so it's gonna be a big one. It's possible it could be delayed, but we're working really hard on finishing her up and balancing the class and we can't wait to see what you all think of her.

As for this week's build, some new features and lots of QoL improvements, bug fixes and performance boosts!

UPDATE NOTES

- Added Damage Stats to End of Round. Now you can see how much damage you inflicted with each type of attack, including Talents!

- Improved multithreaded collision system, boosting performance. We've seen average boost between 20-30% per platform. Steam Deck performance has also been vastly improved. There's still more to come, but this is a big step in the right direction. We're diving into lots of multi threading to boost performance in many areas of the game.

- Added some small clusters of destructable crates/barrels to the environment for a little more variation

- Refactored code for Necromancer's skill, Bonecaster, improving performance

- Improved performance of various sprite animations by switching to a custom animator setup

- Reduced the Necromancer's Skeleton targeting range so they stay closer to the Necromancer

- Reduced the damage output of Bloodsap and his Seed Projectile Attacks by 25%

- Slightly reduced damage output of Flesh Golem (5%)

- Modified the hitboxes for Flesh Golem's arm spikes ground attack

- Fixed the hitbox for the Wraith in Linden Forest. It was offsetting too low on initialization

- Fixed a bug at end of Bloodsap fight that would reset player attacks 2x instead of once

- Changed the Blood Altar UI selection to default to Yes, instead of No, when asked to sacrifice

- Fixed a rare bug where the player could still level up and be presented with level up options after they are dead

- Reduced hitbox size for the Hammer Smash Zombie in Usvit Depths

- Refactored code, providing a slight performance boost of Necromancer's skill: Fulmination

- Refactored code, providing a large performance of the Treasure Snail's gold drops

- Fixed a time delay issue with initialization on the Tree Stump Mimic

- Necromancer's Auto Flail is now affected by cooldowns, but at a reduced rate

- When elites and mimics are stunned, they will now break and reset from their attacks if attacking

- Modified Necromancer's passive skill: Soul Rip logic to properly affect the Auto Flail

- Updated the Throwing Dagger Powerup Effect

- Usvit Depths: Fixed a bug w/ stone guardian offset not resetting properly after jumping


We continue to make the game better and better because of you all. If your request is not in this update, please understand we have a lot we're always working on, but we'll continue to add more requests in and reduce our backlog as often as possible.

Thank you for all the feedback and your support. It means a lot and there's lot more to come!

Stingbot

June Contest - Design an Elite!

Hi Everyone,

Summer is upon us and we want to start it off with a contest! Among many things, we are currently designing the next world to be added to the game: Usvit Castle. We have a clear direction we are headed, but we are looking for some fresh ideas for Elite Enemies and thought it would be fun to get the community involved and see what you all come up with. We are running a contest throughout the month of June, which we are accepting ideas/submission for Elite Enemies for Usvit Castle.

Below is a sketch of Usvit Castle. It all begins with a sketch!



Here's a few character sprites we’ve created that will be coming to this location of the game, to give you an idea of where things are headed:





RULES FOR ENTRY

1. Provide a description of an Elite Enemy and include what its special attack will be. All elite mobs will have special attacks. For instance, our Pinwheel character in Usvit Depths has its charge/roll attack. The Troll in Linden Forest flings a mud pile at the player, which, if hit, slows movement temporarily.

2. Art/Sketches are not needed and are not required, but if you can visualize and present your idea, we are more than happy to take a look.

3. Entries can be submitted as a comment in this thread or in our Discord under the public Contest Channel.

4. You can provide as many enemy ideas as you like, but this doesn’t necessarily guarantee you will win. Quality over Quantity.

5. All entries must be submitted by July 1, 2023 to be considered

6. In the event multiple entries are created with very similar character designs, the earliest of all entries will be considered based on the time stamp of creation.

PRIZES

The Top 2 selected entries will receive the following:
1. $20 Steam Gift Card
2. Your Elite Enemy will be created by us and added to the game
3. Your name will be listed in the game credits

The top 3 runner ups will receive the following:
1. $20 Steam Gift Card

HOW TO WIN

1. The enemy must fit within a castle environment and dark fantasy theme

2. Creativity from both enemy design and the special attack of the enemy. Please keep in mind the characters in Soul Survivors are all hand drawn animated sprites, so if you want a triple backflip, forward lunge spin attack which spawns a poison burst on collision and then the enemy backflips back out: well it’s unlikely we would select this due to the massive workload this entails. Simple, but unique attacks is what we are looking for.

3. How much we like something. If it’s cool and you love it, we probably will too!

Winners will be announced by July 3, 2023. In the event a participant fails to respond or collect their reward, we will issue a reward to another participant until all prizes have been collected.

By participating in this contest, you are not being given any rights to Soul Survivors, our IP, of or relating to the character you design or the game as a whole. You will not be entitled to any revenue shares or additional compensation outside of what is listed in our Prizes above. Winners will be required to E-Sign a simple form that states these terms when claiming their reward.

We are running this contest because we believe it is a fun way to involve players in the creation and development of Soul Survivors.We look forward to seeing what players come up with!

We will not respond to any entries, but we will read them all. We will, however, respond to any questions you have as soon as possible.

Thank you!

Stingbot Games

Build 0.4.24 is live!

Hi Everyone,

We've been working hard on the Ranger update, but still have more coming to improve existing content. Here's what's new in our latest build:

- Added a save data check to verify all save files are properly working when first loading the game. If a file is determined to be missing or corrupted the game will now notify you and direct you to a support page



If you see this screen when loading the game, do not worry. This is expected if your save data is corrupt or not being read properly. If you follow the instructions or get in contact with us, we'll get you sorted. We added a check at the beginning of the game so players can't access the game and experience weird bugs from data not loading properly. This is just the better route to go.

- Separated current gold and total gold collected in the game's UI, improving clarity

- Modified Necromancer's Soul Rip passive. Reduced HP reduction by 2% and increased flail damage output by 5%

- Modified Bogatyr's Quake passive. Iron Smash and Iron Strike Attack Range increased from 5 to 10% per rank

- Fixed a bug where Warden Grainloch's Druids would sometimes spin out of control far away from the Warden

- Improved the AI targeting of Ally Lord Cerveris

- Tree Stump Turret hitboxes will no longer remain active for a few seconds when the stump is destroyed

- Improved spawn logic for Environment props and destructables

- Reduced the AOE radius of the Flammable Goods curse explosions

- Fixed a bug with sacrifice altar that was allowing rank 5 skills to be upgraded

- Modified the Necromancer's Fulmination skulls AOE, slightly boosting performance

- Modified Bogatyr's Iron Strike AOE attack, slightly boosting performance

- Modified the Cooldown effect of Bogatyr's War Cry. Rank 1 is now a 30% CDR and Ranks 2-5 Add 5% CDR for duration of the effect

- Fixed a sorting order issue with some props in Usvit Depths

- Structural changes to AI initialization and reference code, offering slight performance boosts

- Various Bug Fixes

- Code refactoring

We will likely release 1-2 more builds and then the Ranger will be live in the game. There's lots to come. Thanks for all the feedback. It means a lot and we enjoy chatting with you all.

Stingbot