Malebolgia cover
Malebolgia screenshot
Genre: Adventure, Indie

Malebolgia

Malebolgia - Update December 15th (Mac version, Soundtrack, Achievements)

Hello everyone,

It's been over half a year now that Malebolgia was released out of Early Access. Thank you all for playing and I hope you enjoy the game.

Taking into account feedback, an update was sent through a few days ago. Most importantly, the Mac version of the game is now available! Sorry for the delay. :-)

Further, following popular request, you can now also listen to the soundtrack of the game: https://soundcloud.com/michaelwebermusic-1/sets/malebolgia-ost

Many thanks to Michael Weber for the soundtrack and Garrett Varrin for the Mac porting process and other programming support.

Update Notes:

  • Mac version available
  • Streamlined loading process (loading bar, optional tutorial fight)
  • Steam Achievements trigger correctly
  • Various tweaks to enemy AI (attack speeds, damage, health)
  • Torch is less abuse-able to keep bosses locked in corners
  • Various other bug fixes

This will likely be the last major update and patch to the game for the time being. I have since started development on a new project, tentatively titled The Godbeast. Feel free to follow progress on my Twitter @dascumaru or on the TIGSource forums: https://forums.tigsource.com/index.php?topic=49756.0

Cheers!

Malebolgia - Update May 27th

Hello everyone,

A new update for Malebolgia is now online (actually since a few days ago).

Update Notes:


  • A different and more readable font.
  • Combat and movement speeds have been increased.
  • You can now perform a side-ways dash, for better mobility and evasion skills.
  • The lock-on range has been increased so that it is less likely to drop during combat.
  • The initial encounter and boss fight with the Beast has been made a bit easier.

This update addresses some comments from the community and should hopefully improve the player experience. As always, please leave your feedback on the Steam forum. Some players have also signalled a bug with Achievements not triggering correctly. This will be addressed in the future.

Enjoy!

Update - May 6th: Full release!

Hello everyone,

With great pleasure I can announce that Malebolgia has launched today for PC on Steam. This signals the end of the Early Access period.

My deep thanks to everyone who played and tested the game during Early Access. Your feedback, input and comments have been invaluable. And please spread the word if you liked the game.

Now what does the full launch mean in practice?

  • The game is feature complete. All areas, characters, enemies and bossfights are in there.
  • No more significant changes, but there will still be post-launch support for bug fixes and miscellaneous improvements. Feedback is still welcome. (post on the Community forums!)
  • A Mac and Linux release is still in the works, likely coming later this month.
  • Trading Cards and full controller support may also happen in the future.


To those who are only now finding out about Malebolgia or started playing it:

Enjoy!

Malebolgia - Update April 19th

Hello everyone,

A small new update for Malebolgia is now online.

Update Notes:


  • Control changes (Spacebar to Block, D-pad in Pause menu)
  • Some added options in Pause menu.
  • Various minor animation updates.
  • Edits to enemy AI patterns.
  • Lore descriptions on various objects (statues, paintings).
  • More sound effects on enemies.
  • Music in later cutscenes.
  • Various bug fixes and tweaks.


As you can see, the update is mostly polishing some of the rough edges of the game. Malebolgia is nearing completion and I hope to release it fully, ending the Early Access phase, within a few weeks' time.

Some of the items still on the To Do-list include Achievements, Mac and Linux builds, and more updates to animation and sound effects. Please leave your feedback on the Steam community forum. "Last chance" to request some features or changes!

Enjoy!

Malebolgia - Update March 22nd

Hello everyone,

A new update for Malebolgia is now online. It is with great pleasure that I announce that the game is fully playable from start to finish. This means that the structure and content of the game will not see any significant changes. All the areas and the enemies within are in place. The cutscenes are set and storyline completed.

This however does not mean that the game is final; Dialogue will be tweaked, sound effects added and adjusted, animations improved and gameplay refined. Your input and feedback are incredibly important in this phase of development, so I look forward to reading your comments in the Steam Community forum.

Update Notes:


  • New map system with area names and zone movement.
  • New tutorial and load screen combat arena.
  • Canto 4, 5 and the Epilogue have been added.
  • A new area to explore.
  • Half a dozen new bossfights to challenge you.
  • New cutscenes and story content.
  • Tweaked controls and enemy AI.
  • More spiders. :)
  • Various bug fixes and tweaks.

I apologize for not being able to hit the original targeted release of February 2015. Given the timing of this update, I can however do my best to have the final version done by the end of April. In the mean time, I will be working on polishing and upgrading the game. This work also includes a Mac and Linux version, Steam Achievements and Trading Cards.

I would also like to take this chance to note that Kotaku and GiantBomb have graciously featured Malebolgia. It's a pleasure to see that members of the professional press have enjoyed the game.

Finally, I can confirm that Malebolgia will be making its way to the WiiU console, sometime after the PC release.

And to those looking forward to playing Bloodborne, happy hunting!

Enjoy!

Malebolgia - Update February 15th

Hello everyone,

A new update for Malebolgia is now online. It's a fairly big update that adds a lot of little things here and there. I would say it is a very good opportunity to give the entire build a fresh playthrough from the start, as there are changes to enemy set-ups, room layouts and a bit of new story in the form of new NPCs.

Update Notes:



  • Many rooms have new objects and content, to give them a more unique and interesting personality.
  • Introduction of various new characters with story-relevant dialogue.
  • Chapter titles to distinguish between the parts of the game more clearly.
  • Music in cutscenes!
  • Spiders now have an unblockable leaping grab attack.
  • Spiders can also climb over ledges and hide in vases.
  • Goblins can slide down from curtains and drapes.
  • Gargoyles can open doors.
  • Some statues may come to life...
  • Ghouls can burst through walls.
  • Introduction of some IK animation, meaning that the Player's feet will adjust to uneven terrain.
  • Various bug fixes and tweaks.

As said, this update represents a good improvement over previous builds and would warrant a replay. The next update will likely introduce a re-worked Map system, further story additions and potentially even a new section of the game entirely.

Please leave your thoughts in the Community forum.

Enjoy!

Malebolgia - Update January 11th

Hello everyone,

A new update for Malebolgia is now online. It took a bit longer than usual, sorry! It has substantial improvements and additions to the combat.

Update Notes:



  • The Backdash has been split into two: A short Block, and a quick Evade.
  • The Block (X Key, Left Bumper or Hold back and Attack) will deflect most enemy attacks, but it will not move you back as the old Backdash did. This means you stay within enemy range and will have to time to block successive hits better.
  • The Evade (E Key or B Button) will very quickly move the Player back, but it lacks any invincibility frames.
  • You can cancel into Block or Evade near the end of any standard attack.
  • Enemy attacks have a stronger divide into blockable or unblockable. Attacks that can be blocked are normal physical moves. Attacks that cannot be blocked are grabs and fire or magic moves.
  • Unblockable attacks have a visual cue (enemy's eyes flash).
  • New variations of the Goblin and the Ghoul.
  • Change to the Torch attack: It uses up no health, can be executed with the F Key, and does less damage to enemies. However it still interrupts their animations and it can be used to burn wooden shields (or paintings!).
  • Changes to enemy placement and frequency.
  • New "Hellfire" version of enemies. Random chance of spawning these invincible demons upon death of the enemy. Run away!
  • Various bug fixes and tweaks.


I am very interested in hearing feedback on these changes to the controls and enemy AI. I am especially interested in comments on the division between Block and Evade, blockable and unblockable attacks. Please leave your thoughts in the Community forum.

Enjoy!

Malebolgia - Update December 28th

Hello everyone,

Another update for Malebolgia is now online. It's not as substantial as the previous one, but it does feature some general improvements to combat and introduces a new enemy type.

Update Notes:



  • Animation improvements on the Player (and his cape).
  • New "Goblin" enemy, which is a bit faster and more aggressive than usual.
  • New AI pattern for the "Ghoul" enemy. Don't break his shackles!
  • Various bug fixes and tweaks.

Don't forget that Malebolgia is having a 10% discount for the duration of the Steam sale.

Next update will be next year! *wink*

Malebolgia - Update December 20th

Hello everyone,

A new update for Malebolgia is now online. This update is focused on core combat and animation. The following has been changed and improved:

Update Notes:



  • Overall faster running and attacking animations.
  • The Player's backdash move has been strengthened. You can cancel sooner out of an attack, the invincibility range has been increased and you can also cancel out of the strong overhead slash.
  • Changes regarding enemy aggro behaviour and ranges, including a correlation with whether the Player is walking or running.
  • Updated attack animations on Player, with the strong overhead slash having a variation (jumping slash) based on distance to target.
  • Many monsters and bosses have received updates on their AI patterns, improved animations and even all-new attacks.
  • Enemy AI is less likely to avoid or block a normal attack, but more likely when you do a strong overhead slash.
  • Enemy projectile attacks (magic, fire) do not pass through solid objects.
  • Some overall adjustments to damage output, enemy locations, etc.
  • Oh, and load times have been cut in half! Note however that there may be some slight stutter when starting while the rest of the game is being loaded in the background.

The next update will be further improvements on combat and animations, plus some new enemy types and other changes to add some variety and surprises to the game experience.

Malebolgia is also having a 10% discount for the duration of the Steam sale.

Enjoy the Holidays!

Malebolgia - Update December 12th

Hello everyone,

The first large update for Malebolgia is now online. This update is focused on performance and user interface. In particular, the following aspects have been improved:

Update Notes:



  • The option to have real-time shadows.
  • Improved performance to guarantee a consistent 60FPS.
  • A load bar, with future work planned for reduced load-times.
  • The Backdash and Overhead Slash can now be triggered with the E and Q keys or B and Y Buttons on controller. The Torch attack is now triggered on controller with the X Button.
  • General additions to decorations and environment objects.
  • Various bug-fixes and other tweaks.

The next update is scheduled for later this month and will focus on combat and enemy AI. This will include new moves and attacks, further control tweaks and a very special secret enemy that should ramp up the scariness.

Enjoy playing and don't forget to leave feedback in the Community Forum!