Our Darker Purpose cover
Our Darker Purpose screenshot
Genre: Role-playing (RPG), Indie

Our Darker Purpose

New Patch is Now Live! (v439)

Hi everyone, new patch with a variety of balance changes and quality of life changes going live!

Enemies

  • Woundwort Chair Hurler and Capulet Reflector have reduced defense
  • Kitchen Slimes health reduced
  • Bulky Friend has increased defense
  • The champion feral cat should properly spawn, but will still be super elusive
  • Enemies no longer phasey about thorns
  • The Frozen Few should no longer blow you out of the room
  • The glacial spike will now damage Sudsy the Inanimate every time he runs into it
  • Goneril does reduced damage in Normal Mode
  • Only two spiky globes upon death of the globe building in Hard Mode
  • Friendly Foot Stools scaling base speed increased, footstool speed decreased in Hard Mode, overall just as friendly
  • Virtuoso chair now made of adamantium
  • Attempted another fix to The Brick Pile deciding to move around while immune
  • A Buoyant Double now spawns her friends more often
  • Bloodfather achievement extended to 13 health
  • Better Cordy achievement changed to only basic attacks
  • Due to generous funding, Administrator should properly bomb during portal phase on Hard Mode
  • Krass-skull, Conqueror of Legions and Eater of Limbs, now creates confusion clouds on hit. Still trying to fix bug where he spawns on early floors...


Items/Perks/Lessons

  • Remaining life before fragile items break should now be shown on the item
  • Chalk will no longer destroy spiked globes
  • Sharp Pointy Gift text changed + price reduced in vending machines
  • Edgewood Hall Pass increased in price
  • The Weeping Plant and Shoddily Copied Coin decreased in price
  • The Weeping Plant should no longer hit invulnerable enemies
  • The Ghostly Marble should properly be added to the spawn pool after completing The Imaginaries
  • Van de Graaff Playset re-enabled with old graphics (no longer breaks game), no longer requires Hard Mode Regan kill to spawn
  • Item damage scaling has been modified (some items such as My Manuscript! are stronger early but do not scale as well)
  • Some trade-off perks have been improved (still intended to be situational)
  • Schadenfreude and Merit should correctly trigger on bosses (no longer triggers on minions)
  • Fog should spawn the cloud on top of the player regardless of how fast she moves

New Patch is Now Live (v430)

Hey everyone,

We're pushing a sizable number of changes to live in this patch that we've been testing over the last week+ on the test branch. Overall, we are aiming for more item diversity, greater variety of viable character builds, and a faster paced game. Some enemies have learned new tricks, credit gain has been increased, and a number of floor characteristics have changed a bit to provide the player more of a choice.

There's definitely still more to do... for example, a certain scrappy champion cat appears to be ultra rare at the moment, but we're working on it.

Good luck in Edgewood!




Patch notes below... [beware spoilers]

Items/Lessons/Perks

  • Lifesteal items returned to the game and now restore % life per 5 kills
  • The Emblem has been increased in power
  • The Weeping Plant now scales with dodge/resist
  • Van de Graaff Playset disabled for now
  • Coris' Goggles should should now reduce 75% instead of 25% damage
  • Dodge has been capped at 75% (much sad, wow)
  • Losing Fragile Roly Poly in certain instances should no longer set your dodge to 0%
  • The Phony Symphony now plays in Adagio rather than Allegro
  • Foam has gotten 50% foamier
  • Whispers crit bonus now properly reflected in character sheet
  • Crowns has been reduced to 50% chance of extra champion spawn
  • Vanishing has been tweaked some more... let us know if you are still warping into the void
  • Vanishing CD should now reset on a failed teleport
  • Being Scared rebalanced and now also provides an innate move speed increase
  • Tier 4&5 lesson cost has been reduced
  • The Tell-Tale Extra Heart now reduces 25 health


Enemies

  • Various regular enemies have been tweaked slightly
  • Some upper floor rooms have been tweaked slightly
  • Players can no longer run behind The Woundwort Fortress
  • Cyndar's Timekeeper now has proper feet hitboxes
  • Status effects will reset properly when traveling to the next floor after the Virtuoso
  • The Brick Pile should no longer reset his walk animation if you have high DPS
  • Dr. Bloodfather's attack arc range has been reduced
  • The Administrator spawns should no longer give XP
  • The Administrator solo portals should stick around a bit longer and fire faster
  • Krass-skull, Conqueror of Legions and Eater of Limbs, now reflects 50% of damage dealt with basic attacks when shielding


Other

  • Even Edgewood is not immune to grade inflation.. report card grades requirements reduced
  • Floor characteristics have been rebalanced so there are more interesting choices...
  • Counselor should no longer eat your credits if you pay him and then exit the game immediately
  • Archivist should consistently stay an ambi-turner (rather than moving only right in some cases)
  • Enemy Health UI should no longer disappear randomly
  • Cordy's Health UI should no longer disappear randomly
  • Base move speed has been increased slightly
  • Base roll speed has been decreased slightly
  • Various* typos now properly fxied
  • Coin/Chalk/Juice Boxes now function under progressive percentage drop rates reducing RNG
  • Coin/Chalk/Juice Boxes drop rates also increased
  • Challenge rooms have been significantly increased in frequency
  • Some secret/coin rooms in upper floors reduced in frequency

Steam Trading Cards!

Hey everyone,

Steam Trading Cards are live! They're probably the absolute best thing in the world except of course for physical ODP playing cards, and we can't make those because we're scared they'd come to life. Collect them! Trade them! Marvel at your menagerie of Edgewood denizens!

Sincerely,
Your Caring Friends at Avidly Wild Games

Version 413 is now live!

Latest build is now live. We're still looking into performance/stability issues, but this should address a few bugs and some balancing concerns as well. Hope you enjoy it!

General

  • Bramble in the Terrace should change states more frequently
  • Certain Tesla coils should no longer turn off and refuse to turn on
  • Skelebirds will now come back and annoy you faster
  • The Velveteen Cabinet should now properly grant 10% attack speed
  • Increased challenge room spawn rate slightly
  • Edgewood Plans now also reveals the boss on the level select screen
  • Goblet of Yesterdayers cooldown increased by 1s
  • Thorned Clover is now 100% thornier
  • Criticism reduced to 2.5x bonus crit damage
  • Line-cutting may get you just short of where you want to go!
  • Regan's Lunchbox reduced to 50% bonus damage
  • Champion Capulet Swirlers have one less chair in Regular Mode
  • 10 win-streak and 5 game wins achievements should be fixed
  • Music/sounds should now play according to your volume settings on the level select screen
  • Some of the Gifted XP levels adjusted upwards slightly
  • Woundwort Globethrower attack speed reduced in Regular Mode
  • Paper-warped rooms will now only appear in Hard Mode


Bosses

  • Reduced hitbox on Candelabra so it is easier to walk behind it
  • Reduced horizontal oscillation on Sudsy slightly
  • The Obsolete Operator no longer moves the elevator before starting the fight
  • The Cauldron of Yesterdayers now has less life
  • The Disciplined King will only spawn two chess pieces in Regular Mode and has slightly reduced HP
  • The Virtuoso may or may not hit you in the face with its bench now
  • The Brick Pile should no longer wander around while his minions are alive
  • Regan's Lightning clone will cast less frequently in Phase 3
  • The Malady Ward has undergone a budget cut... times are tough.
  • Dr. Bloodfather's blood aura now 100% deadlier
  • The Administrators will now reset fake portals after destroying a real portal
  • Hard Mode Obsolete Operator spawned enemy difficulty has been reduced
  • Krass-skull, Conqueror of Legions and Eater of Limbs, now has semi-homing shots with 200% base damage in Hard Mode


Other

  • Implemented a code fix that hopefully solves input lock for firing shots
  • Vanishing now travels a consistent distance when moving diagonally (hoping this resolves the warp out bug)
  • Vraious typos fixed
  • Some of the items restricted to Hard Mode have been changed/moved to Regular Mode to diversify early game play

New Experimental Patch is Now Accessible (v395)

Hey guys,

So, wow, this is a bit overwhelming. We're really excited to see so many people playing and talking about the game! This is our first game and before last year, none of us had ever dreamed this was even possible.

To everyone who has played the game, supported the game, and/or given us thoughtful critiques -- thank you so much. We've had a great launch and we're excited to keep making the game better.

We've been in closed beta for months and months, but there are still plenty of things that have surprised us as we've seen people play since launch. Many of these come from seeing so many first-time players, whereas our testers developed experience over time. So without further ado..

Incoming Update



We are about to push through an update to the experimental branch of ODP which you can access via Steam by right-clicking on Our Darker Purpose in your library > Properties > Betas tab > and opting into the Test branch. (No beta access code is necessary, you can ignore that). Assuming all goes well, we'd like to push this live tomorrow!

Upcoming changes:


  • Significant changes to all environmental hit boxes to reduce Cordy getting caught on terrain

  • A number of balance tweaks across bosses mainly with some adjustments to items, perks, and champions (here's looking at you Woundwort chalk clapper!)

  • A font fix (for those without some of our game fonts installed, the game should now look closer to what we were envisioning)


A Few More Things...



We also wanted to address a few common concerns that people have raised:


  • Cordy gets caught on stuff // Hitboxes feel weird -- The new patch should improve hitboxes somewhat. We're going to keep looking at it. Note most standard enemies + Cordy have hitboxes that go from their feet to their neck to keep in line with the art perspective.

  • Cordy feels too slow at the beginning -- This is intentional. The core gameplay is designed around balancing shooting and rolling. Without rolling, Cordy is completely over-matched.

  • The game is too hard -- Yeah, it's pretty challenging. That's also intentional. :) But it gets easier, we swear! Partially thanks to lessons and the counselor. And if you're really good, you'll eventually be able to beat it without lessons at all...

  • Item X is OP -- If you're talking about the Fedora, yeah, we're nerfing it a bit.

  • Restarting the game after each Chapter is annoying -- This is also intentional and part of the story! Still excited to see if anyone will solve the mystery behind Edgewood....

  • This feels a lot like Binding of Isaac -- Yep, we totally love that game, and nothing else out there is ever going to match it! Don't Starve and FTL were also huge influences, as well as mainstream classic games like Diablo and Zelda: A Link to the Past. We just hope that we've brought enough new content/features that makes Our Darker Purpose enjoyable on its own.

  • We want Steam achievements // Gamepad support // Mac Linux -- We really want to implement all of these things too. In general, throughout our Kickstarter campaign and beyond, we have tried to never make a promise that we are not sure we can keep. There are a number of technical issues to solve here, but that said, if we can get there, we will.



Best of luck in Edgewood!