PERISH Update #4 - Test your ability, rejoice in stability!
PERISH has just had its fourth update! This time we've focused on improving the stability of PERISH during multiplayer and long play sessions. Additionally, the Tartaros difficulty has been updated to make it even more challenging for the bravest amongst you!
Save Backups
The saving system has been made more robust, and additionally it now saves 5 sequential backups that can be manually reinstated. This should mean even if you crash during a save you should have at least 1, if not more valid saves to go back to that aren’t far from your current progress.
Saves can be found in %appdata%/Local/PERISH/Saved/SaveGames and any of the “PERISH_Save_BackupX” files can be renamed to “PERISH_Save” to use one of the backups
Make sure to do this while the game is running, or with Steam cloud turned off. Otherwise, Steam cloud will overwrite your save with the one stored on their servers
Bad Connection & High Latency Improvements
Disconnections or crashes after long play sessions should now be much less likely to occur
General network responsiveness should be slightly improved for clients with high ping
Tartaros Difficulty
The Tartaros difficulty has been increased significantly
Enemies can now spawn further around the player
Max number of enemies increased
Interval between enemy spawns reduced
“The enemy threat increases” events increase both max number of enemies and reduce the spawn interval even further
Balance Changes
Reduced Kourai Khryseai armour hit damage reduction from 80% to 50%
Tartaros (the location) has been increased in difficulty significantly, with an adjusted roster of enemies
Further to Tartaros level tweaks, there is a new "crimson and steel" Tartaros skin for the default character model
Enemy Spawning
Changed the timing and/or location of “enemy threat increases/decreases” events
Bug Fixes
Kourai Khryseai no longer rave-dance when stuck or when all players are dead
Rebinding any keys including movement should now work as expected
The Phorcid’s invincibility effect is no longer reversed for clients
Terror damage from the Staff of Thyrsus explosion no longer damages other players
Medusa’s glare card now triggers consistently every 2.5 seconds rather than by chance
Fixed a rare issue where Karkinos’ legs could desync, causing her to regain health
Fixed an issue that allowed a player to stand on a portcullis gate before it opened
Zeus Conduit active ability (electrical mines) no longer persist through runs
Doryktetos card should no longer be presented to clients more than once in a run
Being resurrected from death when entering Charon’s Crossing should no longer leave an unused portal in the sky
Apollonian Bow "perfect-timing" window now matches both the powered up-arrow and the upgrade progress
PERISH Update #3 - Quick Hotfix and More Difficulty!
Game Version 6346
Hi, everyone! We have another small update for today: 3 quick patches to fix some urgent issues and the beginning of implementing a fourth difficulty. Now we will take a step back and prepare a bit more of a bigger patch soon, if time allows. Once again, thank you so much for your feedback so far, we are enjoying all the suggestions and you, the community, are the true lifeblood of our mythological hack'n'shoot.
Tuesday hotfix notes: - When switching rings, "Rings Full" should no longer be shown if there are any free ring slots (no more losing fingers!) - Gaps in floor and cliff-face in Thalassian Fissure are now resoundingly plugged - Phorcid Monolith Pool objective marker softlock is now fixed - Added first implementation of Tartaros difficulty setting
For a future patch: - Tartaros difficulty will receive a further boost in spawn count - In the major patch prior to this one, we changed enemy spawning behaviour from "all around" the player to "mostly in front" of the player's direction. In a future update, we will change this so that only the Tartaros difficulty defaults to "all around" the player, similar to the original spawning behaviour that was initially so challenging.
PERISH Update #2 - Spawning and Stability
PERISH has received its second update, and it's a big one!
Game version - 6336
First, we want to thank everyone who has played PERISH so far. We spent four years making this game together as two brothers and there is no feeling like watching you all have fun in our handcrafted realms.
Secondly, all of you who have submitted bug reports and gameplay feedback already: you are amazing. This is just the beginning for PERISH, we are your humble Orphic servants and we are both hard at work to bring you some important updates to the overall experience.
Enemy Spawning
Spawning has received a number of changes based on player feedback
Enemies will now always try to spawn in a cone in front of the player, it should be much less likely that enemies spawn directly behind you
Enemies should no longer ever spawn within 10m of any player
Enemies will now spawn in much slower before players take the first step of an objective
Once players start an objective, the spawn rate increases and “The enemy threat increases” appears on screen, time to prepare!
Once players complete an objective, the enemy spawn rate will decrease again and “The enemy threat lessens” will be shown
Bad connection/High Latency improvements
Movement input lag should be greatly reduced for clients with very high ping. Both dashing and jumping now feel much snappier for the client in these extreme network scenarios
An improvement to hit feedback for clients with high ping is being investigated
Balance Changes
Eurus base damage per projectile increased from 42 to 52
Eurus max spread decreased from 4 to 3
Bow damage increased from 160 to 200
Kakos Sentinel health range max increased from 21,000 to 32,000
Bugfixes
Sniper aiming laser will no longer go through walls
Clients should no longer sometimes fly upwards when leaving portals
Improved hitboxes around Talos’ leg pieces
Fire cannon should now hide correctly when throwing items/daggers
Devil daggers should now apply correctly if a dagger is thrown just before card selection
Fire cannon sound should now work for clients/hosts alike
Equipping ring upgrades should now work correctly when ring slots are full
It should no longer be possible to spawn multiple eidolons in the Thalassian Fissure
The correct number of logs should now always be present for the labyrinth snake burning
Card selection godmode now begins as soon as the time slowdown starts, and only ends once the time slowdown ends
The route to the crucible portal after completing the Talos objective is now blocked off
Spectator camera should no longer be stuck in player’s heads, or fly around the level
Standing on the firebowl or cerberus state in the Temple is no longer a safe spot from enemies
PERISH Post Release Update #1!
We would like to thank each and every one of you who has played, reported bugs and offered feedback so far. YOU make the game and we are your humble Orphic servants!
This first patch will address some of the most pressing or immediate bugs and we will continue to assiduously scour the blackened sands of Purgatory to increase stability and address any issues that crop up over the next few days and beyond that in the weeks ahead.
So to those who have already played, thank you so much and we'll keep you posted!
Patchnotes 03.02.23 - v6322
- Fixed a bug where Forge Cyclops weapons would not disappear correctly after death, causing them to spin around the room - Fixed a bug where progress could be blocked in multiplayer if a statue was activated too soon - Fixed Orphic Rite achievements unlocking for the whole lobby instead of only for the player carrying the rite - Fixed the Persephone Rite not behaving correctly in multiplayer, denying people to fulfil their rite - Fixed a bug where Voice Activation was toggled on permanently in the main menu - "Buyer's Remorse" and "Window Shopping" achievements now unlock correctly - "Bank X-amount of Danake" achievements are properly tracking Danake count (unfortunately, you will need to earn the amount required by the achievement again) - Codex entry models for Labrys and Eos now display the correct double-edged axe and flame-sword instead of the old hatchet and khopesh models - Improved the EOS sign-in and invite flow on all platforms
PERISH available on Steam Deck
Aren’t long car or train rides super boring? Isn’t your couch just a lot more comfortable than the chair in front of your PC? Wouldn’t it be cool if you could spend your time obliterating creatures in Purgatory wherever and whenever you like?
Well, you can. PERISH is available on Steam Deck! So, you can fight your way through hordes of enemies, alone or with your friends in any situation.
Want to have a preview of how PERISH looks on Steam Deck? Then check out this video by the YouTuber MaliceSpeedwagon: https://www.youtube.com/watch?v=4pHz_jlSrdM
PERISH Purges Arcane Hellspawn on Steam Today
Set forth as Amyetri, a corporeal spirit condemned to live a shadow life in the halfway realm of Purgatory. Armed with nothing but a broken sword, Amyetri must escape a dark eternity.
Slaughter cultic spirits and bestial creatures to the riffs of a heavy-metal soundtrack. Press onward throughout the holy domain of Elysium, traversing daunting paths littered with lifeless bodies and undying enemies ready to return Amyetri to the darkness.
Abolish hordes of undead and rare colossal deities in epic boss battles. Raid corpses to gather gold danake. Meet with the high priestess to exchange danake for more than 10 handcrafted and ornate weapon types including javelins, swords, bows, and guns, each with its own unique and upgradeable offensive capabilities. Deposit the blood-soaked currency into the Pantheon or risk losing it all upon death. Reap the spoils of combat and carry on through collapsing cliffs, decaying labyrinths, and fiery pits.
Overcome a never-ending slew of soulless fiends through molten lakes of gold and shattered mountains alongside up to three friends. Enable co-op specific gear and gadgetry to support, defend, and revive teammates while battling eternal oblivion. Face the perilous onslaught of desolate souls that covet the passage of absolution and institute co-op tactics to best the kingdom of Elysium.
“With our first game release, we wanted to develop a new yet familiar gameplay experience that could be enjoyed with friends,” said Regan Ware, Co-Founder, ITEM42. “We meticulously hand-crafted an exciting realm inside of PERISH filled with mythology, genres, artwork, and music we love. We are proud to finally share this experience with the world!”
Perish Soundtrack is Heavy!
For more insights into development, join our Discord!
PERISH RELEASE DATE AND DEMO UPDATE
PERISH Releasing February 2nd!
To tide you over the PERISH demo has received an update with some key improvements based on all your feedback.
The biggest change is how enemies are spawning in. Enemies will now have a more "ebb and flow" spawning pattern. With the number of enemies slowly replenishing as you dispatch them. So if you find yourself surrounded, quickly killing a whole group of enemies will buy you some meaningful breathing room.
Additionally, there's now a calmer phase to each area before you start the first step of each objective. This means you have some time before you start an objective in an area to explore each level under slightly less pressure.
Improved enemy spawning
Calmer phase before objectives started in each area
Comeback cards! These powerful new cards are awarded after you've died in a multiplayer run and your friends have managed to reach the next airlock and revive you
Ammospheres are GONE! No more worrying about running out of ammo ruining a run. Reload to your hearts content
Numerous bugfixes and performance improvements
Some changes have also been made to control mapping. If you have any issues with your controls, try resetting to defaults, or failing that delete your Input.txt file found in AppData\Local\PERISH\Saved\SaveGames
New PERISH Demo Update!
The PERISH Demo has been Updated with a huge range of improvements
If you have played the PERISH Demo before, please delete your saves in "C:\Users\User\AppData\Local\PERISH\Saved\SaveGames"
If you have any trouble with this please get in touch with us on Discord
A new weapon, the Eurus 14 barrelled shotgun to unlock in the demo
Completely redone HUD and improved UI
Massive visual updates to every area of the game
New cards to spice up your run
Weapon upgrades are now unlocked by completing mini-objectives with them
New punchy gun sounds
WEAPONS ACCRUE THE BLOOD OF SLAIN WARRIORS
The PERISH Demo has a second update based on your feedback!
We have updated the PERISH Demo once more! Find a full changelog here:
Changes:
Basic enemies now attack less from behind
Ammo is now recovered by 25 ammospheres at each airlock and is no longer purchasable in the Pantheon shop. This is just a temporary workaround for now with a more robust ammo management system in the works
Enemies in earlier levels now drop more Danake to aid in acquiring Danake in the early-game
Reduced the damage of the Eos energy slice projectile
Added a more noticeable spawning sound for basic enemies
Ping is now rebindable
Fixes:
Fixed an issue where dagger count boost card would give clients +6 daggers instead of +3
Fixed an issue where you could select a card before all the cards have been revealed
Fixed an issue with the lodestone collection objective in the Pyristaktos Ravine with the objective text not updating when all lodestones were picked up
Added a failsafe to prevent losing item unlocks in rare occurrences
The throwing axe upgrade should now hit enemies much more reliably
Fixed an issue with the shop tutorial where loadout buttons were clickable, opening categories other than consumables