Secrets of Grindea cover
Secrets of Grindea screenshot
Genre: Role-playing (RPG), Adventure, Indie

Secrets of Grindea

The Clarity Update (1.03b) is now live on Stable!



The Clarity Update is now the default version and will be delivered to all players!

We'll be keeping an eye on things to see if the increased user count will encounter some issue that slipped through the Frontline testing!

It will be available on GOG and Humble later today, or tomorrow at the latest.

For more patch notes and more information, please check out the Frontline post below!

https://steamcommunity.com/games/269770/announcements/detail/4334236563128954185

[Frontline Patch] Clarity Update (1.03) is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info



Summary

Bug fixes, improved visual clarity and... aquariums!

This patch is a "Frontline Patch"! It's intended for players who want to help out with testing, or if you're having a specific issue that is solved in this patch!

The default/Stable branch on Steam, as well as the Humble/GOG branches, will be updated after this has been in testing for 1-2 weeks!

Details

About the patch

Clarity Improvements

Another one of the things we really felt like we wanted to address in the game is the clarity/readability of the action. That is, to reduce the risk of the character “getting lost” in the playfield. This is especially common when playing in multiplayer, and playing with summons. The amount of moving things on the screen can reach quite ridiculous levels, and sometimes it’s hard to keep track of where you are, and where threats might be coming from.

Tackling this both felt important, and was an interesting design and technical challenge! How the system ended up was a combination of different approaches that we feel do their job well, without taking away from the visual experience:

The game will detect when a situation is getting messy, and will start to fade out distracting elements that might not be super important to players. This includes allied players' summons, trinkets, passive ally NPCs, allied players themselves and their spell effects, and even your own summons (if you have changed the clutter reduction to a high setting)!

In addition, your own character will be subtly rendered in the foreground, appearing above obstructions so it's easier to keep track of yourself. Lastly, when the game judges something as "interesting" for the player (such as an enemy about to attack you, or an enemy projectile), that too will be subtly rendered in the foreground.

When you're no longer in combat, these changes will fade away and everything will return to normal.

You can adjust how aggressively the game will apply these changes, ranging from turning off the system completely, to having it turn on as soon as any fighting begins.

During our testing, this system has felt quite helpful, and we hope you guys will enjoy the improvements to visual clarity as well!

Housing Items

You've been able to show off your weapon collection in your player house for a long time, but hats have been a different story! Now we've finally added a Hat Display, upon which you can put hats and facegear!

We've also introduced a few different sized Aquariums that you'll earn as rewards for catching fish! You can place them in your home, and then put fishes you've caught inside!

Button Guides for More Controller Types

It's now possible to change what controller type the in-game guides display! That is, the help bar at the bottom of the menus and such. You can change between XBox, Nintendo, or PlayStation!

Perk for Unfinished Challenges in Arcade Mode

Finishing all the different challenges of the higher floors in Arcade Mode in order to get the achievements has been a rather unreasonable thing to do unless you've been very lucky with the RNG, since you don't just need to beat the challenge, you actually have to randomly get the ones you haven't beaten yet!

To help with this, there is now a very situational perk available that, when activated, will make sure that

Patch Notes



Version 1.03a (July 31, Main Patch)

Additions

  • Added a 'Clarity System' that aims to reduce clutter and increase playfield readability in intense situations, especially in multiplayer
  • It's now possible to select button prompts that match PlayStation and Nintendo controllers
  • Added an Arcade Mode perk that guarantees that you'll encounter Challenge Rooms that you haven't yet beaten (if any) - for achievement hunters! [Only available in Single Player!]
  • Added Aquarium housing items in a few sizes - get them by talking to Haddock (Story Mode) or Bett (Arcade Mode)!
  • Players who have only played in multiplayer will now get the option to 'inherit' the last multiplayer world when playing offline for the first time

Changes

  • Updated the graphics of Frosty Friend's 'ability ready'-indicators
  • The fishing perk in Arcade Mode now has a much greater effect

Bug Fixes

  • Fixed some bugs that could cause crashes when changing display modes while in-game
  • If gifting away the Purple Garland, it will now be unequipped if worn
  • Fixed a bug that sometimes made the game skip the difficulty selection when creating a new character
  • Fixed a bug where redecorating the house in multiplayer could sometimes desync, causing various issues
  • Moving the Plant Blade pot no longer removes the interaction collider, and it's also easier to interact with
  • The 'Hide Discovered' button in the crafting menu now actually works!


What's next?



If nothing major arises, this update will make its way to Stable and the other storefronts in 1-2 weeks!

After that, New Game+ awaits!

The Difficulty Update (1.02c) is now live on Stable!

The Difficulty Update is now the default version and will be delivered to all players!

We'll be keeping an eye on things to see if the increased user count will encounter some issue that slipped through the Frontline testing!

It will be available on GOG and Humble later today, or tomorrow at the latest.

For more patch notes and more information, please check out the Frontline post below!

https://steamcommunity.com/games/269770/announcements/detail/4207002269545222582

[Frontline Patch] Difficulty Update is out on Frontline!

Frontline only! Click here for Frontline instructions

Patch Info



Summary

A load of bugfixes, some QoL improvements and more difficulty options!

This patch is a "Frontline Patch"! It's intended for players who want to help out with testing, or if you're having a specific issue that is solved in this patch!

The default/Stable branch on Steam, as well as the Humble/GOG branches, will be updated after this has been in testing for 1-2 weeks!

Details

About the patch

After watching a lot of streams and reading a lot of feedback, we've come to realize that the difficulty options in the game are a bit limited, and there are two seemingly pretty big groups that is affected: people looking for something a bit less demanding, and people who'd like to face a greater challenge than Normal but don't appreciate the current Hard Mode. The patch contains a couple of new difficulty settings hoping to improve on this: Chill Mode and Expert Mode, and some toning down of Hard Mode.

There are also changes to display options, as well as the possibility to adjust controller deadzone and assign the DPad to be a quickslot shortcut instead of being used for movement.

Another noteworthy change is the addition of proper translator credits, where authors of the fan-translations now have the option to appear at the start of the game, and during the credits!

Oh, and the difficult Phase Shift Course no longer has to be fully completed in order to get the True Ending.

...and a bunch of other changes that can be found in the patch notes!

More Details on Difficulty Changes

The first part of addressing the difficulty issue is a new “Chill Mode” (aka Easy Mode). We hope this mode will suit players who want to go on an adventure but not necessarily be under a lot of pressure skill-wise.

Conversely, we’ve realized that the gap between Normal and Hard is very big – especially considering the final boss' moves of disabling the Health Potion and Barrier; two tools that a lot of players feel forced into when playing the mode. For some, Normal feels like a cakewalk and Hard like a punishment.

To better serve this second crowd, we will adjust the difficulty of Hard Mode, where HPot and Barrier will always be allowed, and the mode will generally be made slightly easier across the board. It is basically equivalent to Catalyst 2 in Arcade Mode, with some adjustments.

We will at the same time introduce a fourth difficulty: “Expert”. This mode is slightly harder than current Hard, mostly due to the Health Potion and Barrier being weaker right from the start. Overall, though, the experience will mostly be about the same as current Hard.

The Hard Mode-achievement will be rebranded as an Expert Mode-achievement, and everyone who has unlocked it will keep it but under the new name!

Patch Notes



Additions

  • Translation authors can now add a name and logo to be more prominently credited in-game!
  • There's now an option to enable/disable black borders when playing fullscreen with a monitor that's not 16:9 aspect ratio
  • Gamepad players can now choose to have the DPad quick-access the left clover (the one accessed with LT/L2) instead of moving the character
  • Gamepad players can now adjust the deadzone of the left thumb stick to match their preference
  • Potions can now be equipped one-by-one to remove the need for multiple button presses, if preferred
  • The 'Hard' difficulty is now a bit easier overall (especially towards the end), and a new difficulty called 'Expert' is like the old Hard Mode
  • The fighting part of the Collector Exam now includes a short shield trial

Changes

  • It's now possible to select zoom levels higher than 3 for monitors that support it
  • Red Giga Slime's level scaling will now be locked to the player level when first fighting it [Story Mode]
  • If equipping a weapon through a Quickslot, you can now switch back by pressing the same button again (especially convenient for things like the Bug Net)
  • Larvacids no longer leave continuous acid behind unless they're angry
  • Health Orbs now have a larger pickup radius
  • The player is now healed between every battle in the final tower, except on Hard and Expert Mode
  • The Burn debuff, when affecting a player, now has a short 'mercy timer' before being applied
  • Enemy Shockwave-attacks now have less punishing colliders
  • The Arena Gauntlet Challenges now scale in a more reasonable manner on high levels
  • The player can now move earlier after putting the shield away
  • The player can now move earlier after taking shield damage, and can attack and use spells at any time during the shield damage animation
  • Input when turning and raising the shield is now somewhat context sensitive, making the timing less strict
  • ("[Arcade Mode] The zoning field (jumpdown) in the Flying Fortress Boss Rooms now has an indicator to lessen confusion
  • Kailan's ghost-gift has been changed from the Phase Resequencer to a new item, 'Kailan's ID', which is found earlier in the bonus phase course
  • Thorn Worms can now be interrupted during the beginning of their dig-animation
  • After completing a Twilight-locked challenge in the Ghost Ship, the player now automatically leaves Twilight
  • The monkey barrel room in Tai Ming's Inner Shrine will now become an efficient Monkey + Statue grind room after saving Shiidu
  • Monkeys can now spawn as elites, mostly for drop-rate-increase purposes

Bug Fixes

  • Skipping the quests that grant potion flasks should now more reliably set the potion amount correctly
  • Reading Penn Wryte's final book as a client in multiplayer no longer removes it from your inventory
  • The Penn Wryte achivement's progress is now tracked on the character, not the world
  • Burn particles for burning players are now displayed correctly on clients
  • Player 2 no longer automatically picks up the health orb when reaching Floor 5 in Arcade Mode
  • Fixed a bug in the cannon-scene in the Lost Ship that made the scene become rather silly
  • Fixed several music bugs related to Tai Ming
  • When receiving the Valkyrie Hat DLC reward, the game no longer mentions being in Beta
  • The housing menu no longer puts Rotate and Place on the same button on gamepads


What's next?



If nothing major arises, this update will make its way to Stable and the other storefronts in 1-2 weeks!

After that, more QoL (with focus on clutter reduction and other clarity improvements) and New Game+ awaits!

1.01a is now live on Stable!

Summary

The 1.01a patch is now on the default branch/Stable!

If you are already playing on Frontline, you already have this patch, and the below information is redundant!

Patch Notes



Changes

  • The game now asks for player confirmation before a rebind of the confirm button goes through
  • Players can no longer sell the unique seeds that are required for the Master Gardener achievement
  • When failing to establish a multiplayer connection, the game tries to provide error context
  • The final boss' Inferno attack should no longer be able to corner players if the Giant Earth Spike is positioned poorly

Bug Fixes

  • When accepting the 'enemies from floor above'-bet in the Arcade Mode Desert, you'll now be granted Twilight Shift
  • Defeating the final boss of Arcade Mode now actually grants score!
  • Solving the Deceit puzzle and then immediately exiting the game no longer soft locks upon reload
  • Fixed a visual bug where the arena door would not open after The Gauntlet I arena challenge had been cleared
  • Quitting the game during the cutscene between Lurifix' quests in Mt Bloom no longer soft locks the save
  • The game should now award the Card Enthusiast achievement without needing to quit and load back in
  • The crash report tool can now identify some more common issues and give advice
  • Leaving the Forgotten Tower during the puzzle phase no longer causes the zone to bug out for multiplayer clients
  • The game no longer locks up for multiplayer clients when finishing Arcade Mode with less than 100% score
  • Fixed a crash that occured in the ingame menu when selecting the last item of a category, selling it, and then trying to select it again


What's Next?

We're currently working on the design part of a New Game+, and will simultaneously keep doing bugfixes and QoL changes!

[Frontline Bugfix Patch] Version 1.01a is out on Frontline!

Frontline only! Click here for Frontline instructions

Patch Info



Summary

We've seen quite a refreshing burst of life in the week since 1.0-launch, and me and Fred had a great time streaming for a few hours after release! Thanks to everyone who've played the game - we hope you've enjoyed it, and we're aiming to make it even more enjoyable with post-launch additions, fixes and adjustments!

Thus begins the post-release period, and as expected the first order of business is improving base functionality an stability. On that note, here are the patch notes!

This patch is a "Frontline Patch"! It's intended for players who want to help out with testing, or if you're having a specific issue that is solved in this patch!

Patch Notes



Changes

  • The game now asks for player confirmation before a rebind of the confirm button goes through
  • Players can no longer sell the unique seeds that are required for the Master Gardener achievement
  • When failing to establish a multiplayer connection, the game tries to provide error context
  • The final boss' Inferno attack should no longer be able to corner players if the Giant Earth Spike is positioned poorly

Bug Fixes

  • When accepting the 'enemies from floor above'-bet in the Arcade Mode Desert, you'll now be granted Twilight Shift
  • Defeating the final boss of Arcade Mode now actually grants score!
  • Solving the Deceit puzzle and then immediately exiting the game no longer soft locks upon reload
  • Fixed a visual bug where the arena door would not open after The Gauntlet I arena challenge had been cleared
  • Quitting the game during the cutscene between Lurifix' quests in Mt Bloom no longer soft locks the save
  • The game should now award the Card Enthusiast achievement without needing to quit and load back in
  • The crash report tool can now identify some more common issues and give advice
  • Leaving the Forgotten Tower during the puzzle phase no longer causes the zone to bug out for multiplayer clients
  • The game no longer locks up for multiplayer clients when finishing Arcade Mode with less than 100% score
  • Fixed a crash that occured in the ingame menu when selecting the last item of a category, selling it, and then trying to select it again


What's next?



More bug fixes while we start the design work with New Game+! That update might also have some other difficulty and playstyle related additions coming along for the ride.

Secrets of Grindea Finally Leaves Early Access!

Wow! Is This A Dream?



We sure hope not! Even (especially?) for us it feels a bit surreal that this day has finally arrived!

Thanks to everyone who have been with us on this crazy journey, and for all the encouragement and feedback we've been given to make this game what it is now - after a total of 13 years (!!) in development - and thanks and welcome to all the new player who will join in shaping it into what it will eventually become!

Wait, 13 years?!



Yep! We've been in Early Access for nine, but before that we were making this game on the side while going to school! Thirteen years became the grand total oven time for this brightly colored bun. It's quite insane when you put it like that, but we're very grateful for being able to create this game the way we wanted

And now?



Bug fixes! Then the first big post-release thing we will tackle is a New Game+!

So, without further ado... thanks for playing, and we hope you enjoy :)

- Teddy, Fred & Vilya

Patch 0.99h is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info



Recommended Level: N/A

Summary

The game's three endings (two for Story, one for Arcade) are now available, together with the final tower and its bosses!

Details

About the patch

This patch includes the final tower, the game's final bosses and two endings! Since it's a Frontline update, the final layer of polish (especially sound-wise) is not there yet. However, the overall quality is still high!

Also note that this is not quite the 1.0 release content wise - some things, such as an updated set of Achievements, are not added yet!

This last portion of the game has been a final boss in itself for us to produce, but we are happy with the quality of the content, and hope you guys will be too!

Some useful chat commands for testing purposes:

/towerreset - resets the whole tower
/finalereset - resets the final battles

To add/remove a catalyst to see the different endings, type in these to turn them on/off (Note! Make sure to do this outside the final boss room or things might bug out):
/toggleflag _MainStory_EndGame_CatalystOfPower_G
/toggleflag _MainStory_EndGame_CatalystOfAwakening_R
/toggleflag _MainStory_EndGame_CatalystOfMortality_B

Patch Notes



Patch 0.99h (Feb 19)

Additions

  • The last endgame stuff now has proper sound effects!

Changes

  • Some more UI stuff can now be translated
  • The Red Giga Slime in the One Measly Slime quest now scales with player level
  • There is now a tiny delay between the Perfect Guard-achievement triggering to avoid unearned edge cases
  • If you haven't picked up Mana's Shawl in the second part of Tai Ming, it can now be bought from Archie (in Tai Ming)
  • Pins are now unlocked slightly earlier after starting a fresh Arcade Mode save
  • Added some flavor to Mesido if you bring him along for your adventure

Bug Fixes

  • When a server quits the session, clients should now properly return to the main menu
  • When joining a server immediately after starting the game, the character select should no longer display wrong names and levels
  • The Tower elevator final barrage now truly, truly should leave people's summons and shadow clones alone
  • The ending cutscenes now show a 'waiting for players' prompt during their pauses in multiplayer
  • Fixed a number of UI related bugs


Patch 0.99g (Feb 3)

Additions

  • A bunch of new achievements has been added, along with rewards
  • Mana's ghost dog can now be interacted with, and a chest has been added in the same zone
  • Mama Guard now has a little bonus reward for visitors

Changes

  • Added padding tracks for the credits theme so there won't be silence even if the player don't fast forward
  • Beating Arcade Mode after the first time now doesn't play the same cutscene over and over
  • Arcade Mode style slot choices are now saved between sessions
  • Much of the in-game menu has been visually improved, and now support translations

Bug Fixes

  • The Arcade ending now plays properly even in co-op
  • Marino's remix theme now properly plays at the top of the tower
  • The names of house owners in now shows up correctly multiplayer
  • Fixed a music looping issue in the Normal Ending
  • Pins spawning in Arcade Mode no longer plays creaky ship sounds forever and ever
  • Fixed a muliplayer crash bug on the final boss
  • Harry now says his correct line during the Collector Exam



Patch 0.99f (Jan 17)

Bug Fixes

  • Fixed a crash bug on the final battle


Patch 0.99e (Jan 16)

Additions

  • The bow now has a final upgrade, available after the Tower appears
  • The two final bosses can now be fought against in the Evergrnid Arena
  • Two more pet skins per pet have been added

Changes

  • The Difficulty Selection can now (finally) be translated
  • All haircuts can now be selected when creating a new character
  • The northern part of Pumpkin Woods now looks a bit more polished
  • Ghost Mundi now has new dialogue in relation to her friend, if completed after the ending
  • Added some extra post-end dialogues to various NPCs
  • The final boss Barrier HP now scales with number of players

Bug Fixes

  • Fixed some visual bugs when defeating the final boss in certain states
  • The Cog Shield is now properly granted to all players when playing in multiplayer
  • The final barrage in the Tower no longer freezes persistent player spells (shadow clones, clouds, etc)
  • If dying dring said barrage, you can no longer wait it out under the Game Over screen to be revived at the end
  • The Season Hydras Mirror Fight no longer have the game over-tip remain during the whole zone
  • Ghosts on the Ghost Ship now have proper graphics for when they get frozen
  • Fixed a visual bug during the HQ cutscene after Ghost Ship
  • Going into the Main Menu Options no longer causes the game to skip the difficulty selection, auto-starting a Normal Mode game


Hotfix Patch 0.99d (Dec 29)

Changes

  • Dad now has a new dialogue line shown if spoken to while Amalet is stolen
  • Quinton now has a new dialogue line shown if spoken to before reporting to Dad, after Temple of Seasons
  • Various minor visual improvements

Bug Fixes

  • Terrorweed can no longer spawn thorns out in the air during the elevator gauntlet
  • Dialogue replies can now show different formulations depending on world factors (relevant only to certain translations)


Hotfix Patch 0.99c (Dec 21)

Changes

  • Everyone's favorite NPC - the HQ window cleaner - now has a post-end animation change!
  • Updated portraits for post-end cavelings + some expressions added elsewhere
  • The tower boss-rush theme is now updated to its intended version!

Bug Fixes

  • Fixed some text errors
  • Barrier being exploded just as the final boss was preparing to steal it no longer crashes the game
  • Getting the health potion stolen while Hard-mode final boss is charging up a Giga Earth Spike no longer softlocks
  • Taming pets in Arcade Mode no longer crashes the game


Patch 0.99b (Dec 20)

Additions

  • The two final floors have been added to Arcade Mode
  • The Catalysts now have a purpose
  • The Arcade Mode final boss now has sounds!
  • The new Arcade Mode events now have sounds
  • Arcade Mode now has a proper ending!

Changes

  • Loods in Lood God-rooms now have less HP
  • Reflected Wisp projectiles now deal much more damage
  • Adjusted the HP of some late-game bosses downwards in Arcade
  • Arrows shot by the pin that adds archery charges on basic attacks may now trigger other arrow-pins on hit
  • The pin that casts meteor on arrow hits now casts a silver charge meteor
  • Solo Hydras should no longer appear in Temple of Season gauntlet rooms
  • NPCs and summons now display damage numbers in orange, to help differentiate between player damage
  • The 'S-rank heals' shrine buff now heals for much more
  • GUN-D4M's hands now have a short delay before going into attack-mode after being damaged
  • Perfect guarding GUN-D4M's hands now actually has some useful purpose
  • The Winter Hydra's beam now behaves a bit differently
  • ...and a whole load of others!

Bug Fixes

  • Ni's chat bubbles during the Festival now appears correctly with all translations
  • Crabbys no longer instantly re-locks on the player when using Blink
  • Wisps should no longer be able to get knocked out of bounds upon dying
  • Arcade Mode Essence can no longer be bought at the bank if the player has 999 essence
  • Scarie's quest marker is now rendered above the trees, making it easier to spot
  • Katarina now has an appropriate dialogue if interacting with her before the festival
  • The miners in Mt Bloom no longer talks about Steve having found a new job before he has
  • "Updates caught up" should no longer be spammed in chat for some players
  • Archie should no longer appear in the room where Mesido is saved, scamming playes
  • Fixed a multiplayer descync issue that could occur after a Floor Bet by Bishop
  • The 'Attacks and wand Projectiles add Spell Charges'-pin now triggers more reliably with wand projectiles
  • Fixed a bug where Ice Nova was unable to crit
  • Time Crystals should now reset arcade mode floors even more reliably
  • Fixed a bug where using Maracus transmute two times with a crashed sound system would lock the game
  • Fixed a number of text related errors and bugs
  • HP bars and barrier effects now match the opacity of the player they belong to
  • Shadow clones granted by the pin will no longer disappear if dying in multplayer
  • The Bag-tip regarding new charge levels of persistent spells now appear in Arcade Mode as well
  • Buffs that increase DEF% will now raise negative defense instead of lowering it
  • Attacks with armor penetration no longer adjust negative armor upwards
  • Marino's shadow clone dashes should no longer be able to dash through the shield
  • Boots of Bloodthirst can no longer kill players with less than 1000 MaxHP
  • The Double Damage curse no longer applies to Boots of Bloodthirst and Spectral Blindfold
  • Damage against barrier is no longer quadrupled with the 2x damage curse
  • The Ice Cream Parlor can now be encountered in normal event rooms (previously only via Archie)
  • The uncharged plants that come with the Gold Charge plant now attack properly!
  • Quitting the game right after being cursed by Bones no longer lets the player 'leave' the curse
  • Santa now stays as his small version throughout the Cookie quest
  • ...and a whole load of others!!


More Insight



If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?



Bug fixes, Achievements, final polish. The Stable-version of this update (which will be 1.0) will land when we've got all sounds in, and have done a final polish-pass of the game!

After that, we'll see what post release content is high on the list! We feel New Game+ is a likely candidate.

Patch 0.99g is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info



Recommended Level: N/A

Summary

The game's three endings (two for Story, one for Arcade) are now available, together with the final tower and its bosses!

Details

About the patch

This patch includes the final tower, the game's final bosses and two endings! Since it's a Frontline update, the final layer of polish (especially sound-wise) is not there yet. However, the overall quality is still high!

Also note that this is not quite the 1.0 release content wise - some things, such as an updated set of Achievements, are not added yet!

This last portion of the game has been a final boss in itself for us to produce, but we are happy with the quality of the content, and hope you guys will be too!

Some useful chat commands for testing purposes:

/towerreset - resets the whole tower
/finalereset - resets the final battles

To add/remove a catalyst to see the different endings, type in these to turn them on/off (Note! Make sure to do this outside the final boss room or things might bug out):
/toggleflag _MainStory_EndGame_CatalystOfPower_G
/toggleflag _MainStory_EndGame_CatalystOfAwakening_R
/toggleflag _MainStory_EndGame_CatalystOfMortality_B

Patch Notes



Patch 0.99g (Feb 3)

Additions

  • A bunch of new achievements has been added, along with rewards
  • Mana's ghost dog can now be interacted with, and a chest has been added in the same zone
  • Mama Guard now has a little bonus reward for visitors

Changes

  • Added padding tracks for the credits theme so there won't be silence even if the player don't fast forward
  • Beating Arcade Mode after the first time now doesn't play the same cutscene over and over
  • Arcade Mode style slot choices are now saved between sessions
  • Much of the in-game menu has been visually improved, and now support translations

Bug Fixes

  • The Arcade ending now plays properly even in co-op
  • Marino's remix theme now properly plays at the top of the tower
  • The names of house owners in now shows up correctly multiplayer
  • Fixed a music looping issue in the Normal Ending
  • Pins spawning in Arcade Mode no longer plays creaky ship sounds forever and ever
  • Fixed a muliplayer crash bug on the final boss
  • Harry now says his correct line during the Collector Exam



Patch 0.99f (Jan 17)

Bug Fixes

  • Fixed a crash bug on the final battle


Patch 0.99e (Jan 16)

Additions

  • The bow now has a final upgrade, available after the Tower appears
  • The two final bosses can now be fought against in the Evergrnid Arena
  • Two more pet skins per pet have been added

Changes

  • The Difficulty Selection can now (finally) be translated
  • All haircuts can now be selected when creating a new character
  • The northern part of Pumpkin Woods now looks a bit more polished
  • Ghost Mundi now has new dialogue in relation to her friend, if completed after the ending
  • Added some extra post-end dialogues to various NPCs
  • The final boss Barrier HP now scales with number of players

Bug Fixes

  • Fixed some visual bugs when defeating the final boss in certain states
  • The Cog Shield is now properly granted to all players when playing in multiplayer
  • The final barrage in the Tower no longer freezes persistent player spells (shadow clones, clouds, etc)
  • If dying dring said barrage, you can no longer wait it out under the Game Over screen to be revived at the end
  • The Season Hydras Mirror Fight no longer have the game over-tip remain during the whole zone
  • Ghosts on the Ghost Ship now have proper graphics for when they get frozen
  • Fixed a visual bug during the HQ cutscene after Ghost Ship
  • Going into the Main Menu Options no longer causes the game to skip the difficulty selection, auto-starting a Normal Mode game


Hotfix Patch 0.99d (Dec 29)

Changes

  • Dad now has a new dialogue line shown if spoken to while Amalet is stolen
  • Quinton now has a new dialogue line shown if spoken to before reporting to Dad, after Temple of Seasons
  • Various minor visual improvements

Bug Fixes

  • Terrorweed can no longer spawn thorns out in the air during the elevator gauntlet
  • Dialogue replies can now show different formulations depending on world factors (relevant only to certain translations)


Hotfix Patch 0.99c (Dec 21)

Changes

  • Everyone's favorite NPC - the HQ window cleaner - now has a post-end animation change!
  • Updated portraits for post-end cavelings + some expressions added elsewhere
  • The tower boss-rush theme is now updated to its intended version!

Bug Fixes

  • Fixed some text errors
  • Barrier being exploded just as the final boss was preparing to steal it no longer crashes the game
  • Getting the health potion stolen while Hard-mode final boss is charging up a Giga Earth Spike no longer softlocks
  • Taming pets in Arcade Mode no longer crashes the game


Patch 0.99b (Dec 20)

Additions

  • The two final floors have been added to Arcade Mode
  • The Catalysts now have a purpose
  • The Arcade Mode final boss now has sounds!
  • The new Arcade Mode events now have sounds
  • Arcade Mode now has a proper ending!

Changes

  • Loods in Lood God-rooms now have less HP
  • Reflected Wisp projectiles now deal much more damage
  • Adjusted the HP of some late-game bosses downwards in Arcade
  • Arrows shot by the pin that adds archery charges on basic attacks may now trigger other arrow-pins on hit
  • The pin that casts meteor on arrow hits now casts a silver charge meteor
  • Solo Hydras should no longer appear in Temple of Season gauntlet rooms
  • NPCs and summons now display damage numbers in orange, to help differentiate between player damage
  • The 'S-rank heals' shrine buff now heals for much more
  • GUN-D4M's hands now have a short delay before going into attack-mode after being damaged
  • Perfect guarding GUN-D4M's hands now actually has some useful purpose
  • The Winter Hydra's beam now behaves a bit differently
  • ...and a whole load of others!

Bug Fixes

  • Ni's chat bubbles during the Festival now appears correctly with all translations
  • Crabbys no longer instantly re-locks on the player when using Blink
  • Wisps should no longer be able to get knocked out of bounds upon dying
  • Arcade Mode Essence can no longer be bought at the bank if the player has 999 essence
  • Scarie's quest marker is now rendered above the trees, making it easier to spot
  • Katarina now has an appropriate dialogue if interacting with her before the festival
  • The miners in Mt Bloom no longer talks about Steve having found a new job before he has
  • "Updates caught up" should no longer be spammed in chat for some players
  • Archie should no longer appear in the room where Mesido is saved, scamming playes
  • Fixed a multiplayer descync issue that could occur after a Floor Bet by Bishop
  • The 'Attacks and wand Projectiles add Spell Charges'-pin now triggers more reliably with wand projectiles
  • Fixed a bug where Ice Nova was unable to crit
  • Time Crystals should now reset arcade mode floors even more reliably
  • Fixed a bug where using Maracus transmute two times with a crashed sound system would lock the game
  • Fixed a number of text related errors and bugs
  • HP bars and barrier effects now match the opacity of the player they belong to
  • Shadow clones granted by the pin will no longer disappear if dying in multplayer
  • The Bag-tip regarding new charge levels of persistent spells now appear in Arcade Mode as well
  • Buffs that increase DEF% will now raise negative defense instead of lowering it
  • Attacks with armor penetration no longer adjust negative armor upwards
  • Marino's shadow clone dashes should no longer be able to dash through the shield
  • Boots of Bloodthirst can no longer kill players with less than 1000 MaxHP
  • The Double Damage curse no longer applies to Boots of Bloodthirst and Spectral Blindfold
  • Damage against barrier is no longer quadrupled with the 2x damage curse
  • The Ice Cream Parlor can now be encountered in normal event rooms (previously only via Archie)
  • The uncharged plants that come with the Gold Charge plant now attack properly!
  • Quitting the game right after being cursed by Bones no longer lets the player 'leave' the curse
  • Santa now stays as his small version throughout the Cookie quest
  • ...and a whole load of others!!


More Insight



If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?



Bug fixes, Achievements, final polish. The Stable-version of this update (which will be 1.0) will land when we've got all sounds in, and have done a final polish-pass of the game!

After that, we'll see what post release content is high on the list! We feel New Game+ is a likely candidate.

Patch 0.99e is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info



Recommended Level: N/A

Summary

The game's three endings (two for Story, one for Arcade) are now available, together with the final tower and its bosses!

Details

About the patch

This patch includes the final tower, the game's final bosses and two endings! Since it's a Frontline update, the final layer of polish (especially sound-wise) is not there yet. However, the overall quality is still high!

Also note that this is not quite the 1.0 release content wise - some things, such as an updated set of Achievements, are not added yet!

This last portion of the game has been a final boss in itself for us to produce, but we are happy with the quality of the content, and hope you guys will be too!

Some useful chat commands for testing purposes:

/towerreset - resets the whole tower
/finalereset - resets the final battles

To add/remove a catalyst to see the different endings, type in these to turn them on/off (Note! Make sure to do this outside the final boss room or things might bug out):
/toggleflag _MainStory_EndGame_CatalystOfPower_G
/toggleflag _MainStory_EndGame_CatalystOfAwakening_R
/toggleflag _MainStory_EndGame_CatalystOfMortality_B

Patch Notes



Patch 0.99e (Jan 16)

Additions

  • The bow now has a final upgrade, available after the Tower appears
  • The two final bosses can now be fought against in the Evergrnid Arena
  • Two more pet skins per pet have been added

Changes

  • The Difficulty Selection can now (finally) be translated
  • All haircuts can now be selected when creating a new character
  • The northern part of Pumpkin Woods now looks a bit more polished
  • Ghost Mundi now has new dialogue in relation to her friend, if completed after the ending
  • Added some extra post-end dialogues to various NPCs
  • The final boss Barrier HP now scales with number of players

Bug Fixes

  • Fixed some visual bugs when defeating the final boss in certain states
  • The Cog Shield is now properly granted to all players when playing in multiplayer
  • The final barrage in the Tower no longer freezes persistent player spells (shadow clones, clouds, etc)
  • If dying dring said barrage, you can no longer wait it out under the Game Over screen to be revived at the end
  • The Season Hydras Mirror Fight no longer have the game over-tip remain during the whole zone
  • Ghosts on the Ghost Ship now have proper graphics for when they get frozen
  • Fixed a visual bug during the HQ cutscene after Ghost Ship
  • Going into the Main Menu Options no longer causes the game to skip the difficulty selection, auto-starting a Normal Mode game


Hotfix Patch 0.99d (Dec 29)

Changes

  • Dad now has a new dialogue line shown if spoken to while Amalet is stolen
  • Quinton now has a new dialogue line shown if spoken to before reporting to Dad, after Temple of Seasons
  • Various minor visual improvements

Bug Fixes

  • Terrorweed can no longer spawn thorns out in the air during the elevator gauntlet
  • Dialogue replies can now show different formulations depending on world factors (relevant only to certain translations)


Hotfix Patch 0.99c (Dec 21)

Changes

  • Everyone's favorite NPC - the HQ window cleaner - now has a post-end animation change!
  • Updated portraits for post-end cavelings + some expressions added elsewhere
  • The tower boss-rush theme is now updated to its intended version!

Bug Fixes

  • Fixed some text errors
  • Barrier being exploded just as the final boss was preparing to steal it no longer crashes the game
  • Getting the health potion stolen while Hard-mode final boss is charging up a Giga Earth Spike no longer softlocks
  • Taming pets in Arcade Mode no longer crashes the game


Patch 0.99b (Dec 20)

Additions

  • The two final floors have been added to Arcade Mode
  • The Catalysts now have a purpose
  • The Arcade Mode final boss now has sounds!
  • The new Arcade Mode events now have sounds
  • Arcade Mode now has a proper ending!

Changes

  • Loods in Lood God-rooms now have less HP
  • Reflected Wisp projectiles now deal much more damage
  • Adjusted the HP of some late-game bosses downwards in Arcade
  • Arrows shot by the pin that adds archery charges on basic attacks may now trigger other arrow-pins on hit
  • The pin that casts meteor on arrow hits now casts a silver charge meteor
  • Solo Hydras should no longer appear in Temple of Season gauntlet rooms
  • NPCs and summons now display damage numbers in orange, to help differentiate between player damage
  • The 'S-rank heals' shrine buff now heals for much more
  • GUN-D4M's hands now have a short delay before going into attack-mode after being damaged
  • Perfect guarding GUN-D4M's hands now actually has some useful purpose
  • The Winter Hydra's beam now behaves a bit differently
  • ...and a whole load of others!

Bug Fixes

  • Ni's chat bubbles during the Festival now appears correctly with all translations
  • Crabbys no longer instantly re-locks on the player when using Blink
  • Wisps should no longer be able to get knocked out of bounds upon dying
  • Arcade Mode Essence can no longer be bought at the bank if the player has 999 essence
  • Scarie's quest marker is now rendered above the trees, making it easier to spot
  • Katarina now has an appropriate dialogue if interacting with her before the festival
  • The miners in Mt Bloom no longer talks about Steve having found a new job before he has
  • "Updates caught up" should no longer be spammed in chat for some players
  • Archie should no longer appear in the room where Mesido is saved, scamming playes
  • Fixed a multiplayer descync issue that could occur after a Floor Bet by Bishop
  • The 'Attacks and wand Projectiles add Spell Charges'-pin now triggers more reliably with wand projectiles
  • Fixed a bug where Ice Nova was unable to crit
  • Time Crystals should now reset arcade mode floors even more reliably
  • Fixed a bug where using Maracus transmute two times with a crashed sound system would lock the game
  • Fixed a number of text related errors and bugs
  • HP bars and barrier effects now match the opacity of the player they belong to
  • Shadow clones granted by the pin will no longer disappear if dying in multplayer
  • The Bag-tip regarding new charge levels of persistent spells now appear in Arcade Mode as well
  • Buffs that increase DEF% will now raise negative defense instead of lowering it
  • Attacks with armor penetration no longer adjust negative armor upwards
  • Marino's shadow clone dashes should no longer be able to dash through the shield
  • Boots of Bloodthirst can no longer kill players with less than 1000 MaxHP
  • The Double Damage curse no longer applies to Boots of Bloodthirst and Spectral Blindfold
  • Damage against barrier is no longer quadrupled with the 2x damage curse
  • The Ice Cream Parlor can now be encountered in normal event rooms (previously only via Archie)
  • The uncharged plants that come with the Gold Charge plant now attack properly!
  • Quitting the game right after being cursed by Bones no longer lets the player 'leave' the curse
  • Santa now stays as his small version throughout the Cookie quest
  • ...and a whole load of others!!


More Insight



If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?



Bug fixes, Achievements, final polish. The Stable-version of this update (which will be 1.0) will land when we've got all sounds in, and have done a final polish-pass of the game!

After that, we'll see what post release content is high on the list! We feel New Game+ is a likely candidate.