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Genre: Shooter

Seraph

Seraph updated: Patch notes for V0.21

We have quite a chunky one for everyone today! Read on to find out more.

NOTE: This is the last patch before the Seraph price increase. Better grab it now if you're considering it.

Seraph V0.21


<*>New Lieutenant ability - "Missile cone"
<*>New Lieutenant ability - "Reflect projectiles"
<*>Supreme shards now only take 3 epics to create, down from 5. Hooray!
<*>You can now access the upgrades menu from the end of level summary screen. Rejoice!
<*>Added a hidden multiplier for how quickly the difficulty ramps up based on how much game content the player has unlocked. The multiplier scales between 100% and 120%, depending on how many shard points you have equipped in Oaths. This means that players with a lot of Oath unlocks will find the game gets harder about 20% quicker than when they started playing the game.
<*>Massive buff to Sacred projectiles. Now does 50/60/70/80/100 damage over 3 seconds, up from 20/25/30/35/40 damage per second. It just didn't feel worth taking before.
<*>Buff to Blessed Ammunition. Now does 20/25/30/35/55 up from 10/15/20/25/30
<*>Slightly reduced fire rate of Railgun from 0.45 seconds between shots to 0.5 seconds.
<*>Boosted Autopistol damage to be the same as the pistols. It's about a 15% buff in damage.
<*>Fixed a rare issue with character physics that caused an enemy's position to be set to infinity, causing knock on effects
<*>Fixed issue where exiting the 'view rewards' popup on the Survival screen would continue your run
<*>Fixed a few issues with story log text (those damn red X's again!).
<*>Sector lock-downs now play a sound and alter the level lighting to be very clear you're in one!
<*>Ammo capacity is now capped for each weapon. Any additional ammo collected will be turned into metal parts.
<*>Significant alterations to the final boss fight and VFX.
<*>Fixed Healing Exorcism blessing to heal a proper amount, but now also only heals a % of MISSING health.
<*>Boosted the damage of the Life Leech attacks from Sacristan daemons.
<*>There are 2 new types of collectible buff in the High Security rooms: Half damage (armour) buff and a double xp buff. Both last 1 minute when picked up.
<*>The Corangelus facility has been hit with elecrical issues and now has flickering lights. Oh no! :D

Seraph updated: Patch notes for V0.2

Hello everyone! Been a few days since the last patch but we had some bugs to fix before this one was ready.

We have a new feature, The Codex, which collects up all the story logs and info on enemies you meet in the game. We still have a few entries to finish before it's complete, but you can now read those story logs you've found in peace, without being hacked to death as you do.

In addition, an important announcement is that we'll be adding a brand new chunky feature next week, and with it, Seraph's sale price will rise. So, if you're on the fence about whether to play this awesome, 100% recommended game, better buy now as it'll only get more expensive towards launch.

Seraph V0.20


<*>Fixed visual bug where the rank number in leader-board was split over 2 lines.
<*>Hard mode correctly begins at difficulty 4.0.
<*>All Lieutenants of Terminus can now adopt a 'flavour' after 6.0 (Black, red and blue).
<*>Reduced the 'post smite stun' period for bosses significantly at higher difficulties.
<*>Increased the damage protection aura strength of Black elites from 50% to 75% damage reduction.
<*>Increased Lieutenant of Terminus health scaling from 500% normal health at all difficulties to 500-800%, depending on difficulty.
<*>Significantly boosted the Health of the Herald and the final boss at higher difficulties.
<*>New sound FX for Lightwell and Comet Miracles.
<*>Fixed some room shapes where the player could not access some lockers or pick-ups when inside them.
<*>Removed 'the floating corpse' from a room.
<*>Fixed the wording on the survival mode's reward screen.
<*>New Lieutenant power, 'Beacon', spawns daemon allies (seen at diff 5.0 and above). Is able to spawn Elites at 8.0 and above!
<*>Boss spawned 'adds' don't drop XP Motes
<*>Fixed issue where it was possible to continue challenge mode when you should not have been able to
<*> Enemy 'recovery' animations are now tied to the post-smite stun time (bosses get up much faster at higher difficulty levels).

Seraph updated: Patch notes for V0.19

A small patch today to fix some issues with Survival score uploading being unreliable (which is annoying as hell!). In addition, we add another 2 Miracles to the game!

Seraph V0.19


<*>New Miracle - Lightwell: Seraph summons a Lightwell at the ground directly below her, reaching up to the ceiling. Enemies that pass through the Lightwell beam take 150 Holy damage.
<*>New Miracle - Comet: Seraph plummets towards the ground at incredible speed, causing 75 damage plus another 15 for every meter that she dropped as Holy damage. Casting Comet whilst already on the ground only causes 25% of the damage.
<*>Boosted score per second to 1500 in time based challenges to help combat Mote XP being so strong.
<*>Removed all normal enemies from Big Game Hunter challenge mode.
<*>Fix in place for survival mode posting a score to the scoreboard more reliably.

Seraph updated: Patch notes for V0.18

Balance changes and bug fixes are the name of the game today. We do have a new challenge mode type, however.

Seraph V0.18


<*>New challenge type added "Big Game Hunter" - slay 15 Elite Daemons as quickly as possible.
<*>Increased damage of Sacred Projectiles Oath from 15/18/21/24/30 to 20/25/30/35/40
<*>Tidied up intro titles/logos
<*>Amended the wording of Life and Death Oath to reflect the fact you can get orbs from Ward lockers too.
<*>Reduced protection amount of both Sanctuary and Resilience Oaths from 3/6/9/12/15% down to 2/4/6/8/10% (I know, ouch!)
<*>Reduced starting health bonuses of Strength Oath from 15/30/45/60/75 to 10/20/30/40/50
<*>Reduced Destiny Oath's health bonus on level up from 2/4/6/8/10 to 1/2/3/4/5.
<*>Increased starting difficulty of Hard mode to 4.0, up from 3.0. Still need to alter menu text to reflect this change.
<*>Boosted drop rates of Hooked Digits from the Thrall daemon more. 2.5-7% on normals and 20-30% on elites, depending on difficulty.
<*>Common shards no longer drop at difficulty 7.0 and above. This means Uncommon now drop 93% of the time on Extreme mode, up from 65%. Enjoy!
<*>Reduced initial cool-down on Critical Healing from 30 down to 25.
<*>Reduced damage bonus on deadly Grace from 15/16/17/18/20% to 10/11/12/13/15%
<*>Reduced XP boost of Daemonic Litany from 10/12/14/16/20% bonus to 10/11/12/13/15%.
<*>Reduced protection bonus of Remnant Protection from 3/6/9/12/15 to 2/4/6/8/10. Reduced time period from 3 seconds to 1.5 seconds.
<*>Reduced Origin's touch damage bonus from 5/6/7/8/10% of enemy's total health to 2/3/4/5/6%.
<*>Added new golden border to all rank 5 Blessings.
<*>Altered Health orbs to restore a fixed amount of health (50) rather than a % amount (15%).
<*>Potency Oath is altered from % increase of healing from Health orbs to a fixed amount +3/6/9/12/15.
<*>Upped Smite/heal Blessing to 10/11/12/13/15% of player's health.
<*>Added a tag to the daily challenge leader-boards to indicate the player's current reward bracket.
<*>Reduced the damage of the Railgun by a small amount 70-75 down from 75-80.
<*>Fixed issues with Transmutation's Wards tab not appearing if you'd unlocked a large number of Wards already.
<*>When crafting items in the transmutation menu, you are now returned to the category you were previously in.
<*>Fixed issue where you might get daily rewards for weekly challenges
<*>Improved the rewards pop-up for the weekly challenge
<*>Continue (if it's enabled) is now the default button of the survival challenges screen
<*>Possible work-around for Steam not accepting some scores.
<*>Show the loading screen when heading back to the front-end menus from the game.

Seraph updated: Patch notes for V0.17

Seraph's Survival mode has arrived!

The community asked for it and we built it. What a brilliant example of the benefits of Early Access and a strong, excited community. Go post a score before it resets this evening! The following Survival challenge will last a full week before the next reset.

Seraph V0.17


<*>Added Survival mode to the game - players can play a special version of the campaign through the Challenges menu. Survival mode has a fixed random seed for all players and awards score for collecting XP Motes. There are no checkpoint orbs and players can only 'game over' once before having to start again. Weekly rewards for taking part are distributed on a Sunday night.
<*>Widened the brackets for rewards in challenge mode from 5/10/25/50% to 10/25/50/75%, to give more people the chance to enjoy the rewards from taking part.

Seraph updated: Patch notes for V0.16

A smaller patch today, fixing some bugs we introduced last patch and adding a brand new Challenge mode type to the mix: Treasure Hunter! You must locate and open all 20 item lockers as fast as possible, but watch out, the difficulty starts at 5.0! Better have your dancing shoes on...

Seraph V0.16



  • Removed some references to "Leili" from the side story logs. Replaced with Talia.
  • Reduced burn damage of Sacred Projectiles down to a fixed number amount 1/2/3/4/5 rather than 2/4/6/8/10%.
  • Increased time you have to reach Security doors a little.
  • Arteos (supreme) shards can now be formed from 3 Keleos (Epic) shards!
  • Decreased the Black flavour elite's vunerablity to Holy damage from 400% to 200%. There's enough Holy damage in the game now to make that super vunerablilty less necessary.
  • Increased the movement speed, attack speed and ability recharge speed of all elites by 10%.
  • Tweaked Red flavour elites to be rarer until difficulty 6.0 and above. They're a little too punishing before that.
  • Increased score for time bonuses from 1000 per second to 1250 per second, to reward speed slightly more than XP from killed enemies in time based challenges.
  • Cycle through all the skins in challenge mode rather than picking a random one each day.
  • Added new challenge mode 'Treasure Hunt'.
  • Fixed issue where Sacred Projectiles VFX could linger after demon has died.
  • Sacred Projectiles now deal their damage every 0.25 seconds rather than every frame.
  • Sacred Projectiles now apply a fixed amount of damage instead of a percentage of enemy health.
  • Fixed issue with leaderboard rewards where players could get a lower reward quality than what they should have received.
  • Upped the Terminessence rewards for each leaderboard bracket in daily challenges.
  • Splash screens added (Please feel free to tweak em if needed)
  • Soul Stealer Oath now restores a fixed amount of health on enemy death instead of a percentage. Life steal effect has been removed from the game.

Seraph updated: Patch notes for V0.15

Today's a big one for endgame players; damage is. We've also added 3 new Blessings and 2 Miracle upgrades. Exciting!

This patch won't be live until around 8am GMT, but we're posting this now.

Read on for the full list of changes and bug fixes.

Seraph V0.15


  • Trading cards enabled!
  • Improved the Screen-size options menu with better support for multi-monitor setups.
  • New Miracle: Orb II and III now available.
  • New Miracle: Repel II and III now available.
  • New Blessing: Critical Heal - Critical strikes will heal Seraph for 50% of the damage caused. 30 second cooldown.
  • New Blessing: Sacred Projectiles - All weapon attacks burn enemies for 2% of their maximum Health as Holy damage over 3 seconds. This does not stack, but is refreshed with new damage.
  • New Blessing: Deadly Grace - All damage is boosted by 15% for 1 second following a Blink.
  • Altered Blessing: Reduced the heal on Healing Exorcism from 5-10% down to 3-7%.
  • Altered Blessing: Reduced the Soul Stealer Oath from maximum 5% of damage into health down to 2.5% of damage into health. We want this Oath to provide a very gradual heal, rather than sending the player's health yo-yoing up and down.
  • Wording of "perfection" challenge modifier altered to better explain what's going on. "Score bonus points depending on how little damage Seraph takes during the Challenge". It is no longer how much health you have at the end of the challenge.
  • Boosted the amount of shards you recieve from daily challenge rewards. Buffed the reward for being in the top 50% to Uncommon shards.
  • Max damage of all enemy attacks at 10.0 and has been increased to 200, up from 100. This sharp increase only occurs at 7.0 and above. Damage prior to 7.0 is increased only slightly.
  • Damage of all Daemon Lieutenant "special powers" has been boosted, in line with the changes above.
  • Herald given a maximum HP boost from 7,000 > 8,000
  • Herald's reflect bullet power extended in duration from 3 > 3.5 seconds, the speed of the reflected bullets upped from 20% at all difficulties to now scale between 20% and 80% of bullet speed (watch out, railgun users!).
  • Final boss given a maximum HP boost from a horribly low 6,000 (oops!) > 9,000
  • Final boss now snipes with 2 shots in his 1st phase and 4 in its 3rd phase (final boss is still far from complete - keep meaning to get to it).
  • Reduced the maximum lifetime of maestro's homing orbs from 6 seconds down to 5 seconds.
  • Fixed a bug where the Thrall would never drop a Hooked Digit from the normal sized Daemons.

Seraph updated: Patch notes for V0.14

Hey everyone!

We have some fairly nice balance and Transmutation tweaks today, along with a chunkier update in that Challenge mode now gives out daily awards!

Read on!

Seraph V0.14


<*>Raised all daemon health and movement speeds post difficulty 7.0.
<*>Raised projectile speed of Displaced's spinning blades and Thrall's red orb missiles after 7.0
<*>Set minimum difficulty numbers for levels at Hard and Extreme difficulty modes.
<*>SFX and Music volume sliders added to In game pause menu options
<*>Few button prompt tweaks to make text more consistent
<*>Challenge mode now copes much better with switching challenges at the end of the day
<*>Challenge mode now offers daily rewards based on a player's placement in the leader-board. You can view these rewards on the Challenge mode screen. Rewards are automatically delivered at the end of each day (12pm GMT).
<*>Reduced cost to combine Epic shards from 4 Rares to 3 Rares.
<*>Increased shotgun's pellet spread from 50 degrees to 60 degrees. Reduced ammo pickup amounts from 55-70 to 40-55.
<*>Ensured that there's a 100% chance of a locked security room on the 1st level of every theme.
<*>Drastically reduced the costs to craft all MK3 and MK4 weapons. Still requires Epic and Supreme shards, however.
<*>Increased drop rates of Supreme shards (now drop at diff 8.5 and above).
<*>Credits screen added
<*>Game now ends correctly after final boss (although there is no story conclusion as of yet!), returning user to main menu and showing credits screen
<*>"Reset game data" option now working with confirmation dialogue.

Seraph updated: Patch notes for V0.13

Hello players!

Little disclaimer: I'm not actually at work today, but am out of the country for a wedding! This means I've not had a chance to play test or verify any of the changes below. But then we though "what's the worst that can happen!?" and pushed the patch out anyway. Hardcore game development!


    Seraph V0.13

  • Keyboard and Gamepad custom bindings now added.
  • SFX and Music volume sliders added to In game pause menu options
  • Few buttom prompt tweaks to make text more consistent
  • Challenge mode now copes much better with switching challenges at the end of the day
  • Buffer Railgun fire rate back to 0.4 up from 0.6 seconds between shots. Felt a liiiittle too slow previously.



As always, let us know what you think in the Discussions board.

Seraph updated: Patch notes for V0.12

Good day! New patch = new patch-notes!

Seraph V0.12:


<*>Railgun attack speed nerfed from 0.2 > 0.6 to promote better positioning and reward players who line up targets for the perfect shot (rather than spam a boss to death from 2 feet away!). Damage boosted to compensate. PEW PEW!
* Slightly reduced the attack speed on shotgun from 0.45 > 0.4
* Fixed a bug that meant audio volume settings were not applied at start-up, and only applied again when entering game or audio option menu.
* Fixed incorrect wrapping of Oaths screen categories
* Implemented 'Perfection' modifier to Challenge mode
* Fixed issue where Maestro would be stuck in the dead animation when it re-spawned in Challenge mode.
* Difficulty now increases in all challenge modes (but more slowly than in Pressure challenge) 0.01 per 1.25 seconds.
* Fixed issue where score for 'Demi-centurion' Challenge would not include the time remaining bonus!
* When exiting Challenge you're now returned to the Challenge mode screen, and when exiting a campaign mode you return to the main menu.