Slasher's Keep cover
Slasher's Keep screenshot
Genre: Role-playing (RPG), Indie

Slasher's Keep

Update 0.999.99.9c now on [default] branch

0.999.99.9c



  • Fixed an issue that could cause connector tiles between rooms to be unreachable.

  • Fixed an issue with turret fuse boxes being placed inside of platforms sometimes.

  • Fixed a bug that could cause braziers to be placed inside of turrets.

  • Fixed a bug that could cause the still apparatus and the book with the hidden numpad to appear on top of each other.

  • Fixed a bug that could cause the quest giver and one of those shadow magic shooty things to be placed on the same corridor wall.

  • Fixed a shader issue with the destructible orc pin-up.

  • Fixed an issue that could cause weird missing doors on secret passages and possibly other unexplained phenomena.

  • Fixed an issue with enemies getting stuck between rail posts in platform-and-stairs-type rooms in dungeon type 3.

  • Leather boxes in smithy rooms should now have their open state saved correctly.

  • Fixed a bug that cause invisible walls to be placed in secret passages inside outer walls in dungeon type 3.

  • Fixed an aesthetic issue with walls getting placed outside the boss room where they shouldn't be.

  • Fixed an issue that would cause too many altar rooms to appear in dungeons. Also there should now be more altars in dungeon type 2 and 3.

  • Loot dropped by the final boss should now always be reachable.

  • Fixed a problem with the final boss picking up items from a distance when stopped by the player.

  • Bouncing blobs should no longer randomly jump down chasms.

  • Fixed a bug that would cause enemies to be flung straight up when hit by a spectral blade.

  • Had another go at the issue of enemies dying as they step on bridges in chasms type rooms.

  • Fixed weirdness with blob animations not lining up with the jump curve, i.e. blobs looking flat when at the apex of their jump and such.
    Also beautified some minor issues with the animations.

  • Wands should now get cleared from their assigned hotkeys when destroyed from depletion.

  • Fixed an animation issue with the player's arm when dying.

  • Fixed a bug that could cause the player to take double damage from bloodmoth projectiles.

  • Fixed an issue with flying skulls not registering consecutive melee hits.

  • Fixed a bug that would cause the giant spider to attack too quickly after having been frozen.

  • Fixed an issue with axes not hovering correctly over the ground.

  • Fixed an issue with loading characters that had changed species.

  • The imp spike and mechanical trap quests should now correctly cancel if not completed upon reaching dungeon type 3. Also you shouldn't get them in dungeon type 3 anymore.

  • Fixed a bug that caused some weirdness during equipping actions that may have caused failed requirement checks.

  • Fixed a bug that caused attributes to end up differently when equipping items multiple times if they had been previously enchanted with faulty attribute enchantments.
    Also fixed the issue with those enchantments.

  • Orange blobs should no longer make an explosion sound when dying without exploding.

  • Damage numbers for fiery headshots should now be shown.

  • Enemies should now toss their loot forwards a bit as they die.

  • Shield bearers should now always wield axes.

  • Added particle effect for ammo gains.

  • Quests with a set amount of repetitions should now have their text updated as you progress.

  • Added quest "Craft a weapon with 6 or more components." (requires the Artisan skill).

  • "Deflect 12 projectiles" quest is now "Hit enemies with 6 deflected projectiles" and requires the Deflect skill at level 2 or higher.

  • Deflected projectiles now have to travel a short distance before being able to damage an enemy.

  • Covered up the imp.

  • Replaced images for
    11 rings,
    5 amulets,
    two pieces of shoulder armor,
    two helmets,
    a chest piece,
    a pair of pants,
    an axe,
    6 crossguards,
    4 sword handles,
    3 misc components,
    3 longblades,
    a shortblade,
    a shaft,
    an axe head
    and a mace head.
    Also added one for a shortsword and one for a shortblade.

  • Enemies walking through tar will now make appropriate step sounds.

  • Steepened difficulty curve for the post-late-game.

  • The starting chest for veteran characters should now also always have one common quality melee weapon in them.

  • Common quality rings and amulets will now have stats on them.

  • Legendary gems should now have appropriate elemental damage on them.

  • Lowered drop rate of legendary items.

  • Decreased loot drop chance for generic enemies.

  • Intelligence now translates to critical strike damage bonus 25% less favorably.

  • Lowered base critical strike damage multiplier from 1.5 to 1.25.

  • The dexterity to crit chance calculation now goes into diminishing returns more quickly.

  • Removed 5% base crit chance.

  • Decreased mace base damage by 10%.

  • Decreased spectral blades radius by 12.5%.

  • Decreased bonus damage of improved lunge.

  • Decreased random variance in item stats from +-10% to +-5%.

  • Enemy projectiles should now increase in speed as you progress up the dungeon.

  • Damage from traps and environmental hazards should now curve up as you progress like enemy attack damage does.

  • Increased mage flame strike damage.

  • Slightly increased acid damage and slightly decreased lava damage to player.

  • Slightly lowered damage decrease gained from armor.

  • Slightly lowered base armor on items.

  • Slightly lowered enemy attack damage.

  • Slightly increased difficulty in easy mode.

  • Reduced damage the giant spider takes from acid slightly since I lowered its base HP recently.

  • Spider eggs should now take damage from wands.

  • Acid puddles from spider eggs will now give you a moment to get out of the way before the acid damage sets in, so as to make it easier to destroy the eggs with melee weapons.

  • Strength no longer increases melee knockback.

  • Decreased bloodlust damage bonus and killstreak timer slowdown effect slightly.

  • Slightly increased difficulty on dungeon level 2.

  • Added a bit bigger of a window for sneak attacks after an enemy is formally aggroed.

  • Decreased Gourmet HP bonus by half.

  • Raised Desperate Rage HP threshold from 25% to 33.3%.

  • Greatly increased Stormtamer chain lightning proc chance.

  • Improved Sack Smack now deals additional damage based on your strength.

  • Arachnophile now allows you to always gain some ammuntion from eating spiders. Skill levels increase the amount gained.

  • Crafting a sword now requires the addition of at least one hilt type component.

  • Lowered crafting component damage bonus from 20% to 7%.

  • Crafted items now have the item tier of the blade or head component.

  • Fire and ice damage proc chances on crafted items are now averaged out among components instead of being added up.

  • Fire and ice damage procs are now limited to a maximum chance on hit of 20%.

  • Reduced base proc chance by half and doubled base damage of fire and ice procs.

  • Added Skill: Pyromastery. This late game skill sets your melee fire damage proc chance to 0%. Instead every fifth hit is a guaranteed proc with extra damage.
    That hit will always set the enemy on fire if the Pyromancer skill is also learned.

  • Added Skill. Cryomastery. Same thing for ice damage. Synergizes with Cryomancer.

  • Acts of piety will now be remembered by the gods.

  • Added little hints to the loading screen.

  • Some other audio and visual tweaks, and some minor optimization.



Several nerfs in this one as I found the buffs in the previous patch caused power creep on higher levels.
This patch will have to upgrade your savegames upon loading. That means the game will generate a new dungeon floor of your current dungeon level. Your character and items will remain unchanged. Their stats may however be inappropriate given the balance changes.
To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.

Edit:
Amended the build by a few points


  • Fixed a bug that would prevent kinetic wand knockback on blood moths.

  • Kinetic wand knockback and damage now fall off less quickly with distance.

  • Replaced item image for 2 sword handles.

  • Minor aesthetic tweaks.



Edit2:
Just a few more fixes

  • Fixed an issue with banners inside of pillars next to the preaching wall ornament.

  • Debris from exploding barrels now vanishes after a few seconds.

  • Fixed a bug related to the quest text of the "spike 2 enemies at once 3 times" quest.


Edit3: setting this update live on the default branch

Edit4: Uploaded a small hotfix over some minor aesthetic BS


  • Banners next to the preaching wall ornament now don't show up in arcade type rooms either.

  • Fixed an issue with damage numbers being on top of each other for enemies taking burn damage from walking through fire and being on fire at the same time.

Update 0.99 now on [default] branch

0.99



  • Fixed an issue with the hidden switch being obstructed by the quest giver in rare cases.

  • Fixed an issue with secret passage entrances possibly getting obstructed by objects.

  • Fixed an issue with secret passages to prison cells possibly getting blocked by rounded walls.

  • Fixed an issue with holstering the wand while an arcane shot is being charged.

  • Mitigated an issue with enemies dying when attempting to cross bridges.

  • Fixed a bug that would allow you to save locked doors as open by attempting to open them without having the key.

  • Fixed a bug that would cause orc mage wands to be too powerful.

  • Fixed a bug that would cause thrown objects to not deal damage to enemies sometimes.

  • Fixed an issue with the loot goblin dropping a key when the exit wasn't locked.

  • Fixed an issue with the silver key not dropping at all.

  • Fixed an issue with cell doors not being locked when they should be.

  • Fixed a bug with certain enemies in dungeon type 2 not spawning.

  • Fixed a bug with some skull reload stations not spawning in dungeon type 2.

  • Fixed some bugs that would cause the hidden book to spawn mid-air.

  • Fixed some nonsense with z-fighting of redundant walls in dungeon type 3.

  • Enemies will now stop walking when pushed by the player walking into them.

  • Fixed a bug with charging imps acting weird when being pushed by explosions mid-charge.

  • Fixed some other weirdness with knockback.

  • Fixed some other weirdness with chargers.

  • The giant spider should now stop laying eggs if interrupted by death.

  • Fixed an issue with non-permanent melee lifesteal not getting removed upon death.

  • Lava and burning tar should now trigger the quest instructing to "have an enemy burn to death"

  • Quest progress for "Spike 2 enemies at once 3 times" should now be saved.

  • Map charting progress should now be reset when rolling a new dungeon with a veteran character.


  • Increased duration of acid puddles from spider boss eggs. Also decreased egg HP.

  • Increased average amount of spikes on walls in dungeon type 2 in simple rooms.

  • Increased zombie base damage.

  • Increased elemental damage on gems.

  • Changed the way strength translates to melee damage to scale up with player level. Decreased base damage on melee weapons to compensate. This should shift the balance in favor of strength vs. raw item damage over the course of the game.

  • Also did that for intelligence and ranged damage.

  • Also changed the way dexterity translates to armor effectiveness to scale differently with player level.

  • Intelligence now conveys a bonus on all XP gained.

  • Dexterity now translates to crit chance more favorably.

  • Crit damage bonus moved from dexterity to intelligence.

  • Base attributes on items will now scale less drastically.

  • Items of tier 2 or higher now always have requirements. They can also have two required attributes, which previously only tier 4 and 5 did.
    Also raised lowest possible requirements and made requirements more consistent.
    Removed requirements on component items as they were discarded during assembly anyway.

  • Requirements should also take into account progress from previous runs on the same character now.

  • Decreased general goodness of tier 4 and 5 items.

  • Decreased lightning wand base damage slightly.

  • Decreased ice wand shot spread by 30%.

  • Increased base splash radius of Mind Blast from 60 to 80.

  • Decreased arcane shot charge time by 25%.

  • Reduced melee life steal base from .5% to .4%.

  • Cursed Weapon self-damage is now reduced by armor.

  • Exits on dungeon type 3 will now always be locked.

  • Shooting wood or stone with a piercing or arcane wand now makes noise.

  • You will no longer be able to consume HP potions nor use HP shrines when already at full health.

  • Crossguard type components will now only work on sword builds.

  • Increased base goodness for shaft and crossguard type components a bit (better stats on them).


    Wands now have individual charges instead of using mana. The mana bar has been replaced with an ammo bar displaying individual cartridges.
    Each wand has a set maximum capacity based on its type. The maximum mana attribute on items has been removed.
  • Mana potions have been replaced with chromatic crystals of different quantities depending on item quality tier which is determined by the goodness of the loot drop rather than player level.
    Mana shrine is now an ammo shrine which fills the equipped wand to full capacity.
  • Drinking wine now has a chance of restoring a small amount of ammunition to the equipped wand.
  • The Gourmet skill increases that chance with each skill level.
  • The Arachnophile skill has been changed to convey a similar chance of restoring ammunition, also increasing with skill level.
  • Consume Corpse also yields ammunition.
  • The Blue-Blooded skill now increases the capacity of the equipped wand instead of the mana regeneration threshold.
    Each level gives you 10% extra max ammo (or at least 1 shot) to a maximum of 100%.
  • Cold Fusion Metabolism gives another 10%.

  • Added skill: Power Reloads - Allows overcharging of wands to increase the damage of following shots instead of having shots go to waste.
    Example: Wand is at 7/10 capacity, use a crystal that restores 6 shots, wand is now at 10/10 with the next 3 shots dealing increased damage. The number of shots enhanced in this way can be discerned from a particle effect on the ammo bar in the HUD.
    This skill is encountered in the mid-game.

  • Added skill: Fiery Shots - Wand discharges of any type will be enhanced by fire in regular intervals. Think modern machine guns where every fifth round or so is a tracer.
    These shots will have their damage type changed to fire, so they can ignite tar puddles and synergize with the Pyromancer skill.
    You can tell which shots are fiery by the fire effect on the individual cartridges in the ammo bar.
    You should start to see this skill in the late game.

  • Added skill: Quickstriker - Increases light swing damage; Another mid-game skill.

  • Added skill: Exothermic Shrinomancy - Makes shrines explode upon use; One more for the mid-game. Synergizes with Bomberperson.

  • Replaced item images for 5 gems, 1 longsword and 1 shortsword

  • Replaced one orc pin-up poster and added another new one.

  • Knockback can now be passed on from one enemy to another.

  • Some minor tweaks, visual and otherwise.



This patch will have to upgrade your savegames upon loading. That means the game will generate a new dungeon floor of your current dungeon level. Your character and items will remain unchanged. However, your old weapons may be a bit overpowered now.

I'll do some more testing to further improve balance.

To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.

Edit:
Already uploaded a little hotfix lol


  • Fixed a bug that could cause the hidden switch to be placed inside of round walls, which would render it unusable. This could have been potentially game-breaking.

  • Also halved base HP of the giant spider to make it more beatable through conventional means.

    Edit:
    Going live on default

Small update 0.98 on [default] branch

0.98



  • Added sounds for slashing cobwebs and keys dropping.

  • Replaced item image for 1 gem and 5 misc components

  • Fixed an issue with chairs spawning on beds in dungeon type 3.

  • And another one with pots spawning in wardrobes.

  • And another with mages spawning in beds.

  • Mages will no longer cast dmg bonus buffs when they're in a room with only bomber type skulls.

  • Fixed an issue with the giant spider continuing the jumping sequence while dying.

  • Hit indicator graphics should now be more accurate.

  • Spiderlings and black widows now have to be properly airborne to be able to deal damage. Also changed their flight curve a bit.

  • Fixed an issue with water noises getting repeated weirdly when heard from outside a room.

  • Bloodmoth corpses now stick to spikes.

  • There should now be fewer skulls in arcade type rooms. They also have a shorter attack interval.

  • Fixed an issue with item amounts not being displayed on the hotbar right after assigning consumables to a hotkey.

  • Fixed some minor weirdness with movement of bomber type skulls.

  • Fixed a bug that could cause shortsword thrusts to not deal damage sometimes.

  • Resolved an issue with floating boards at wall transitions between climbing shaft type rooms and spikey floor grate upper rooms in dungeon type 2.

  • Fixed an issue with floating boards leading down a climbing shaft that connects two parts of a dungeon in dungeon type 2.

  • Fixed a bug that could cause doors to upper levels of rooms to be blocked by misplaced walls in rare cases in dungeon type 3.

  • Fixed a bug that could result in exit ladders not working correctly, leaving the player stuck on the bottom floor.

  • Crystals in turrets now go grey when switched off.

  • Increased damage output of the Thorns skill.

  • Some minor tweaks, visual and otherwise.



To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.

This update will upgrade your savegames upon loading. You will get a new current dungeon floor but your character and inventory will remain untouched.

Edit:
Uploaded a hotfix for a bug created by a fix in the last update
It would cause the player to not be able to die if they had already died once before

Patch 0.97 on [default] branch

0.97



  • Fixed an issue with particles emitted by enemy projectiles disappearing upon impact.

  • Clicking the tiny skill book on the inventory screen will now drop any dragged item back into the bag.

  • Adjusted the size of the smithy symbol on the minimap for dungeon type 3.

  • Fixed an issue with the shape of small library type rooms on the mini map.

  • Enemies should no longer get knocked back as hard upon death.

  • Fixed a bug that would cause the knockback bonus gained from the force knight skill to not be applied.

  • Fixed a bug that would cause the kinetic wand push to not work sometimes.

  • Fixed an issue with kinetic wands getting too high a knockback value sometimes.

  • Fixed a thing that made pushing flying skulls weird.

  • Torches placed on secret entrance tiles in small arcade type rooms are now repositioned instead of getting removed, so the room will still be lit.

  • Accuracy bonus gained from Assault Wands Expert skill should no longer be applied when using other wand types.

  • Accuracy bonus gained from Assault Wands Expert and Wandslinger skills should work correctly now (affects max random spread, vertical recoil still applies.)

  • lowered accuracy bonus gained from Wandslinger skill and changed the way the skill values scale.

  • Mana cost reduction gained from Wandslinger skill should now also work correctly.

  • Mana regeneration should now continue up to the correct value.

  • Chain lightning effects should now work on the giant spider.

  • Fixed an issue with flamewalking when fighting the giant spider.

  • Fixed a visual bug with orc arms jittering.

  • Flamewalking should now resume upon loading.

  • Also, concurrent Flamewalking procs will now restart the duration instead of adding to it.

  • Fixed a bug that would cause maces with the Crumbling Weapon skill to have more charges than intended.

  • Fixed a bug that would allow enemies to shoot through walls of secret passages in dungeon type 3.

  • Fixed a bug that could cause a bookshelf to be placed in front of an upper door in round library type rooms on rare occasions.

  • Fixed a bug with the "load game" menu failing to display characters who had changed species.

  • Items now get different amounts of attributes and skills depending on their type.
    Changed calculation of percentage based bonuses gained from attributes accordingly.
    Also, generally tampered with those calculations a bit.

  • Increased maximum mana increase gained from intelligence.

  • Increased damage bonus gained from strength.

  • Slightly decreased general goodness of higher item tiers.

  • Weakened effect of permanent stat increase potions.

  • Decreased base sale multiplier for items.

  • Increased sale multiplier gained from intelligence.

  • Slightly lowered kinetic wand knockback.

  • Fire wands now get an increase in knockback based on item tier.

  • Increased damage dealt to additional targets by the Stormtamer skill.

  • Quest "Lure 5 enemies into a mechanical trap" now requires only 3.

  • Slightly increased spectral blades area of effect.

  • Replaced item images for
    4 shaft-components,
    1 pair of boots,
    and 1 mace

  • Added sound effects for
    destroying acid orbs,
    piercing projectiles hitting enemies,
    hitting an orc's shield, or a loot goblin's armor,
    decapitating enemies

  • Tar puddles can now be ignited by way of magic, burning weapons, or burning enemies. They burn for a short time and then disappear.
    During that time they deal damage to enemies passing through the flames.

  • Added Skill: Kinetic Parry

  • Some minor visual tweaks and touch-ups.



To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.

This update will upgrade your savegames upon loading. You will get a new current dungeon floor but your character and inventory will remain untouched.

Edit: Now live on default branch

Small update 0.96 on [default] branch

0.96



  • Increased rotation sensitivity for the crafting interface when using the mouse.

  • Fixed an issue with dragging of crafting components with the mouse getting interrupted if the mouse was moved too quickly.

  • Fixed a similar issue with click-dragging of UI elements (inventory, character sheet, etc.).

  • Fixed an issue with crafted shortswords appearing too large and sinking into the floor when tossed on the ground.

  • Crafted items should no longer have their components' x positions reversed when tossed on the ground.

  • Fixed some other issues with the crafting interface.

  • An enchantment particle effect on an item description should no longer resume on a new item description if the description it was on disappeared before the effect was finished.

  • Fixed a bug that would have you unsheathe your weapon when using an unrelated item from a hotkey.

  • Fixed an issue with item flavor text not displaying after loading.

  • Previously opened doors should now close correctly after loading.

  • Fixed prisoner chute doors acting weird.

  • Added glint effect to unused winches in arcade type rooms.

  • Moved the floor number from the top left corner of the mini map to a little banner below it.

  • You can now apply blade oil and club rub to your melee weapon from a hotkey.

  • Replaced images for
    2 pairs of pants,
    1 gem,
    1 shortblade
    and 1 helmet

  • Touched up a couple of other item images.

  • Added sounds for
    metal door creaks
    using copper keys
    lighting braziers
    the crudely drawn map consumable
    shrines (usable orb on pillar)
    ice beams cast by orc mages

  • Added two pieces of bonus boss loot, each with a unique skill.



To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.

Edit: live on default branch

Update 0.95 on [default] branch

0.95



  • Fixed a bug that caused the player to take damage twice from spike board traps.

  • Humanoid enemies will now stick to the spike trap they've been spiked on.

  • Fixed an issue with spiderlings falling weird when pouncing into chasms.

  • Fixed an issue with spiderlings not landing correctly after pouncing.

  • Fixed a bug that would cause spiderlings to continue taking acid damage after pouncing out of acid.

  • Fixed an issue with spiderlings not taking acid damage from permanent acid puddles.

  • Fixed a bug that would cause imps to run at lightning speed when hit during a charge.

  • Skulls should no longer be paralyzed after taking certain types of hits.

  • Mitigated an issue with the player getting tossed in the air by way of physics bs.

  • Fixed a bug that could cause the loot goblin to not drop the silver key.

  • Fixed an issue with mages not playing the proper animation when taking hits.

  • Fixed an issue with lightable braziers in dungeon type 2 not appearing on the mini map.

  • Fixed an issue where the mouse sensitivity would slow down when spamming iron sights with a wand.

  • Fixed a bug that would complete the challenge room quest upon entering a challenge room that had previously been cleared.

  • The savegame station should now be placed correctly on the dungeon boss floor.

  • Fixed a bug that would cause gamepad info text to show up when using an enchantment item.

  • Fixed a bug that would prevent item data from the head slot from being subtracted after death.

  • Debris from exploding barrels should now properly fly apart in the explosion

  • Also, most of it will no longer collider with the player.

  • On screen notice texts should now disappear when the inventory is opened.

  • Rooms and corridors that have been revealed on the minimap will now be saved and loaded.

  • Added 10 pieces of ambient music.

  • Added sounds for
    opening inventory and charsheet,
    opening the skill book,
    finding a secret,
    using the item chute,
    assigning attribute points,
    consuming corpses,
    scrap collector,
    carnivore,
    picking up money,
    jumping and landing

  • Added ambient noises for all dungeon types.

  • Replaced texture for standard doors in dungeon type 1.

  • Replaced model for chests in dungeon type 1.

  • Added two new orc girl pin-ups

  • Added textures for
    3 axe-heads,
    2 shafts,
    4 misc parts,
    1 piece of shoulder armor,
    1 pair of pants,
    and 1 chest armor

  • Replaced textures for
    1 pair of gloves,
    1 piece of shoulder armor,
    1 piece of chest armor,
    1 axe,
    1 pair of pants,
    and replaced the legendary misc component

  • Some minor touch-ups, audio, visual and otherwise

  • Added permalearn feature: Every other player level you get a skill point that you can invest in one of your skills (excluding racial skills and special skills (star shaped icon)). That skill will gain a level that persists after death (or after using the prisoner chute in permadeath mode). and doesn't go away if the item you got the skill from originally is unequipped. Also, all other skills will now be taken away after death (or prisoner chute).

    So the way it worked before: You die, you lose 25% of your money, attribute points, player levels and the random skills gained from the player levels you lost (the most recent levels)

    The way it works now: You, die you lose 25% of your money, attribute points, player levels and the random skills gained from all levels and quests. You keep the skills you've invested skill points in (1 skill level für every 1 skill point invested).

  • Reduced bonus component slots from Crafty skill from 4 to 2.

  • Slightly reduced the money dropped by regular enemies.

  • Slightly reduced generic item and potion drop rate for regular enemies.

  • Lowered attribute points awarded from quests from 8 to 5.

  • After-death restart message text now tells you how much money, strength, dexterity, intelligence, and how many levels you lost.



This update will upgrade your savegames upon loading. That means you will get a new dungeon floor of the same level but your character and inventory will remain unchanged.

To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.

Edit: Going live on the default branch

Small update 0.91 on [Default] branch

Decided to take a small break from music making to fix a few things. Sorry things are taking so long.

0.91



  • Fixed an issue where bloodmoth projectiles would splash against room entrances when it looked like they should get through.

  • Fixed an issue with challenge room gates on upper entrance tiles being closed before the room is entered.

  • Enemies should now attack more readily when fighting on little staircases.

  • Changed the way physics objects are pushed a little to mitigate random weirdness.

  • Fixed a bug with waypoints that could cause enemies to not find a way to the player on rare occasions.

  • Fixed an issue with projectiles sometimes not being deflected even though the Deflect skill had been attained.

  • Added sounds for deflecting projectiles.

  • Fixed an issue where the camera FOV could get stuck when switching to melee while going from hipfire to aiming down the wand.

  • Fixed a minor issue that could cause some enemies in large rooms not to be targeted by a mage buff.

  • It should no longer be possible to open the pause menu or the inventory while the loading screen is active.

  • Consumables will now get automatically stacked correctly when picked up.

  • Secret switches will now show up on the minimap as soon as the tile they're on gets charted. The crudely drawn map item will still reveal them too.



This update will upgrade your savegames upon loading. That means you will get a new dungeon floor of the same level but your character and inventory will remain unchanged.

To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.

Edit: Live on default

Update 0.9 live on [default] branch

0.9



  • Fixed a bug with the arm animations when getting parried.

  • Fixed an issue that could prevent the next swing from starting after taking a haymaker to the face.

  • Fixed another issue with an enemy getting pushed back too much when getting spiked.

  • Fixed a bug that could produce chasms right at room entrances in L-shaped rooms.

  • Fixed an issue with challenge room gates not closing behind the player in a timely fashion.

  • Fixed an issue that allowed the player to fly via kinetic magic by stepping on the object they were levitating.

  • Fixed a bug that could prevent flying skulls from ever getting unfrozen.

  • They can also take burn damage now.

  • Fixed a bug that would cause challenge room gates to be placed at the wrong height for upper entrances sometimes.

  • Challenge room gates should now also appear on secret entrance tiles where necessary.

  • Artisan skill now only goes up to skill level 5 (7 extra parts).

  • Nerfed skill scaling past skill level 10.

  • Added new enemy type: Loot Goblin. He functions as a type of mini-boss and provides some loot as well as teaching the player to use the Sack Smack™. There will always be a Loot Goblin in the very first floor and you will have to kill him to progress. Later he may appear in some hidden rooms. In dungeon type 1 his room has sword racks in it which may yield a usable sword or two.

  • Added a new piece of unique boss loot: Cuirass of the Arachnoid Humanoid
    It comes with its own unique skill: Sticky Excretions

  • Slightly increased drop rate of unique items from the giant spider.

  • Some other small stuff.



This update will upgrade your savegames upon loading. That means you will get a new dungeon floor of the same level but your character and inventory will remain unchanged.

To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.

Edit: going live on default

Edit: Hotfix



  • Fixed a bug that made the spider boss immune to melee attacks.

  • Sticky excretions should now work on spiderlings.

  • Increased proc chance of sticky excretions to 16%.

Update 0.87 on [default] branch

0.87



  • Added a bit of discoloration to the dungeon walls via a new shader.

  • Added wall cracks to dungeon type 1 as an aesthetic feature.

  • Replaced images for two pieces of tier 1 chest armor, one piece of tier 3 chest armor, two pairs of tier 1 pants and one pair of tier 2 pants for aesthetic reasons.

  • Some other small touch ups

  • Added demon story text. (also changed flavor text for the vampiroid racial skill to reflect the lore)

  • Added checkbox to disable head bobbing.

  • Fixed an issue with arm not bobbing smoothly when starting to walk.

  • Fixed a bug that could have spiked enemies getting pushed back too far or not far enough.

  • Cockroaches no longer spawn in chasms type rooms so as not to float about.

  • Changed dungeon altar model to have polygonal spikes in place of billboards.

  • Turned off gamepad detection in-game if no gamepad is plugged in. You'll have to go back to the main menu and plug it in should you wish to switch over to gamepad control. Did this for performance reasons.

  • Some other small performance improvements



This update will upgrade your savegames upon loading. That means you will get a new dungeon floor of the same level but your character and inventory will remain unchanged.

To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.


Please let me know if you find anything out of the ordinary in this version, like misplaced objects, or billboards not switching perspectives correctly. Or anything else really.


Edit: Going live with this update.

0.85 on [default] branch - Controller support - Edit: 0.851

0.85



  • Fixed a couple of bugs relating to the generation of rooms of the type with the round platforms in the corners.

  • Fixed a bug that could cause the secret switch to not be placed correctly.

  • You will now be able to assign Hotkey number 0 via keyboard input, and also use it.

  • Fixed an issue with spiderling corpse colliders blocking item colliders, thus preventing the player from picking them up.

  • Fixed a thing that could cause large wine barrels to be placed on tiles with wooden platforms in cellar type rooms.

  • Fixed a bug that could cause wall objects to be misplaced.

  • Fixed an issue with ranged speed bonuses not being applied correctly.

  • Very long item descriptions should now also be scrollable for items lying on the ground.

  • Added new skill: Master Parrier

  • Added controller support. You can switch between controller and mouse/keyboard on the fly by moving the left analog stick, or clicking the left mouse button. When in menus use the left analog stick to change your selection and button 0 (A) to confirm. Further controls for the inventory and other interfaces will be displayed on the screen.

    In-game button layout is as follows:

    Right Trigger: Attack
    Left Trigger: Parry/ADS
    Right Bumper: Sack Smack
    Left Bumper: Hotkey modifier

    A: Jump
    B: Switch Melee/Ranged (or unsheathe when weapon not drawn)
    X: Interact

    Y: Hotkey 1
    D-Up: Hotkey 2
    D-Right: Hotkey 3
    D-Down: Hotkey 4
    D-Left: Hotkey 5
    Left Bumper + D-Up: Hotkey 6
    Left Bumper + D-Right: Hotkey 7
    Left Bumper + D-Down: Hotkey 8
    Left Bumper + D-Left: Hotkey 9
    Left Bumper + Y: Hotkey 0

    Start: Pause
    Select: Inventory

    Click analog sticks to scroll item descriptions that exceed the screen height

    Hold the right bumper when hitting A to separate items from a stack




This update will upgrade your savegames upon loading. That means you will get a new dungeon floor of the same level but your character and inventory will remain unchanged.

To opt into the beta branch right-click on Slasher's Keep in your Steam library, select Properties, click the Betas tab, then select the beta branch from the drop-down menu.

Edit:
So there are some problems with Steam Input. Controller support may not work correctly if Steam Input is on for the game. It may also not work if it's off. I'm working on it.
Edit2:
Okay, I've switched the game over to XInput, which should play nice with Steam Input. I've also fixed a couple of minor things in the process.

  • Fixed enemies not hearing you run at them from behind in gamepad mode.

  • Fixed an issue that caused the crafting component list to lock up when removing a component at the bottom of the list when the list was longer than the visible slots, in gamepad Mode.


Do let me know if you're still having problems with Steam Input.


Edit:
Setting the build live on the default branch.