Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Indie, Arcade
Soulstone Survivors
Soulstone Survivors Steam Summer Sale 30% off on base game!
Hello Survivors! :cozyroe:
We are happy to announce that we are taking part in The Steam Summer Sale! To celebrate this occasion we have a special offer for you, 30% off! Grab the copy for yourself or let your friends know about it before it ends on 11 July!
Stay informed about the latest news and updates via Facebook and Twitter pages!
Don’t forget to join our Discord server to discuss and share your achievements related to Soulstones Survivors! Come join us at Game Smithing Official Discord server!
The Tides of the Void update is here, and with it, we are bringing many changes and fixes to the game! The new update is bringing a lot of changes to the gameplay, adding a new character, weapons, skills, and much more!
Here is a full list of changes for EA Update 11b:
New Character - The Myrmidon
Hailing from the depths of the abyss, the Myrmidon joins the void hunters! This relentless warrior is unmatched when wielding the trident, and can harness the power of the tides to purge the corruption of the void, in a quest to prove herself worthy of her goddess! She comes equipped with new weapons, new unique skills, runes, and a powerful new Ascension!
New Artifact Power system
In the previous update the Blacksmith learned the ancient skills necessary to improve your weapons. Now, the Void Hunters found a way to channel the full power of their Artifact weapons, unlocking powerful new skills that can obliterate enemies when charged up. Currently only available for the Myrmidon, you can unlock these powers by upgrading a weapon to the Artifact rarity. New powers coming with the next update!
General changes and fixes:
Reworked Map selection screen, including a sneak peek of something that is coming sooooon….;
Reduced the power of Skill Chain power ups from 8% / 10% / 12% to 6% / 8% / 10%;
Fixed an issue with Icy Veins where it could incorrectly cause the skill that triggered it, to also be launched multiple times;
Fixed an issue where Doom could expire before it timed out and dealt unexpected damage. It should now be considerably more reliable with the health bar;
Fixed an issue where Burn, Bleed and Poison health bar overlays were not taking into consideration certain power ups and runes that increase the speed in which the negative effects cause damage. The health bar overlay should be considerably more reliable now;
Created a new group on the Runes page for runes related to Buffs;
Fixed an issue where certain elite enemies could disappear from the map inadvertently;
Suicide summons such as the Frenzied Bunnies will no longer leave their bodies behind, as they could pile up a little too much in intensive scenarios;
Fixed an issue where suicide summons could block themselves and stop themselves from exploding;
Fixed tons of gamepad navigation issues all across the game which should offer a much smoother gamepad experience;
Tons of SFX and sound improvements across the game;
Static summons like Totems and Turrets now have smoother rotation;
Fixed an issue where enemies could go inside a boulder in the Frozen Wasteland;
Fixed an issue where the visual for the Corrupted Engineer was incorrect;
Major localization review to increase consistency and quality of localization for every language. If you notice anything out of place that you think is incorrect, please do let us know!
Fixed an issue where certain special effects could be wrongly positioned with the Engineer's ascension;
Fixed a visual issue with the Legendary effect in the Level Up screen;
Fixed an issue where Flamethrower and Pesticide Burst were unable to destroy neutral crystals (including healing crystals);
Fixed a ton of visual issues related to enemies disappearing;
Fixed an issue where the Blacksmith screen wouldn't update properly when crafting the last available weapon for a character;
Fixed Arcane Weaver crystals sometimes having weird rotations;
Fixed Elementalist Earth orb with a weird visual effect when collected;
As always we want to thank you so much for your support! There is still a lot coming to the game, as "Tides of the Void" is released we are already hard at work on the next major update and we have a few big surprises coming... so make sure to get the Myrmidon up to speed, as you will need all the help you can get!
We hope you enjoy the update, and if you want to be among the first to learn more about the next update, Join us On Discord
Have a great day!
~Soulstone Team
Hotfix Update 10g2: Fixes and adjustments
Hello Survivors! :cozyroe:
We have just released Hotfix Update 10g2, which addresses the following issues:
New sound effects for Engineer skills and ascension;
New visual effect when upgrading a weapon;
Fixed an error in the damage calculation of skills that cause damage based on the accumulated abnormal damage on the target (such as Bleed, Doom, etc). These skills were ignoring effects from other negative effects (such as Fragility, etc), and should now be considerably stronger;
Fixed an issue where in a specific scenario where you had multiple summons and negative effect sources, that could lead the game into a situation where kills are not counted, bosses wouldn't drop loot, etc;
Fixed an issue where certain bonuses would not show in certain Engineer skills, like "+ Damage" bonuses not appearing for Guided Missiles (visual fix only);
Fixed the Devastating description used on the Portable Nuke skill;
Fixed issue with achievements not being highlighted in a very specific scenario;
Fixed typo in Extended Magazines rune which had a duplicated "%" symbol;
Fixed an issue where the weapon name could show as "Character01";
Fixed a few visual effects in the game throwing exceptions which could lead to performance degradation;
We hope that these changes will make your gameplay experience smoother and as always, if you run into any issues do let us know!
~Soulstone Team
Soulstone Survivors Endless Replayability Fest 30% off on base game!
Hello Survivors! :cozyroe:
We are happy to announce that we are taking a part in Endless Replayability Fest! To celebrate this occasion we have for you a special offer, 30% off! Grab the copy for yourself or let your friends know about it!
It is also a perfect moment to try the brand-new update!
Stay informed about the latest news and updates via Facebook and Twitter pages!
Don’t forget to join our Discord server to discuss and share your achievements related to Soulstones Survivors! Come join us at Game Smithing Official Discord server!
We are happy to announce that we are making a Soulstone Survivors x Gatekeeper bundle on Steam! This is a result of our cooperation with the Gravity Lagoon team, and we hope you will have a lot of fun playing both of the games! Gatekeeper is being released today, alongside our new patch so it is worth checking them up!
Here is a link where you can find the Shoot & Survive and learn more about the games!
As always, thank you very much for your support!
Have a great weekend!
~Soulstone Survivors Team
Major Update: Master of Machines
Hello Survivors! :cozyroe:
Today we come to you with our 10th major update, the Master of Machines! Please welcome a brand new Void Hunter, the Engineer!
This update brings quite a few major improvements that have been resquested by the community, so without further ado, here is the full list of changes for the Master of Machines update!
New Character - The Engineer - The master of machines seeks Soulstones to power his latest creations! Use powerful turrets and mechanical allies to decimate the corrupt creatures of the Void! Supply yourself and your allies with endless ammunition and even launch portable nukes for ultimate destruction!
New Weapon Upgrade system - The Blacksmith has discovered new ancient techniques for improving your weapons of choice. After crafting all weapons available to a character, you can now upgrade these weapons to reach new, unprecedented levels of power.
Damage Breakdown improvements - The damage breakdown window now has two new additional tabs, where you can view the healing done from all sources and the damage done by your damaging passive skills, so you can take a deeper look to understand where your damage is coming from.
General changes and fixes:
New menu notifications to make it easier to know what is new that requires your attention, such as new runes, maps, etc;
New achievements tab to make it easier to find which achievements you just unlocked and what rewards you got;
Runes that grant bonuses when you are standing still no longer consider knockbacks as movement, only actual input;
Added a new option to disable Buff Status icons during gameplay;
New character stats to increase Mineral and Loot gains during a match (currently only used with the Engineer);
New sound effects for weapon and character selection, as well as quite a few adjustments around skill sound effects;
Visual effects adjustments on loads of skills;
Added "Frontal" type to the skill "Flurry";
Replaced the "Frontal" type from the skill "On Guard" with the “Area” type;
Static summon skills like totems and others will now properly relocate when re-summoned, instead of being destroyed and re-created;
Fixed a few issues in the Profile screen which could cause errors in rare scenarios;
Fixed the area of the Elite Scorpion dealing damage in an area larger than intended;
Fixed Living Weapon and Fiery Blades being easier to kill than intended;
Fixed Jupiter Spear not having the "Chain" tag;
Fixed Smoke Bomb becoming invisible if visibility settings were at the minimum;
Fixed an issue where visibility settings would reset when restarting the game if they were at the minimum;
Fixed issue where Wild Strike would give Bulwark when it should only give Finesse;
Fixed issue where the Hound Master dogs would not be healed properly by picking up food;
Fixed issue where Assassin Enclave skill would cause massive frame drops;
Fixed issue where Poison Puddle would not add Poison-related passives to the pool of passive skills;
Fixed issue where Twin Daggers and other skills would decrease visibility considerably even at very low visibility settings;
Fixed issue where sometimes certain skills would not properly show in the Damage Breakdown popup;
Today we are also partnering with another amazing game, so if you are looking for more thrilling Action Roguelikes, don't miss out on the Shoot & Survive Bundle Bundle, featuring Gatekeeper, a newly released rogue-like with online co-op. Get it now with an extra 15% off!
As always, we would like to thank you very much for your support and feedback! We continue working on loads of HUGE new features for 2024, and we are super excited about everything coming. And, if you run into any issues with the game, don't hesitate to reach out! We will see you in the next one!
~Soulstone Team
FROG'S SOULSTONE BUNDLE
Hello Survivors! :cozyroe:
We are happy to announce that we are making a Soulstone Survivors x Pesticide Not Required bundle on Steam! This is a result of our cooperation with the Jampacked Games team, and we hope you will have a lot of fun playing both of the games!
Here is a link where you can find the Frog's Soulstone Bundle and learn more about the games!
As always, thank you very much for your support!
Have a great weekend!
~Soulstone Survivors Team
A New Beginning update is LIVE once again!
Hello Survivors! :cozyroe:
Almost two weeks ago we introduced you to the "A New Beginning" update and after a couple of days of your feedback and suggestions, we decided to temporarily revert it to give ourselves time to work on some of the more crucial changes. Since then we focused on the main points brought to us by the community, tested these changes in the public alpha, gathered more feedback and we are now ready to bring the update back once again!
Since this is a bit of an atypical situation, in this announcement you will find the full list of changes of this update in comparison to the first release of the "New Beginning" update, however, we do recommend you also take a look at the original announcement of the "New Beginning" update if you haven't already. You can access it here: https://store.steampowered.com/news/app/2066020/view/4121429431236805606
Full list of changes from the previous "New Beginning" update:
XP formula has been reverted back to what it was prior to the update;
Both Curse and Endless scaling have been reverted to what they were prior to the update. Curses are still optional and use the new reward system. Overlord still works as in the original update, but with adjusted scaling to be similar to the old system;
Removed block chance for Lords of the Void and Elites from curses, but increased the health and armor values to compensate;
Lords of the Void still spawn one at a time, but the new Council of Lords curse works slightly different from before. Now it increases the number of active bosses by 1, and has 3 instances spread out across different tiers, so you can always have "all bosses enabled" regardless of the curse tier you are in;
Curse Tier 7 now requires 6 curse intensity to be complete, making Ethereal Lords officially optional;
Endless and Overlord still have limited scaling on Attack Speed and Movement Speed, and reduced the effects of Armor Penetration considerably as well;
The central skill tree now gives you 10 rerolls/banishes/locks, up from 5;
Dash cooldown reverted from 2.5 to 2 seconds. Movement speed is unchanged (as it was unchanged before as well);
Most Summon skills have been buffed as they were performing worse than intended especially in higher curses;
Removed distance based power ups from the pool, due to the challenge of informing exactly how they work;
Added option to disable the new Death Effect;
Changed how the Quality Standards rune works under the hood, it now gives you better chances of finding rare, epic and legendary power ups than without it;
Fixed multiple issues regarding the "More Details" option on tooltips, which could be showing the incorrect scaling for multiple things like negative effects, buffs and what not in certain situations;
Fixed an issue where entering a portal while mounted on the Panther and using the Ascended skin would soft-lock the game;
Fixed an issue where the Matches tab of the Profile screen would not work for some players;
Fixed an issue where Ethereal Bosses would not be removed in high Endless/Overlord cycles;
Fixed an issue where certain ascension objects (like the Spellblade activation portal, or Beastmaster's tracks) could spawn inside a rock in the Scorching Valley;
Fixed an issue where the Assassin's mission could take longer to be given to the player than intended;
Fixed an issue where buffs such as Bloodlust would not benefit properly from some multiplicative bonuses such as Adaptive Empowerment rune;
Fixed a couple of issues with gamepad navigation in the Profile screen;
Fixed issue where selecting a power up could move the power up selection when using a controller;
Fixed issue with the Vultures in the Frozen Wasteland, which could cause considerable performance degradation;
Added Brutal to the description of Whirling Defense;
Aelfraed now slows down during his Bladestorm;
Achievements that reward Skins will now appear in the Characters tab;
Developer notes
First of all, we want to THANK YOU for all your support during this time. As a small team, it takes a lot of effort to be able to keep up with the community feedback in all channels, but it is something we have taken as a pillar of our development since the very beginning. It's not an easy task to process all this feedback and align it with our vision for the game, as very often different players will have opposite views on the same subject, but something we strive for at all times.
This update brings changes to a lot of existing systems and skills, and we know that change can be hard. Soulstone Survivors is still in Early Access, and we could just leave things as they are and rush to 1.0, just adding the bare minimum content promised in our original roadmap and call it a day. It would definitely be the safest and easiest path for us and the game would "be done" by now, however, that is not how we want to move the company forward. Since the beginning of Early Access we have put a lot of effort into improving and expanding the existing systems in the game because we want the core, the foundation of the game to be as solid as it can be, and this update is no different.
From here forward, you can expect pretty much all future updates to focus on new content. We are finally ready to look forward, there are still 7 new characters to come with yet another bunch of runes, skills and ascensions, game modes that alter considerably how you play the game, and tons of new challenges to be faced, loads of quality of life improvements... and with your help, Im sure we will get there.
Thank you once again for your support and feedback, we always want to deliver the best possible game and by seeing all the great support you have given us we feel even more motivated to continue our work!
Have a great day!
~Soulstone Steam
Update Reverted - A New Beginning
Hey everyone,
This is Allan, the lead developer of Soulstone Survivors. Today we are making a hard decision.
We are TEMPORARILY reverting the "New Beginning" update entirely, in response to the negative feedback of the update. If you like the update, please check the instructions of how to access it below.
What happened?
On the 28/03 we released the “New Beginning” update, which brings a bunch of new systems and changes all across the game. Many of the changes were not well received, so while we are working on addressing the feedback, we have reverted the game to the previous version.
What about the new character, runes, etc?
These will all be reintroduced to the game as soon as we fix the issues with the new update. This was a massive update, and while we are working all day long to address the feedback, it will take some time until everything is addressed.
What happens to my skill tree? I had already purchased nodes in the Monkey King skill tree!
These are still kept, and when the update is reintroduced, you will not have lost any progress. The only change will be the runes. If you had any of the new runes equipped, it will be automatically unequipped.
When can we expect those changes?
When they are ready. We will not risk promising a date now, as the most important thing is getting the update to the place where it needs to be. If you want to help us in this process and voice your concerns, we will probably start alpha testing these chances to the update on our Discord very soon. As mentioned we are working around the clock, but it is hard to know exactly how long this process will take.
Playing the "New Beginning" update
While we work on addressing the issues with the new update, you can still play it in a new branch on Steam called "newbeginning". To access it, you must do the following:
1 - Right click the game name on your Steam Library and go to Properties:
2- Click on "Betas", and then click on "New Beginning";
Developer notes
I won't lie, this is a very hard decision for me and the whole team. We are a small company, pouring our hearts and souls into this game, sacrificing pretty much all of our personal lives to make this game as good as it can be, but at the end of the day, we are human, and we can make mistakes.
We took a chance to try and make the game better, but we clearly did not hit the mark, at least not to all of you. All that is left to do is learn from the experience, and move forward. We will continue giving our best to make Soulstone Survivors the best game it can be, and must ask for a bit more patience before we are ready to re-release this update and all the new content it brough with it.
I really apologise for the confusion and inconvenience, and it really breaks my heart to be writing this message today instead of watching all of you enjoying the game, and I hope we will be able to make right by you on the next one.
Allan Smith
Major Update: A New Beginning
Hello Survivors! :cozyroe:
The New Beginning update is here, and with it, we are bringing many changes and fixes to the game! The new update is bringing massive changes to the gameplay, adding a new character, element, weapons, skills, and much more!
But before that, we want to invite you to participate in our Discord event called Big Damage! ➣ Join us On Discord to learn about it!
Here is a short video that contains a lot of new mechanics:
Here is the full list of changes for this update:
New Character: The Monkey King - The first new character to join the game, the Monkey King is a master of the martial arts and has access to Slam, Earth, Holy, Electric, and Bomb skills, with 4 new weapons, 3 new runes, and his new ascension Twilight Harmony.
New Skill Type: Earth - Earth skills focus on allowing you to hit massive areas with potent effects while providing good defensive options to keep you in the fight.
New Ascension - Twilight Harmony - The Monkey King may follow the way between black and white, day and night, finding balance by collecting orbs of energy, which can be used to create powerful clones to fight at his side.
New Skills and a massive overhaul of existing skills - This update not only brings 50 entirely new skills but also changes how almost ALL the existing 250 skills in the game work, with a ton of new effects, synergies, and combos to explore.
New System: Stackable Buffs - As part of the skill overhaul we are introducing a new system, Stackable Buffs, which can be gained from casting skills, certain power-ups, and more, and allow you to explore countless new builds!
New weapons and major changes to all characters: - Every character now has access to 5 skill types, down from 7, and each of their weapons is focused on one of these elements, focusing and changing the play style of most characters considerably. With this change many weapons have to be reworked from the ground up, so check out the existing weapons as well!
Massive Rune rebalance - A large chunk of runes has been rebalanced to be more in line with each other, making a ton more combinations possible and interesting to play with. Existing rune presets have been reset.
New Power Ups - Tons of new power-ups were added to the game, focusing on incentivizing builds that would not have been possible before. Countless new combinations are to be discovered!
Enemies rebalanced from the ground up - Major changes to the scaling of enemies, Lords of the Void, new Danger Level added to each zone, and Endless mode scaling entirely revamped, all to bring a more interesting challenge to the game.
Curses Reworked - All curses are now optional, and you can pick and choose which ones to play with to progress to the next curse level. Customize the game and play whoever you want. Tanky Lords? Tons of Elites? Rain of fire from the void? You choose!
Overlord Arena: Mode Reworked - In order to make Overlord mode more interesting and different from Endless mode its being entirely reworked. Enter the Overlord Arena, if you dare! This mode is for those of you seeking a fast-paced challenge!
Tons of UI and usability improvements - Loads of new additions, improvements, and UI reworks all across the game to make the experience smoother.
Easter Season - Seasonal decorations on the menu and maps to celebrate Easter! Menu decorations will be enabled until 15/04, and it’s a great time to find the secrets in the Caves of Dhal Zhog! (Secret is unchanged, and available permanently independent of the decorations)
Runes:
New Rune: Battle Proficiency, gives you a chance to gain Prowess whenever you cast any skill;
New Rune: Immortality, gives you one extra charge of Death Protection;
New Rune: Focused Mind, reduces the number of skill slots by 3, but increases damage caused by 80%;
Multiple balance changes to adapt to the new balance of most things in the game, as can be seen in more detail at the bottom of this list;
Skill Tree:
Changes to a few nodes in multiple skill trees, mostly related to hit effects changing to stackable buff effects;
Central skill tree has had its overall power considerably reduced, but its total cost is also reduced by approximately 35%;
Characters:
Increased the cooldown of Dash from 2 to 2.5 seconds;
Changed the experience formula, most of the time you will have a few less levels than before in a match, especially in long endless runs;
Every character now has access to 5 skill types naturally, down from 7. This change makes the playstyle of each character more unique;
Revised the weapons of multiple characters, as now each weapon will be related to one of the elements that the character has access to. A total of 12 weapons have been reworked or entirely changed to accommodate for this design change;
Skills:
Most skill types now have entirely new "identities", for example, Electric no longer focuses on applying Dazed, instead it focuses on granting Electrified, a new type of stackable buff. Almost all skills in the game have had one or another change to their functionality and the full list can be seen at the bottom of this list;
More than 50 new skills added to the game. These come in all shapes and forms, including generic skills, weapon skills, character skills and so on;
Negative Effects:
Vulnerable and Paralysis are removed from the game;
Melting is also removed, replaced by the new Shattered which reduces armor but does not cause damage over time;
Rot is merged into Poison, so every Poison now can spread to other enemies;
Cursed is merged with Doom, so every Doom now can cause damage to an area;
Hemorrhage is merged with Bleed, so every Bleed now can cause damage when the target moves;
Removed the "upgraded" relationship between all negative effects, for example, Disoriented is no longer related to Dazed. The same is true for all other negative effects;
Traits:
New Trait - Devastating: Direct damage caused is multiplied by 3;
New Trait - Piercing: Projectiles deal extra damage for each target they pierce;
New Trait - Precise: Increases the damage based on how far you are from the target;
New Trait - Brutal: Increases the damage based on how close you are to the target;
New Trait - Impactful: Increases the damage based on how close the target is to the point of impact (such as from a Bomb);
Stackable Buffs:
These new stackable buffs can be found in multiple skills across the game and can be used to grant you massive powers and define new builds to try. The newly available buffs are:
Resilience - Increases armor power;
Prowess - Increases damage modifier;
Form - Increases critical damage chance;
Haste - Increases movement speed;
Finesse - Increases multi-cast modifier;
Bulwark - Increases block power;
Aptitude - Increases critical damage;
Vigor - Increases max health;
Colossal - Increases area modifier;
Swiftness - Increases cast frequency modifier;
Retaliation - Whenever you are hit, consume stacks of Retaliation to reduce the damage received and cast one of your skills back at the attacker instantly;
Radiance - Whenever you cast a skill, consume stacks of Radiance to release a powerful beam of energy in the direction you are aiming at;
Electrified - Whenever you cast a skill, consume stacks of Charged to release multiple jolts of electricity that move in random directions;
Purity - Whenever you cast a skill, consume stacks of Purity to release a wave of holy light;
Ammunition - Whenever you cast a skill, consume stacks of Ammunition to add 5 charges of multi cast to the skill being used;
Icy Veins - Whenever you cast a skill, consume stacks of Icy Veins to launch frozen icicles towards random enemies;
Ascensions:
New Ascension - Monkey King - Twilight Harmony: Collect Night and Day orbs to summon powerful clones to fight for you for a limited time;
Most ascensions have had their values changed to adapt to the new balance of the game. In general, ascensions that grant multiplicative buffs are now less powerful, while ascensions that interact with summons or direct skills have had their power increased significantly. This change aims at bringing the different power levels of ascensions a bit closer;
Sentinel now has a tracker pointing towards the Panther whenever it is active;
Elementalist ascension has been adjusted to reflect the 5 skill types that the character has access to;
Power-Ups:
New Power Up Type - Debuff Modifiers, allowing you to increase the efficiency of Burn, Poison, Doom and Bleed effects considerably in different ways;
New Power Up Type - Distance-based powerful bonuses to allow for specialized melee or ranged builds;
New Power Up Type - Stackable Buff Synergies, allowing you to make the most of the new buff effects;
New Power Up Type - Skill Chain, which allows for one skill type to trigger another skill type, making many new builds not only viable but extremely strong;
New Power Up Type - Cross Type Powers, which increases the power of skills based on how many skills of a certain type you have, once again allowing for some new and interesting combinations;
New Power-Up Type - Ascension power-ups that can bring your ascension even further, empowering each ascension in a different way;
New Power Up - New versions of negative effects on hit and on critical strikes that can help DoT builds specialize even further;
Enemies:
New Danger Level: Each map now has its own Danger Level which makes its enemies more resistant, and creates a more defined difficulty progression between maps;
Significant changes to the pacing, attributes and challenge level of all enemies in all maps, too many to list. Overall enemies should feel more resistant, but the game a lot more manageable in relation to red zones, in great part due to the changes to the Curses as listed below;
Lords of the Void now appear encased in statues, and only when infused start to fight, giving you a few seconds to prepare for the fight;
Elimination Objectives now only start counting when all Lords of the Void are eliminated, to avoid multiple groups of Lords accumulating at the same time;
The health of Lords of the Void is no longer related to the time of a match, in general making it harder for very fast builds but easier for slower builds;
Elite enemies in general should now feel considerably more resistant and appear in mixed groups, however they appear less often;
Multiple fixes and changes to enemies that previously could be causing more damage than expected or with areas larger than expected;
Curses:
All curses are now optional, allowing you to customize your matches however you want;
Rewards for curses are now reworked. Instead of each individual curse granting a certain bonus and having an additional bonus for the group of curses, now the rewards are based on how many curses in a tier are selected;
You no longer need lower tier curses enabled to gain bonuses from curses in higher tiers;
Certain curses are marked as Elite Curses. These modifiers are more intense and will require more attention and reaction to be dealt with, but are entirely optional;
Revenge of the Void now has a considerably smaller chance of releasing meteors whenever you kill enemies;
Corrupted Void Hunters are now much more powerful, but appear in pre-determined moments in a match;
Pillars of Despair now appear with a smaller frequency;
New curses such as Ethereal Lords and Council of Lords introduced to allow you to further customize the challenge level you want to face;
Increased the bonuses you can get for Minor Soulstones, Common and Uncommon minerals by activating curses;
Endless and Overlord:
Both modes have had their scalings entirely reworked from the ground up. Enemies will have considerably less health, and both attack and movement speed are limited to a certain amount;
A new enemy attribute is introduced, Armor Penetration, which will gradually ignore more and more of your armor power and block chance;
Endless mode offers a more streamlined experience, where you continue fighting from map to map with ever increasing difficulty, but with a much more manageable enemy scaling;
Overlord mode offers a greater challenge, focusing on Elite enemies and powerful Lords of the Void, and takes place in the new Overlord Arena. This mode is bound to keep you on your toes;
General:
Trackers are now larger when they appear and slowly reduce in size to help give you a better sense of where the notification is pointing towards;
New Death screen and effects introduced;
You can now zoom out to view the entire Skill Tree and scrolling in general is more reliable;
Fixed issue where runes would still be highlighted when switching presets;
Fixed weapon description layout in the Blacksmith which sometimes could be overlapping;
Fixed an issue where mine skills would be calculating multicast twice for their initial damage;
Fixed an issue where certain skills could target enemies outside of the screen;
Fixed an issue where certain channeling skills would not scale their projectiles and frequency of release properly;
Tons of fixes to multiple skills with minor configuration issues;
Tons of small UI improvements all across the game;
Tons of fixes for gamepad interactions all across the game;
Tons of fixes for sound effects and new sounds added to the game;
Balance Changes: Given that this update changed the balance of almost everything in the game, we decided to keep these changes separate from the core changes above, the list is a bit too extensive for this announcement (it literally cannot fit!), so here you can find the rune changes below, and a link in the bottom to view the skill and power up changes on Discord!
Runes:
Reroll Mastery now grants 1 extra reroll every 5 levels, instead of every 10 levels;
Center of Attention now grants a 5% bonus area, down from 15%;
Immovable Object now grants 20% bonus damage, down from 30%;
Overwhelming Chaos maximum damage is now 220%, down from 250%;
Last Resort now grants 20% bonus damage, down from 30%;
Purity now grants 20% bonus damage, down from 50%;
Purity damage reduction per negative effect is now 4%, down from 5%;
Adaptive Empowerment now grants 10% bonus damage per fire skill, down from 20%;
Synchrony now grants 0.7% bonus damage per skill type, up to a maximum of 20%, down 2% and 60% respectively;
Head Start now grants 20% bonus damage, down from 30%. Other attributes unchanged;
Multi Cast Mastery now grants a smaller bonus to multi cast chains;
Critical Mastery now adds 25% of your critical chance as critical damage, down from 100%;
Controlled Chaos is now Epic and costs 3 Runic Power, up from Rare with a cost 2;
Death Touch is now considerably stronger;
Impaler is now considerably stronger;
Glass Cannon now grants 40% bonus damage and reduces health by 70%, down from 50% and 75% respectively;
Oscillating Power now grants variable bonus damage from -10% to 30%, down from -20% to 80% respectively;
Executioner now grants 4% bonus damage per negative effect, with a maximum of 20%, down from not having a maximum;
Pulse of Agony now grants 0.5% bonus attack speed up to a maximum of 20%, down from 1% and 30% respectively;
Generalist now grants 1.5% bonus damage per different skill type, down from 4%;
Amplified Power now grants 0.1% bonus damage for every 500 minor soulstones to a maximum of 25%, down from 0.5% and 50% respectively;
Lords Bane now grants 25% bonus damage whenever a Lord of the Void is active, instead of scaling with each Lord of the Void;
Decapitator now may execute enemies with 40% health, up from 25%;
Recklessness now grants 0.3% bonus damage per missing health point to a maximum of 30%, down from 0.4% and 70% respectively;
Adrenaline now grants a 0.25% bonus attack speed per missing health point to a maximum of 25%, down from 0.4% and 60% respectively;
Focus Fire now grants 30% bonus damage and reduces area by 15%, down from 60% and 30% respectively;
Sacrificed Growth maximum damage bonus is now 25% and the experience penalty is 10%, down from 80% and 20% respectively;
Vulnerable Exploit maximum bonus damage is now 25%, down from 50%;
Searing Intensity maximum bonus damage is now 25%, down from 50%;
Versatile Strength now grants 0.6% bonus damage per power-up type up to a maximum of 24%, down from 3% and 90% respectively;
Commanding Presence now grants 25% bonus damage, down from 40%;
Synergetic now increases the chance of synergies happening by 50% multiplicatively, instead of 25% additively (effectively unchanged from the existing values for negative effects);
As always, we would like to thank you very much for your support and feedback! We continue working on loads of HUGE new features in 2024 and we are super excited about all that is coming. And, if you run into any issues with the game, don't hesitate to reach out! We will see you in the next one!