Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Indie, Arcade
Soulstone Survivors
Hotfix Update v0.11.038
Hey everyone! :cozyroe:
While we continue working towards the next major update (and this will be a huge one), we wanted to address some of the issues that have come to our attention with our last update! This small hotfix addresses a few issues that hopefully will make your experience smoother until the next update is out!
But before jumping into this update, if you enjoy Soulstone Survivors and our work, it would mean the world for us if you could nominate us in the Labor of Love Steam Awards category!
With that said, here is the full list of changes for this update:
Fixed Turkish support, which was incorrectly still disabled in-game;
Fixed an issue that was preventing On Hit Passive Skills (such as Frailty) from properly accumulating when picked multiple times;
Fixed Backstab which was causing the backstab effects when in front of targets;
Fixed Frost Strike not counting the number of hits;
Fixed an issue where using the Gambler rune and the Lock mechanic, it was possible to choose active skills;
Fixed a few enemy effects that would not appear in the ground if the visual effect setting was turned to the minimum, but still would cause damage;
Fixed/reworked a few more VFXs of multiple skills;
Added new sounds effects for enemies;
Fixed small visual issues across the game;
Fixed small issues with a couple of Skill Tree nodes yielding incorrect benefits;
Changed the default hotkeys for multiple actions related to the Level Up screen:
Select Skill from "Space" to "E";
Reroll from "Q" to "R";
Banish from "E" to "F";
Lock from "R" to "C";
Skip Active Skills from "Y" to "G";
Toggle Active Skills remains on "T";
More Details (Keyboard) from "F" to "Q";
More Details (Gamepad) from "D-Pad Up" to "Left Trigger";
As always, we would like to thank you very much for your support and feedback, and if you run into any issues with the game, don't hesitate in reaching out! We will see you in the next one!
~Soulstone Team
The Steam Awards are here!
Hello Survivors!:cozyroe:
We are happy to announce that we are taking part in The Steam Awards!
Working on the game this past year has been a wild ride so far, with quite a few major updates and more changes than we can count, and I get excited to think that it is just the beginning!
On this occasion we would like to thank you for all your support that you have given us. If you love and enjoy our game we would be more than thankful for your vote!
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!
Best regards,
~Soulstone Team
Soulstone Survivors Steam Autumn Sale 25% off on base game!
Hello Survivors!:cozyroe:
We are happy to announce that we are taking a part in The Steam Autumn Sale! To celebrate this occasion we have for you a special offer, 25% off week-long deal! Grab the copy for yourself or let your friends know about it before it ends on 28 November!
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 have just released a small hotfix update which will deal with a few annoying problems in the game that would lead to multiple exceptions, which in turn would degrade the game's performance in certain scenarios. We hope that this small update makes your experience smoother!
Full change list for version v0.11.037i:
Fixed issue with Corrupted Pyromancer not working as intended, which would lead to considerable performance reduction and massive spam of errors;
Static defense skills, such as Totems, Ballistae and Volcanos will now be alive for a minimum of 5 seconds. This prevents them being despawned to move closer to your before they are able to attack and should make those skills better in extreme scenarios;
Fixed quite a few issues with VFXs, references and invisible errors that would degrade performance and lead to weird behaviour;
Thank you very much for your support, and we see you in the next one! =)
~ Soulstone Team
Hot fixes and balancing in new update v0.11.037h!
We've just released update v0.11.037h that will bring new improvements and changes that should make the game much more enjoyable. We are introducing new language support, improving gamepad navigation, and more!
If you would like to learn more about the game and our amazing community join here 👉Discord!
Below is the full list of changes🔄:
Skills:
Fixed Meteor Shower skill which will now work normally;
Fixed Aura of Chaos applying more Disarray than intended;
Fixed Murder of Crows to no longer apply random negative effects;
Fiery Blades no longer receives Duration upgrades, instead it receives Critical Chance upgrades;
Enemies:
Fixed a navigation issue on the Dungeon of Despair where enemies and mouse-only mode would not perform as expected in certain areas;
Treant will now display a damaged area when attacking since it is a large area;
Fixed incorrect name for the Elite Goblin Warlock;
Fixed Skeleton Reaper Scythe attack being affected by visibility slider;
General:
Added Italian language support;
Added the option to disable Vignette and Ambient Occlusion effects in the Graphics Options menu;
Improved gamepad navigation on Profile tab;
Added support to rename rune presets in the Fight menu;
Boss Health bars and Objectives panel are now hidden in the Level Up screen;
Fixed an issue where when equipping multiple Mastery runes you would need to select a different rune - and come back to view the equip button again;
Fixed tooltip of "Negative Effect icons" in General Options menu;
Fixed possible issue on the Profile page where if you had invalid matches, the screen would not display as - expected;
Fixed damage breakdown in the pause menu and ending screen now showing the correct values, accumulating all stages of the match;
Fixed issue with Polish fonts not displaying correctly;
Fixed an issue where Duration and Quantity modifiers to skills could not be showing properly in their tooltips;
Fixed Beastmaster ascension tracker which would not disappear when the match ended;
We hope you will enjoy the update, thank you for all your support and feedback! ❤️
~ Soulstone Team
Major Update: 1 Year Anniversary Celebration
Hey, Survivors! :cozyroe:
It's hard to believe but Soulstone Survivors is already completing 1 year of Early Access! A lot has changed and there is still much to come! We are so happy to have you with us for this incredible journey, and to celebrate the occasion we want to present to you the Anniversary Update!
Have fun with the new special decorations from Nov 6th to Dec 10th and make sure to check out the Speedrun Challenge we are hosting to celebrate the update! Now let’s jump into it!
New content and features:
Steam Trading Cards:
Earn Steam Trading Cards by just playing the game, complete the set, and earn unique badges, Steam Profile backgrounds, and emotes!
Major Runes rework:
You can now have up to 5 rune presets for each character, and now have two types of rune slots, Versatility and Tenacity:
Versatility - 3 slots: These are runes that allow you to customize your build and what powers you can have access to in a match, those include all Mastery, Affinity, and Inclination runes, Gambler, and so on. These runes no longer have a Runic Power cost and are limited only by the number of Versatility slots;
Tenacity - 4 slots: These are runes that increase your fighting power one way or another, be it by increasing your damage, movement speed, defenses, and so on. These runes still cost Runic Power and are also limited by the number of Tenacity slots;
Mastery Runes rework:
In addition to the changes above, Mastery runes now allow you to choose UP TO 5 skills from the desired skill type. Whenever you equip a Mastery rune you are guaranteed to have the selected skills in your pool of skills during a match;
(Dev notes: We want players to experiment with as many builds as possible, and we know that prior to this change players would often prefer focusing their limited runic power into runes that directly make you more powerful instead of trying to experiment with varied and possibly whacky builds. We hope that with this change (and the changes listed below) you will have more freedom to create any builds you can dream of more predictably.)
Match History screen:
You can now view a list of your previous matches, including skills used, times, damage per skill, and so on, along with an overview of your account and character comparisons! The game already recorded most information about your matches so you can see retroactive stats (missing a few details that will be included only on matches in the new version). We would love to see your account overviews so please do share your screenshots with us!
New enemies:
The Dungeon of Despair is now infested with undead! All enemies have been completely revamped with 19 new enemies between regular and elite versions, along with an entirely new soundtrack! There are also a few new enemies in the Scorching Valley and the Whispering Grove!
Power Up visibility rework:
Completely revamped tooltips and descriptions of all skills and power-ups in the game, to drastically reduce the amount of text while showing more details than before. These changes make it easy to know whether you already have a version of a certain power, how it improves with multiple pickups, and so on. We also reduced considerably the number of powers in the bottom left corner of the screen, focusing the information as much as possible;
Chaos Skills rework:
Chaos skills no longer are capable of applying every negative effect in the game. You will find that they now cause random damage (more than before), and also one of these two things:
Apply Disarray: a new negative effect that increases all damage received by a random value between -0.5% and 2.5% per stack for 8 seconds, where damage can never be reduced below 1.
Have the Chaotic trait, which gives you a chance to cast another random skill instantly when this skill is used.
(Dev notes: Chaos skills are all about randomness and unpredictable effects, however, their ability to apply all types of negative effects becomes so powerful, especially on longer matches, that they can single handedly replace almost all skills in the game and still grant all the benefits. This harms build variety and makes many skills worthless in comparison, so we hope that these changes above will make Chaos skills no longer suppress other skills in the game, but still be very interesting to mix and match with various skill types in the game, offering new strategies to create broken builds and more interesting decisions.)
Damage Breakdown during match:
We have finally added a way for you to view the damage breakdown of your skills during a match, without having to wait till the end of a match to see how skills are performing. Simply pause the game and check!
Visibility improvements:
While this will be a continuous work, with this update we have revisited the visual effects of loads of skills to make it so they are less invasive, in order to improve overall visibility. In addition to that, you can now adjust the Special Effect Visibility slider with hotkeys, making it a lot easier to adjust up and down. We will continue working with the goal that one day this visibility slider won't be necessary, but until we get there, we want your experience to be as smooth as possible.
Character changes:
Reduced Chaoswalker Altar interaction time from 1 to 0.5 seconds;
Divine Inspiration (Paladin's Ascension) slightly reworked: now if you miss the inspiration buff for any reason, a holy sphere will be left behind in its place. This sphere lasts for 20 seconds, and yields a diminishing amount of inspiration over time.
(Dev notes: while ascensions are meant to have different levels of interaction and difficulty, we felt that the Paladin's could be quite punishing. This change still rewards you for being in the right place, at the right time, but offers a "consolation prize" if for any reason you are unable to reach the holy light in time);
Skill changes:
Renamed Chaos Bomb into Chaotic Explosion;
Renamed Poison Bomb into Poison Puddle;
Removed the Bomb tag from Acid Rain, Avalanche, Chaotic Explosion and Poison Puddle;
(Dev notes: the bomb tag was massively overcrowded in comparison with all other tags, not only diluting the pool of skills but adding thematically inaccurate skills to various characters)
Rune changes:
Misfortune's Embrace now applies only damaging negative effects randomly, between Burn, Bleed, Poison and Doom, with 250% of the potency as before (no longer applies all effects randomly);
General changes:
New language supported: Traditional Chinese, with Italian and Turkish coming very soon!
Portals now need to be interacted with for a second before they activate, to avoid accidental activation;
Added special visuals to the Void Presence's attack so it can be easily distinguishable from regular enemy attacks;
Fixed an issue where when selecting a skill in the level up panel, it would not consider your existing powers that would improve that skill if that skill was selected (for example, a Nature skill will now show its damage taking into account your existing +Nature Damage powers, if any);
Added new key bind to enable/disable auto aim with a click (default middle mouse button), in addition to a small visual indicator next to the Dash icon;
You can now pick Powers in the level-up screen with the keys 1, 2, 3 for faster navigation;
Added option to hide the negative effects display from health bars;
Skill List popup will now show what achievement is required for each skill in its tooltip;
Improved interaction on the skill tree with the mouse to make it faster to purchase nodes with double clicking;
Made the rotation of all units smoother;
Hidden Skill Bar while the Replace Skills popup is active to avoid confusion;
You can now select a character in the Character screen by double-clicking its picture;
Adjusted multiple configuration errors with enemies in all maps, such as incorrect experience numbers, incorrect rate of spawn in certain cases, and so on, which would influence the pacing of the game seemingly at random;
Made updates to the Dungeon of Despair visuals;
Added new menu animations to celebrate the anniversary;
Fixed issue where you could have curses that increased the frequency of Corrupted Void Hunters without spawning any void hunters;
Fixed issue where corpses in some cases could rotate towards you;
New animation and effects for Arcane Weaver in the menu;
Fixed interactions between Ready for Battle, Unconventional Start, and Affinity runes;
[h2 id"Anchor"]New Speedrun Challenge To celebrate the anniversary we’re hosting a speedrun challenge on our Discord server! Play on the map you’re most comfortable with be as fast as you can! But don't worry too much, every participant has a chance to win!
We’re giving the following PRIZES to the 5 people with the best times:
🥇1st place - 20$
🥈2nd place - 15$
🥉3rd place - 10$
4th place - Game Key
5th place - Game Key
➡️The 4th and 5th place will be picked randomly from all participants so everyone has a chance to win!
👉Join our Discord and go to the “👑speedrun-event” channel for more info.
Developer notes
We want to say a big thank you for the last year, it was an amazing journey. We are thankful to you for all the support you have given us and we hope to continue delivering the game we all love so much. There is still a lot of new content coming, and a ton of other improvements as well, but we hope you will have fun with the new update and as always, if you have any feedback or issues, let us know!
~ Soulstone Team
Dev Talk #1 - Feedback, Plans and Sneak Peeks?!
Hey, Survivors! :cozyroe:
Allan here, the lead developer of Soulstone Survivors! As we have discussed before, we want to be more transparent with the community and we thought it would be a good idea to share a little bit about what are the most requested features, and a bit about our plans on how we are working to address them.
To that end, we’ve prepared a video where we go through many improvement points to the game and even some sneak peeks about the next Soulstone Survivors update!
Here is a list of the topics we talk about in more detail on the video, going through each one of them and talking a bit about what steps we are taking to address them:
GAME PROBLEMS
Game is too hard/dodge fest: The most requested change in the game, where the end game has way too many enemy attacks and how it limits the way you can play the game;
Endless Balance: How runs can become stale, where you are either immortal or instantly killed without being able to react;
Game Visibility: How the game can be very hard to navigate with the spam of skills, how some skills are very intrusive causing visibility problems even early in the game;
Power Up Infos: How the information displayed on the Level Up screen and Power Up list can be hard to navigate or incomplete, leading to confusion;
Struggle with Ascension: How some ascensions can be hard to interact, how this is linked with the issues above and what are our goals with ascensions;
Rune Balance and Limitations: How you might feel like you cannot experiment as much as you would like due to how they are structured and the limitations they have;
General UI improvements: How there are constantly more and more ways to improve usability in the game, and how even small changes can end up compounding to make big improvements to the game;
Sneaky Void Presence: How the Void Presence can sneak up on you under the chaos of the game and ruin a run in a way that feel unfair;
Entering the home portal by accident: How you can accidentally end a great run by entering portals at the wrong time and how frustrating that can be;
Overall Skill Balance and Chaos revamp: How there are many underpowered skills that never get used, while others become mandatory, and a note about the upcoming change to how Chaos skills work and why.
GAME FEATURES
Endless Resource Sink: Being able to spend extra resources into a system that offers interesting choices (unfortunately we did not go into much detail about this one in the video, but it is definitely in our plans!);
More Bosses: Something will definitely do and already have some cool plans in this regard;
In-game Wiki: A way to view details about the game, its functionalities and so on, basically a way to understand how the game works in more detail;
Better UI customization: Being able to scale the UI, disable and enable elements, make it your own;
Trade Materials: A way to exchange resources you have for resources you need, and how that could improve the experience.
If you would like to see more videos like this, as regular updates to where the game is going, what we are addressing and how, please do let us know!
In the meantime we hope that this video will shed some light on these topics and of course, if you have other concerns with the game, other changes you would like implemented or doesnt agree with what was said in the video, don't hesitate to leave a comment below, or on Discord, or YouTube, or Email, or the forums!
Thank you very much for all the feedback, support and patience! =)
~ Soulstone Team
HOTFIX UPDATE V0.10.036A
Hey, Survivors! :cozyroe:
We've been hard at work behind the scenes, and we're thrilled to announce a new hotfix for Soulstone Survivors! This small update fixes some annoying issues related with some ascensions that we hope will already make the experience a lot smoother, until the next major patch hits! 🚀🎮
Speaking of which, rest assured that the next major update to the game is well underway, and we really hope you’ll be as excited for it as we are when it comes! So, make sure that you keep your eyes peeled on our socials and in Discord for more information about what’s coming next in Soulstone Survivors.
Full change list for version v0.10.036a:
The Arcane Weaver's Mana Crystals are now collected instantly by walking over them;
The Sentinel's Panther Bond no longer decays when you are far away from the Panther;
The Hound Master's Beefs are no longer affected by your pick up range, as you are still meant to find and collect the beefs manually;
Reduced memory usage of multiple textures along with a few performance improvements;
Added a limit to the number of Mines all "Mine" type skills can have active at any one time;
Fixed an issue where skills that target random enemies could target invulnerable enemies such as the Void Presence;
Fixed an issue where the Legionnaire's Catapults would target invalid targets such as the Void Presence;
Fixed an issue where the Panther Bond connection would be affected by the Special Effects Visibility slider;
Fixed an issue where the Legionnaire's Catapult Blueprints would become invisible if special effect visibility was low;
Fixed an issue where if you reduced the cost of the Legionnaire's Catapults through the skill tree, the price reduction would not properly show in the UI;
Fixed an issue where the Legionnaire's catapult part item would not be glowing if visual effect visibility was too low;
Fixed an issue where the Chaoswalker's Orbs would not be glowing if visual effect visibility was too low;
Fixed an issue where the Hound Master's Beefs would not be glowing if visual effect visibility was too low;
Fixed an issue where the Necromancer's Body Parts would not be glowing if visual effect visibility was too low;
Fixed an issue where the Assassin's Tasks might still be active after a match ended;
Reduced the opacity of the ground effect of the Spellblade's Rift;
Fixed the damage area of the Void Presence which was slightly larger than the red circle;
Fixed an issue where buffs could appear gigantic on certain enemies and allies, causing a lot of screen clutter;
Fixed an issue where in certain maps, enemies would spawn slower than intended especially in the beginning of the match;
Fixed an issue where Fiery Blades and Spider Cocoon descriptions would not update properly with the Extra Help rune;
Fixed an issue where Synergy type power ups would not specify that they also work with the upgraded versions of negative effects;
Multiple fixes around skill tree nodes, including small visual issues, incorrect values being displayed, purchase order, etc;
Multiple new sound effects across the game;
Fixed Frostborn warrior icons on the Death Recap screen;
The Kobold Demolisher enemy no longer causes damage to itself with one of its attacks;
That’s all for now! We hope to start sharing more details of all the stuff we are working on in the background soon, but until then, we hope you enjoy these fixes and improvements! Thank you so much once again for everyone’s feedback!
- Dev team
MAJOR UPDATE: FROSTBORN WRATH IS LIVE!
Hey Survivors!
We know you’ve been waiting a long time for this, and today, finally, we bring you the biggest update so far, Frostborn Wrath!
But before we get into the nitty and gritty of the patch notes, to celebrate the newly released update, we will be holding our first ever Live Developer Q&A this Tuesday, September 12th at 5 pm UTC ! If you have burning questions you’d like to ask directly to the developers, join us on Discord to participate, we will even give away a few Steam Gift Cards to the coolest questions we get!
Now, here is the full list of changes of what is waiting for you in this update!
New Character Skill Trees!
Unlock new unique powers with Prestige levels for the remaining characters: Chaoswalker, Beastmaster, Assassin, Elementalist, Legionnaire, Necromancer and Death Knight;
More Void Hunter Ascensions:
Discover the hidden powers and exclusive mechanics of the remaining characters, bringing their powers to the next level. This update includes the ascension powers for the following characters: Chaoswalker, Beastmaster, Assassin, Elementalist, Legionnaire, Necromancer and Death Knight;
7 New craftable weapons:
In this update, we have introduced new craftable weapons for the following characters!
You can now find the following active skills, exclusive to the new weapons!
Chaoswalker: Ripple of Light, Sanctified Orb Beastmaster: Spider Cocoon, Summon Spider Queen Assassin: Lightning Stab, Lightning Surge Elementalist: Shadow Cut, Dark Torrent Legionnaire: Piercing Flames, Incinerating Spear Necromancer: Murder of Crows, Carrion Crows Death Knight: Frost Strike, Glacial Affinity
22 new runes:
Even more new special runes can be unlocked through the Skill Tree of each character, bringing even more ways to customize each run;
New Enemies:
The Frozen Wasteland is now filled with new dangers and powerful foes. All enemies have been completely revamped with 19 new enemies between regular and elite versions, along with an entirely new soundtrack!
New Skill List menu:
Now, you can finally check the list of all skills a character has access to via the Characters menu!
New Negative Effects overlay:
Now you can head on to the Settings menu and enable overlays on heath bars for each negative effect that causes damage in the game, such as Doom, Burn, etc;
Skill Changes:
Changed the order of the Spellblade Riftwalker skills so Energy Pulse is the last skill, and Arcane Comets is the second skill to be used;
Summon Skeletal Archer damage reduced from 200 to 140;
Summon Helper Elves damage reduced from 150 to 100;
Summon Skeletal Mage damage reduced from 350 to 180;
Frenzied Bunnies' negative effect power was reduced by approximately 15%;
Skill Tree nodes that grant stats when you take damage now have limits to their bonuses;
General changes and fixes:
Player movement will now be more responsive, for example, when changing directions;
The scenario will now become transparent when it would be blocking your view of your own character and immediate proximity;
All loot, currencies, materials, prestige,are saved every time you go through an endless portal, instead of only when the match ended;
You can now use the keyboard to learn skills in the Level Up panel;
You can now see the Weapon Special skill on the Blacksmith menu before crafting a new weapon;
Arcane Weaver's Mana Crystals can now be collected instantly;
Skill Tree nodes that grant stats when you take damage now have limits to their bonuses;
Changed damage numbers at the ending screen to use text notation, so they are not as long and hard to see as before;
Crystal Eggs in the Caves of Dhal Zhog now have a loading bar to display how long it takes to pick one up;
Added option to General Options so you can configure the minimum delay for picking up skills in the Level Up screen (to prevent accidental skill picks);
Fixed an issue where the Spellblade Riftwalker skills had multiple tags, receiving more bonuses than they should;
Fixed issue where Synergy-type power-ups would not apply rune effects properly, such as Gangrene and Pulse of Agony;
Fixed an issue where Fissure Strike would aim under the crosshair, with an incorrect angle;
Fixed soundtrack not reverting from Boss to Regular;
Fixed an issue where you could die as the Level Up screen would appear;
Fixed an issue where a few enemies would deal much more damage than intended, especially in endless modes;
Fixed issue where when changing resolutions with a gamepad, the game would lose track of the controller;
Loads of other small fixes all across the game;
Developer Notes
While this update finally introduces the Ascensions and unique mechanics for the remaining characters, there is still a lot coming to the game. This was the longest time we went without an update, as it involved a lot of work and testing to make sure that the new features are cool and fun to interact with, but I wanted to reiterate that we are still fully committed to making Soulstone Survivors the best game it can be, and we continue working more than full time on it to make sure we can deliver cool stuff, as fast as we can.
We have been wanting to host a Live Q&A for a long time, and it's been hard to find the time to do it with so much going on for this update (and some for the next update as well!), but we want you to know that we are always listening, and we believe that a Live Q&A will be awesome! A great way to talk about all the stuff that is in the game right now, the new stuff from the update, but also about all the suggestions we get, and some of the new stuff we already have in the works for the next update. Since the beginning we’ve been developing Soulstone Survivors very closely to the community, with the feedback that all of you have given us, and we want to improve on that, and we hope that you will join us this September 12th, at 5 pm UTC on Discord! We are a bit nervous haha but excited about being able to chat directly with everyone live!
We hope you will enjoy all the new stuff in this update, as always thank you very much for your support and patience, we continue giving our all to make sure the game is as good as it can be and we wouldn’t be able to do it without you!
- Dev Team
HOTFIX UPDATE v0.10.034f
Hey, Survivors! :cozyroe:
We've been busy working away behind the curtain, and we're back with a hotfix for Soulstone Survivors! As per the feedback we received from you, we have been working on addressing some major issues encountered in the Path of Ascension update. This update will address those issues and make the experience considerably smoother!
The next major update to the game is well underway, and we’re sure you’ll love it when it drops. So, make sure that you keep your eyes peeled on our socials and in Discord for more information about what’s coming next in Soulstone Survivors.
Full change list for version v0.10.034:
Summoned units should now benefit from runes as expected, for example, runes that give you a bonus based on your health or on your level will use your attributes for the calculation instead of the summoned unit's attributes;
Most summoned units can no longer be directly targeted by enemies, so enemies will prefer targeting you. The following summoned units will still attract attention from enemies: Chaos Golem, Battle Moose and Cave Bear;
Now that summoned units properly inherit all of the player's attributes, they no longer receive a hidden damage bonus based on the curse intensity. They still receive defensive benefits based on curse intensity;
Fixed an issue where with the Vulnerable Target rune, summoned units could potentially do infinite damage;
Fixed an issue where with the Focus Fire rune, summoned units could become unable to hit enemies;
Fixed an issue where with the Purity rune, summoned units could start healing the enemies;
Fixed an issue where Skill Affinity runes could proc every level when used in combination with Summoning skills;
Fixed an issue where the Singular Focus rune, when used in conjunction with the Divine Legacy rune, could cause the game to freeze due to the lack of available legendary powers;
Fixed an issue where certain Runes would be applied multiple times to high quantity summons such as Frenzied Bunnies;
Fixed an issue where Riftwalker (Spellblade) and Wrathful Focus (Pyromancer) ascensions would not be able to multicast;
Removed the ranged web attack from the basic spider;
Fixed the tooltip descriptions in the Skill Tree to mention that certain skill trees are not available in the current version;
Fixed an issue where zooming in/out of the skill tree could cause strange visual artifacts;
Fixed an issue where the gamepad could lose focus of the game when hovering over newly unlocked achievements;
Fixed an issue where Bloodlust's cooldown would not work as intended while mounting a Panther;
Fixed an issue where the maximum number of hounds for the Hound Master should be 5, instead of 4 (with skill tree upgrades);
Fixed an issue where the Spellblade's Rift could appear inside a rock in the Scorching Valley;
Cobra Totems damage increased from 150 to 300⬆️;
Frenzied Bunnies negative effect power increased by approximately 25%⬆️;
Volcano Eruption damage increased from 150 to 200;⬆️
Summon Plague Rats Rot damage increased from 600 to 1000;⬆️
Shockwave Totem damage increased from 100 to 200;⬆️
Summon Putrid Hounds damage increased from 200 to 300;⬆️
Summon Skeletal Mage damage increased from 500 to 600 ⬆️;
Summon Swamp Boar damage increased from 100 to 200⬆️;
Summon Swamp Boar Rot damage increased from 300 to 400⬆️;
Summon Ballista damage increased from 120 to 200 ⬆️;
That’s all for now! Thank you so much once again for everyone’s feedback! 🥰