Source of Madness cover
Source of Madness screenshot
PC PS4 XONE Switch PS5 Series X Steam Gog
Genre: Platform, Role-playing (RPG), Adventure

Source of Madness

Privacy Opt-out Options Announcement

Hi, I made the Saturday patch with the Opt-out of Data Collection into a small patch but because that it will not be as visible, which is why I am writing this announcement. We will continue to work on this next week.

For visibility, please see the patchnotes here and we added more quality of life things https://store.steampowered.com/news/app/1315610/view/3201507759920203539


  • device info is no longer collected (contained hardware details, IP, and some local paths). This data was on by default and we don't need it. - login location IPs are still collected but without the last part (ipv4 last number becomes zero). This data is mainly used to understand our demographics.
  • client focus time is no longer collected. This was a measure turned on by default to measure time spent in the game, and we don't need that data.
  • We still send some gameplay data such as unlocking items, completing biomes, or dying. This data is anonymous and helps us balance the game.
  • Data is saved for a duration of 30 days (unchanged). - Data that has already been collected is not removed yet but we're working together with the support of Playfab to ensure this gets purged.
  • We will add a privacy policy asap to list what data is collected and why.
    added an in-game check box to opt-out of analytics data.
  • Unity crash/exception logs are still being sent. These contain details about hardware but are not tied to an individual player. This data is important to help us improve game stability. This will be clarified in the privacy policy also.

Privacy and Quality of Life

Hello!

It has come to our knowledge that by accident we have been collecting more data than we would have liked. This was due to somewhat hidden default settings that we did not realize were on. Thus we have worked pretty hard yesterday and today to get a fix in to Opt-Out checkbox for people who do not wish to share game balancing data with us. As well as making sure that we delete what was collected and change what is being collected. We also made sure to give you some nice Quality of Life as well while we are patching. We will add a privacy policy to the steam page ASAP as well.

Quality of Life

  • Improved visibility on cooldown spells and when they are ready
  • Added a General Menu into options
  • You can now change so that the dash aims at the mouse in the General Menu
  • You can Opt-out of game data sharing in the General Menu
  • You can now bind several actions to one button
  • Loner now has the correct name instead of TOWER OF KNOWLEDGE
  • Fixed Japanese language issues
  • Temporarily removed spikes from monsters in Cave of Lost souls, however take note that we will add back hedgehog creatures in a future patch. But they should be more obvious and fair.


Privacy

  • device info is no longer collected (contained hardware details, IP, and some local paths). This data was on by default and we don't need it. - login location IPs are still collected but without the last part (ipv4 last number becomes zero). This data is mainly used to understand our demographics.
  • client focus time is no longer collected. This was a measure turned on by default to measure time spent in the game, and we don't need that data.
  • we still send some gameplay data such as unlocking items, completing biomes, or dying. This data is anonymous and helps us balance the game.
  • Data is saved for a duration of 30 days (unchanged). - Data that has already been collected is not removed yet but we're working together with the support of Playfab to ensure this gets purged.
  • We will add a privacy policy asap to list what data is collected and why.
  • added an in-game check box to opt-out of analytics data.
  • unity crash/exception logs are still being sent. These contain details about hardware but are not tied to an individual player. This data is important to help us improve game stability. This will be clarified in the privacy policy also.

I hope you understand that this was a mistake on our part with a limited indie gamedev team of 3 people with a lot of pressing tasks to do all the time we did not spend enough time with the game analytics tool to prevent this.

We are sorry about that and hope that you can forgive us.


LAUNCH DAY!!!!!

Today we will launch the game on pretty much all consoles! We will also release the game from Early Access and be adding the final act. This game has been almost 5 years in the making and we are incredibly happy with all the support over the years! Please do a new review after we have launched the game. since steam does not care about early access reviews.

What will happen after launch? Our plan is to create a new post-launch patch with more specialized monsters and new difficulty stages.

New Content

  • Act 3
  • Cinematic AI videos

Monsters & Combat

  • Nerfed Spike monster frequency damage
  • Balanced Blackhole monsters
  • Improved movement of Elites and some Bosses
  • Stun lasts longer
  • Fixed Krampus movement
  • Final boss bug fixes

Player

  • Improved teleportation with Keyboard
  • 2 new trinkets to fill the roles of more trinkets early on and a wider variety of stats
  • You now need to unlock the healing station in the safe zone
  • Improved gamepad movement upwards
  • Added more elemental legendary stats

World

  • Balanced legendary stats a bit
  • Blood sacrifice does not kill you anymore
  • Added a lot of cinematic flavour videos you can interact with around the world!

Other

  • Faster potion refill at save station
  • Categorized and sound sources
  • Improved gambling eye

Bug Fixes

  • Unused Vial charges lost on save
  • Tweaked
  • Fixed 
  • Flask and Curse dis
  • Wrong skill tree title in german for Flask 1
  • Previous curse not being removed properly


Please give us a new good review for the launch, it will mean so much to us!


Release date is 11th of May!

We are incredibly happy to announce that we will release Source of Madness on the 11th of May. And not only on Steam but on many platforms such as the Switch, Xbox S/X, Xbox One, PS4, PS5. Gotta catch them all!

And with it we have a brand new trailer!

[previewyoutube="SmDyaGifGHY;full"]

Enlightenment

Salutations!

In this patch, you will rediscover the fun of our monsters due to our massive improvements on the navigation and movement code! We gave in and now Waves are a directional cast and you will have juicy animations when you unlock new classes and nodes. Please break our game so that we can keep balancing it!

[previewyoutube="rvkNXMmyk-k;full"]

New Content



  • Immensely improved Monster movements
  • Waves are directional
  • New cool Legendary effects
  • New unlock animation
  • Sewers are now their own biome (removed Cave of Lost souls from Act2)




Monsters & Combat



  • Monster shrink went sideways instead of down
  • Fixed: Monsters stopped walking while waiting for combo attack
  • Monster jump is now more reliable
  • Improved pathfinding
  • Improved platform interactions
  • Nerfed monster item drop chance


Player



  • Buffed Kingsring
  • Limit +1 projectile stat on Waves
  • Balanced Tier+
  • Balanced Rarity drop
  • Secondary effects do no longer proc trigger effects
  • Wave magic has been nerfed, it only deals damage once per killable body or limb
  • Wave magic is now aim-able
  • Juicy unlock animation effect
  • Slash is now aim-able
  • Arcane guardian minions now spawn with offset
  • Corrupt cloud upgrade is now cheaper



New Legendary Effects



  • Chance to create a minion on crit
  • Create poison rot while poisoned
  • +1 projectile
  • On life cost cast +1 Projectile
  • + 1 Teleport Dash
  • Chance to spawn a black hole
  • Chance to cast a stone pillar
  • Chance to cast a Web projectile
  • Chance to create a fire turret on crit
  • On Dash Increase Cooldown buff
  • +1 projectile while poisoned
  • Chance to cast Fire projectile



World



  • Act1 will now look different after defeating the Act2 boss
  • Improved visuals of steel cages on chains
  • Other
  • Optimized SpellTurret code
  • Optimized Monster AI code
  • Improved Tooltip performance and positioning
  • Fixed Localization updating when changing language
  • Fixed visual issue with staircase on the moon boss


Bug Fixes



  • Greed skill did not give Evenstar achievement
  • Some Evenstar unlocks did not get filled in the skill tree
  • Bamboo Augment was using the wrong bamboo projectile
  • Prologue candles were not lit







We will now take a chill pill and stop pushing out updates like there is no tomorrow.
Thank you for your support.



mini patch

Fixed new unlock bug
Optimized viewing unlockable items
Softer view box for skill tree nodes
Fixed Skilltree item descriptions could be legendary

Headway

We meet so soon again!

Barely a week and we have another patch ready! This time we have made efforts to make playthrough runs smooth and not too long. We have also added a few more late-game unlocks for the Skilltree, these are not balanced yet so please give us your opinion on them.

Monsters & Combat



  • Damaging the Limbs of a monster now also enabled the Monster Health Bar
  • Bosses are redesigned to handle cheese with directional teleportation
  • Gravity attack spawns closer to monster


Player



  • Balanced Rot
  • New Skilltree node: Greed
  • New Skilltree node: Blood Extraction
  • New Skilltree node: Power of Knowledge 1 2 3
  • New Skilltree node: Tier+ 1 2 3
  • New Skilltree node: Favor of the Gods
  • New Skilltree node: Arca Aurum
  • New Skilltree node: Arca Sanguis
  • Redesigned Skilltree structure
  • Nerfed Bamboo Burst and Arcane Burst to not deal damage to more than two body parts per projectile
  • Changed sounds for Stormcaller
  • Changed sounds for shop
  • Changed sound for Arcane Missile explosion
  • Changed how cast-time works on charged spells to feel more instant if you spam them
  • Balanced Icemancer dash cooldown


World



  • Forest of Lies is now shorter
  • R’Lyeh is now shorter
  • The Moon is now shorter
  • Yith is a bit longer
  • Tweaked Loam Land post effect
  • Removed drowning effect in Loam Lands
  • Krampus now has lower hp
  • Moon boss now has lower hp
  • Secret boss now has lower hp


Other



  • One less roll for Gambling Eye


Bug Fixes



  • Changing language in Tower of Knowledge now change titles and names properly
  • Jing mode on Yang messed up water
  • Mysterious Altar text overlapped by terrain
  • Evenstar blood visual was missing from Skilltree
  • Monster Charge effect was missing after first use
  • Fixed sleeping monster bug
  • Save and Exit is now localized
  • Glens text for german was in English
  • Localization: Binding action window was missing the translation


That is all for now, cheers!

Teleportation



Greetings and Salutations




In this patch, we have taken a bold move and reworked the dash mechanic so that you can aim it in any direction. Please test it and tell us how you like it and if it breaks anything. We have also made cool upgrades to the charge spells where you can see the projectiles while you charge them up.

[previewyoutube="NuNmZsbFnyw;full"]

New Content



  • Teleportation in any direction
  • Teleportation can now be held to show where you will land
  • Charge spells display the projectiles to be cast dynamically



Player



  • Teleportation in any direction
  • Teleportation can now be held to show where you will land
  • Swift ice dash glides in the direction you aimed the dash
  • Poison bomb balanced and now displaying projectiles
  • Arcane Burst balanced and now displaying projectiles
  • Bamboo Burst balanced and now displaying projectiles
  • Eye of Cthulhu balanced and now displaying projectiles
  • Vampire Ring balanced and now displaying projectiles
  • Ring of Filth balanced
  • Reworked ice dagger
  • Reworked Slash


World



  • The moon is now a bit shorter
  • R’Lyeh is now a bit shorter
  • Yith is now a bit shorter
  • Optimized Lights in the Loam Land


Other



  • You can now key bind up and down moving, used for aiming with dash
  • Better gamepad navigation between ring slots in the inventory
  • New dash tutorial in the prologue
  • Improved input mapping visuals
  • Optimized Shaders


Bug Fixes



  • Teleportation while going through a sidearea
  • Act 2 boss charge effects are back
  • Pause menu did not pause inside black hole slowdowns
  • Can’t read npc text down in the basement of Tower of Knowledge
  • Fixed getting stuck in flame pillars
  • Polished water in Loam Lands


That is all for now, cheers!




Magic Mist

Greetings and Salutations

In this patch, we have done massive performance fixes and reworked most ring spells. We ask you to have fun, break them and help us to balance these spells. Our next target will be to focus on making the monsters more fun and interesting to face.
[previewyoutube="E6EJWQnn_gk;full"]

New Content



  • Major spell rework
  • Major performance optimizations
  • Added the Thai language





Monsters & Combat



  • Improved new damage text and animations
  • Improved attack and distance priority for monsters
  • New improved monster health bars
  • Improved monster visuals
  • Monster projectiles now have correct elemental damage instead of physical
  • Improved visuals for certain Monster projectiles
  • Improved visuals for Monster spell limbs
  • The correct cooldown on world turrets
  • Improved damage text placement


Player



  • Improved ice lance sound effects
  • Poison bomb has been changed and improved with Charge state
  • Fire Pillar ring is now Charge based and improved
  • Arcane Missile has been improved
  • Ice Sphere is now Charge based and freezes on max charge
  • Lightning Ball is now Charge based for ultimate
  • Poison Bomb is Charge based
  • Arcane Burst is improved and Charge based
  • Eye of Cthulhu is now Charge based
  • Bamboo Burst is charge based
  • Boulder ring is now Charge based
  • Ring of Filth is now Charge based
  • Force Push exists as a field now
  • Added: New spell ring Poison Rot
  • King’s ring has been changed and is now Charge based
  • Player damage text is now red
  • Melee Slash is now Arcane damage instead of physical
  • Charge spells are now displayed along the aim direction while charging


World



  • Improved Fog visuals
  • Tweaked post effects and lighting in biomes
  • Improved Item and Challenge room spawns
  • Monsters now have a chance to drop items
  • Vendors now have more Trinkets


Other



  • Improved visuals for monsters
  • Optimized Tower of Knowledge
  • Optimized Spells
  • Optimized all biomes
  • Optimized all boss fights
  • Cinematic to prologue now has a loading animation
  • Improved AI monster performance
  • Improved button binding readability
  • Improved gore and gore performance
  • Local music is now affected by music volume settings
  • Added pooling system for many effects
  • Improved visuals of the Skill tree
  • Improved Spell performance
  • Changed some font character distance relations


Bug Fixes



  • Charge spells now scale with tier (Arcane Missile and Force Push)
  • Golden chest now has its material back
  • Monsters now relax properly on death
  • Fixed width of the fog of war in grids
  • Fixed saving cam shake settings not working
  • Pausing right before scene loading would get you stuck
  • Hide zero damage numbers
  • Pillar flame used black hole damage settings
  • Disable pause menu while talking to NPCs
  • Geomancer fighting area bug fixed
  • Fixed UI lag bug
  • Local Music is now properly affected by the music volume
  • Krampus music is now affected by the music volume
  • Several cameras are now properly affected by the cam shake slider


That is all for now, cheers!

Saving Grace

Hi again!

Oboy have we done some work, you can now save and quit and return to a run through our save zone system which exists in-between biomes. We have also done a ton of world optimizations that should make the game run so much smoother, we still have a few more to do, but not much left!


New Content



  • Save between biomes and continue run added
  • Save-zone


Monsters & Combat



  • Slightly easier and readable monster attacks early on and harder later on
  • Monsters now have more reliable intervals between attacks
  • Monsters now pause a bit before exiting their attack phase letting the combo finish
  • Improved monster dodge behaviour
  • Less Blood on dealing damage and monster death
  • Optimized and created new Monster spell limbs visuals
  • Improved Monster rendering optimizations
  • Improved death lag-spikes
  • Added culling to eyes
  • Web slingers
  • Bombers
  • Electric wave casters
  • Not all limbs detach all of the time from a dead monster


Player



  • Life and Bottle state is now saved between zones but can be refilled at the save zone
  • The player no longer does extreme poses near borders
  • Animation: Pick up Items
  • Animation: Interact
  • Animation: directional casting
  • New optimized cloth simulation
  • Low-hp threshold now is 30% instead of 20%
  • Improved shadow for Player
  • Blood wave balancing


World



  • Darker Loam Land Water
  • Optimized Tower of Knowledge
  • Optimized Loam Land
  • Optimized Water rendering a lot
  • Removed Deep Background rendering layer to optimize light rendering
  • Skill tree rendering optimized
  • New Post-effect and water in Forest of Lies


Other



  • Bloom is now cheaper on the lowest settings


Bug Fixes



  • Monster Positioning Bug
  • Interactive grass in Loam Land did not fade movement properly
  • Clicking Space on The Third Gate Conversation froze the movement of the player forever
  • Skill tree node selection lag-spike


That is all for now, cheers!