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