Happy November! We are happy to share some news along with a fun update and a new event!
:sadhf:BULLET HEAVEN FEST! We are excited to be part of the great event with so many other great games in our genre! :mb2spark: Bullet Heaven tag finally added to Steam :mb2spark: Spirit Hunters is now 30% off :mb2spark: Over 150 other Bullet Heaven games on sale
:sadhf:TURBO MODES Spirit Hunters just got a whole lot faster!
Once you beat any level at normal speed the first time, you can replay levels at 1.5x speed or 2x speed. This increases the full game speed so 2x means standard 15 min runs become 7.5 minutes. (clock ticks twice as fast) Warning! - We haven't tested on very old hardware so If you have a old toaster computer, super fast mode may have some performance challenges. :P
The speed options can be found in the Map Select screen and the Challenge screen. You can change speeds before every run. Certain levels are extra spicy at faster speeds. :)
As always thanks for all the support. If you are enjoying the game and the updates, please take a moment to leave a positive review. ːsteamthumbsupː Thanks!
Patch 1.1
:mb2spark: Greetings Spirit Hunters! :mb2spark:
Its been one month since our console launch and we are finally winding down on Spirit Hunters. The team has moved on to new games at this point, or having a break. This will likely be the final update outside of any newly found bugs and one potential feature we are testing. We want to thank everyone in the community who has helped to make this a game we can be proud of finishing.
:sadhf: DIVINITY WEB PURCHASABLE HIGHLIGHT This is one of the most requested features we have had for a long time. Now that the game is done and 99% of the bugs are cleared out, we have had the time to get it in. Once you have more than 50 points spent in the Divinity web, there will be a highlighted, arrow that will point to any node you can currently afford to unlock. This counts for both resources and kill gates. This should make mid to late-game Dweb navigation much easier to manage.
:sadhf: ENEMY LOCATION UNDER KILLGATES The number 1 question we still get is "Where can I find X monster?". So we added the zone where you can find the monster under each kill gate. Many enemies can be found in multiple zones and we didn't want to put a big list. So the zone displayed is the easiest place to find the monster.
We squashed a few more bugs that players have been finding since launch. :al_bug: There was an issue where pausing the game could cause some elements with a lifetime to play out their lifetime while paused. This little cheeky error has been fixed. :al_bug: The Controller cursor could be snapped outside at the top of the screen and then left in limbo unable to come back. Forever alone. :al_bug: There was a long-standing issue with soft locking the game when leveling just at the time when entering the shop / pausing the game. This has been fixed. :al_bug: Arrow Spectre and Arrow Blocker now have the correct location info set on their data. :al_bug: Character Shakpana + Lighting ability now properly applies his passive. :al_bug: Issue with the HP meter that meant that it was not aligned with Sickles HP. :al_bug: Issue with boss medals fixed due to missing kill gate on Desert ruins brutal. :al_bug: Some nudging of images in the character select screen due to overlapping with text. :al_bug: Updating Hearty Dweb description to be correct. :al_bug: A number of spelling mistakes
As always, thanks for all the feedback and support from the player community. If you enjoy the game please give a thumbs up review. ːsteamthumbsupː
We are very happy to announce that Spirit Hunters: Infinite Horde is NOW AVAILABLE on consoles!
:mb2spark: Nintendo Switch :mb2spark: Playstation 4 :mb2spark: Playstaton 5 :mb2spark: Xbox One :mb2spark: Xbox Series X/S
Phew! We've been working hard over the last few months to bring out all consoles at the same time! It's been a lot of work, but we're super happy that we are finally here!
Links to Spirit Hunters: Infinite Horde on all consoles are available on our website or you can simply search for Spirit Hunters on your preferred system. https://www.creaturecauldrongames.com/
:sadhf: Thanks to our porting partner, Subsilico for helping us make this happen!
As always, thanks for all the player feedback and support. :engineercat:
1.0 Full Release Out Now!
Hello again, Spirit Hunters! We are incredibly excited and proud to release the finished Spirit Hunters: Infinite Horde version 1.0 today! It's been a full year of amazing player feedback and big updates to get us to this point. We want to thank everyone who helped us shape this game into what it is today. ːmb2sparkː
For new players and those who are coming back to the game after a long break, here is what Spirit Hunters has grown into over the past year:
ːsadhfː8 Unique heroes with their own powerful active abilities, passive abilities, and synergies with each ability. ːsadhfː42 Abilities and mods have all been buffed and balanced multiple times ːsadhfː20 pets with different passive stats that have also been updated and re-balanced ːsadhfː9 environment zones each with unique monsters and layouts that change the game flow ːsadhfːNormal, Hard and Brutal levels of difficulty for each map! ːsadhfː200+ Unique monsters including 70 minibosses and 27 end bosses ːsadhfː80 Unique Build Challenges found in the Ledger ːsadhfːA large amount of stats that are tracked in the Ledger. ːsadhfː670 total unlockable skill tree nodes ːsadhfːA Bestiary where you can read up on the lore of the enemies you have vanquished.
For the 1.0 patch we have added some more languages, QOL changes and minor balance tuning ːsadhfːFrench Language added ːsadhfːRussian Language added ːsadhfːAdded rank numbers to pet banners so its clear how many levels each pet has ːsadhfːAdded check mark to finished ability stats so you know when you have maxed out any given stat ːsadhfːEnemy spawner adjustments in multiple zones to make certain challenges easier to accomplish ːsadhfːLots of enemy HP balance tweaks ːsadhfːLots of new enemy animations across the game ːsadhfːTutorial Updates and indicators are pointing to the tutorial and Ledger challenges. PLEASE READ! :) ːsadhfːFont adjustments for better readability on smaller screens and Steam Deck ːsadhfːImproved hero animations for Hugo and Vivian ːsadhfːOptimisation work around spawning, and rendering. ːsadhfːImprovements to the controller-based cursor and how it clips on edges. ːsadhfːMore controller improvements when using in-game. ːsadhfːNew Oracle dialogue comments ːsadhfːReworked credits page
NEW ACHIEVEMENTS We added 13 new achievements to round things out to 100 total achievements. Each normal mode boss now has an achievement and we added 4 more difficult ones.
ːsadhfːPet Whisperer - Win a run with all pet slots filled and maxed out ːsadhfːMax Hero Level - Win a run with all 4 abilities maxed to level 25 ːsadhfːGolden Run - Win a run with 20,000 gold ːsadhfːElite Boss Hunter - Defeat all 27 end bosses including the final Cavern boss, Endlord
STEAM TRADING CARDS+
We finally added Steam trading cards and other steam assets to the mix ːsadhfː8 HERO trading cards - The Moon Mummy card is not real... just don't tell him that. ːhalf_moonː ːsadhfː5 Badges ːsadhfː5 Pet Emoticons ːsadhfː3 profile Backgrounds
Since this is the full launch, we wanted to spend some extra time on refinement and bug slaying
ːal_bugːFixed issue where controller snapping wouldn't function properly in higher resolutions. ːal_bugːMoving to the bestiary screen and then back again, could cause the divinity origin to be reset to its last position which meant you could lock yourself off the screen over time. ːal_bugː Mining nodes and chest nodes could very rarely spawn with the wrong texture and/or scale. ːal_bugːFixed an issue where Poison arrow damage did not get improved with Whoodoo and Shakpana passives. This now behaves correctly. ːal_bugːWhen upgrading the arrow to poison arrow it would stop performing critical damage. It now crits like an arrow! ːal_bugːFixed an issue where title screen music could play more than once. ːal_bugːFixed an issue where Big Tex had a negative effect on the split arrow mod. (Was less an issue with Big Tex, and more an issue on the split arrow and how it worked out its splitness). ːal_bugːDragon Fireball mod had a textual rounding issue. That is fixed. ːal_bugːThere was a way you could lock the start of hardcore mode so you could never progress past Oracle text (because it never appeared). ːal_bugːYou could get the tutorial into a state where it remained on screen. No longer! ːal_bugːA particular hard-to-replicate error could happen where if an enemy spawned precisely below the player, it could sometimes cause a crash. (Nate ed: That was a reet annoying one) ːal_bugːEcho slash copies of the player were not animating. ːal_bugːMore spelling mistakes! Oops!
We humbly and graciously thank all our testers and players for helping us improve the game and turning it into something we are really proud of. Also thanks to our wives and families who have put up with our long hours to get this project complete. If you are enjoying the game please consider leaving a positive review. It helps far more than you know. ːsteamthumbsupː
Progress Report 9
ːmb2sparkː Greetings Spirit Hunters! ːmb2sparkː
Happy late May! It's been 1 year since our first early access launch. It has been a fun and challenging road that has led us to this point. We are very happy and excited to announce the release date for the finished 1.0 version of Spirit Hunters!
INCLUDED IN 1.0 RELEASE We are finally adding all of the usual Steam extras in with the 1.0 release: * 13 new Steam Achievements - bringing the total to 100 * Steam Trading Cards * Steam Medals * Steam Backgrounds * Steam Emojis
While the vast majority of the game is finished, there will still be some in-game updates: * New Languages * Minor game balance updates * UI updates * Loads of bug fixes, QOL and optimization passes. * The final Moon Mummy buff... As usual, a full list of specific details will be in the 1.0 release patch notes
CONSOLE VERSIONS! We have been hard at work porting Spirit Hunters to Switch, Playstation 4 & 5, and Xbox One and X/S. There is still a lot of work to do here, but we hope to have these ready to go in the next couple of months. We will keep you updated and let you know when they are dropping for consoles.
As always, we HIGHLY appreciate all the great feedback and support from the community throughout the year and we look forward to delivering a well-polished, final version to you all soon. If you are enjoying the game, please consider leaving a positive review. Every thumbs-up helps tremendously. ːsteamthumbsupː
We are happy to finally be releasing our biggest and final major content patch prior to the 1.0 release! This has been a massive undertaking over the past couple of months and we really appreciate the support and patience for this update. There is a LOT to get through, so let's jump right in!
NEW HEROES ːsadhfːMcDIGGINS McDiggins, the crazy miner is our resource-gathering/farming specialist. All of his starting ability synergies are based on gathering more resources.
ːmb2sparkːPASSIVE - All Crystal nodes turn into Ember Core nodes in every zone. ːmb2sparkːHERO ABILITY - McDiggins gains move speed, invulnerability and knockback for 4 seconds. Enemies hit by the knockback have a 30% chance to drop a crystal. This can be used as both a powerful escape and a great farming tool.
ːsadhfːSICKLE Sickle was an elite miniboss in the Spirit horde army but she was betrayed by Moon Mummy. She joined the Spirit Hunters on a quest for revenge.
ːmb2sparkːPASSIVE - Sickle does 25% bonus damage with all abilities and her starting synergies add even more damage. She can't heal making her the most challenging hero to play. ːmb2sparkːHERO ABILITY - Sickle uses Death Mark to slash all enemies around her instantly. The lower her health the faster it recharges and the more damage it does. Every 50 missing HP changes the stats. *Full health: 300 HP = 35 second cooldown - 400 damage to all near enemies *Near Death: 50 HP = 10 second cooldown - 1400 damage to all near enemies
ːsadhfːMAGNUS Magnus got a minor starting HP buff and his Hero Ability has gained 2 charges. From 5 to 7.
NEW ZONES ːsadhfːTWILIGHT OASIS This is the 3rd and most challenging zone found in the Desert map. Will you play it safe in the open desert or seek out the many treasures hidden in the dangerous tall grass? This zone features a bunch of new enemies including the Scorpions, Shock Beetles and the epic Antlion.
ːsadhfːLUNAR CAVERN The final map and zone features a unique enclosed layout and the Molemen Cultists who uncovered the ancient Moon Mages who unleashed the spirit horde into the world.
We added a bunch of new monsters to the game for the new zones and did some balance changes to a lot more. Here are some of the new Oasis and Lunar Cavern monsters ːns_blueː16 new standard monsters ːns_blueː5 new minibosses ːns_blueː6 new End bosses
Some of the new Minibosses ːns_blueːNightblade ːns_blueːSwolpion - best name evar! ːns_blueːSoxy
We also buffed "a few" of the existing minibosses. These ones are a bit tougher than before:
MOON MUMMY.... It finally happened. Moon Mummy got really angry that we didn't give him a buff in this patch. So he revealed and unleashed his true form: Megnacron, lord of the Spirit Horde... I always knew that moon mummy was up to something!
The Ledger is the biggest system update we are adding to the game. Now there are 10 Ledger Challenges per hero that push players to try unique builds. Starting a challenge from the Ledger will give you level 1 versions of every ability and pet needed for the run. Complete the requirements and win the level to win the challenge.
These new challenges also tie into new Steam Achievements to unlock!
The ledger also provides a way for the player to now follow stats from their runs, so if you're into knowing how many pet cages you've opened, or how many enemies you've actually clobbered then there is a page in the ledger for you!
** Important note, Most of the ledger stats are new to this patch, and as a result are only just being tracked from this patch onwards. Your old saves will work just fine, but just keep in mind when you look at your stats and they are set to 0. **
*We highly recommend starting a new save file to get the ideal game experience and new flow.
We did a bunch of ability and mod tuning to continue pushing for good balance.
POISON CLOUD got a design update and a significant damage boost. Instead of the original shoot in the facing direction that was always hard to aim, it now fires a double shot left and right upon growing to full size. Now it has far greater damage output and stronger crowd control.
UPDATES ːns_blueːORBITAL FIRE - Gains +1 damage banner after unlocking Multiflame doing double damage mid-game. ːns_blueːArrow - Arrow shot speed and range increased ːns_blueːTORNADO - Minor starting CDR buff ːns_blueːMOD - BREAKING WIND - Now gets double the shots due to Poison Cloud shooting two bursts. ːns_blueːMOD - FLAME DRAGON - Damage banner increased Flame Dragon damage ːns_blueːMOD - POISON ARROW - Massive damage increase per level ːns_blueːMOD - ARROW MULTI SHOT - Shot speed and range increased ːns_blueːMOD- JINN SHOCK SHOT - Stun chance increased per level ːns_blueːMOD - CHAIN LIGHTNING - Overpowered CC - Reduced stun chance
ːsadhfːPET UPDATES WHOODOO got a buff with 2 more scaling damage levels Before: 3 levels (3/4/5 damage per tick) After: 5 levels (3/4/5/6/7)
NOMICRON changed dramatically. The damage was reduced but the size is greatly increased. Now the levelling up damage area is massive.
SCOOP no longer digs up small coins. Now when he finds gold its a large sack. Payday!
We added a bunch of quality-of-life updates to improve the overall game experience and communication. Plus some accessibility and balance updates.
ːsadhfːNEW LANGUAGES ! Spirit Hunters is now translated into Japanese and Korean!
ːsadhfːBANNER RANKS We added a rank to show the current level and max level of any given stat on the banner during the level-up selection.
ːsadhfːREROLL BUTTON Many players did not even notice there was a REROLL button so we changed it to look more like the rest of the banners.
ːsadhfːPET PANEL We added a panel that shows current pets and their levels when you are selecting pets from opening cages or in shops.
ːsadhfːMOD REQUIREMENTS Now when you pause the game you can see the required levels for available mods based on the abilities you have. No more memorization or guesswork is needed during a run.
ːsadhfːREROLL COST Ability reroll cost has been reduced from 100 gold to 50 gold Pet reroll cost has been reduced from 250 to 100 gold
ːsadhfːBOSS DEATH SPIKES Will no longer kill you in one hit. Now they're the Boss Hurty Spikes and just do a large amount of damage.
ːsadhfːSHOP PET RANKS Before you could only purchase level 1 pets in shops. Now all pet ranks are available to purchase in shops.
ːsadhfːMORE TREASURE BUGS We added a lot more treasure bugs to all zones across the game.
ːsadhfːKILL GATE ADJUSTMENTS We reduced some of the kill gate number requirements and added a few more waves of specific enemies to make the kill gates easier to achieve. No more grinding out multiple runs for a single kill gate required... unless you die early... then we can't help you.
ːsadhfːHERO ABILITY / LEVEL-UP TIMING A frustrating issue existed where when levelling up just as you pushed the hero ability would cause an accidental selection. We've put a little cooldown to prevent that and some timing work.
ːsadhfːBRUTAL POWER PROPER UNLOCK Now that we have the final zone in the game, the first enemy to drop Shadow Souls to unlock Brutal Power is in the Hard mode Lunar Cavern. This is the way it was always intended to be. Of course, you can still get to it early using the currency exchange hack. :)
ːsadhfːANIMATION POLISH Worked through a number of enemies and improved their animations.
ːsadhfːMAPS POLISH Repainted all the maps to look much better and show the zones more clearly.
ːsadhfːFULL CONTROLLER SUPPORT We've spent a good chunk of time making sure that the controller is fully supported throughout the game, and the game is fully playable now with a controller.
Some important controller things to note:
ːns_blueːCursor movement is now on the left stick rather than the right. ːns_blueːSnapping system to make selection easier. You can turn this on/off in Options. ːns_blueːIn the Divinity web, the right stick pans the camera, and the Bumper buttons Zoom in and out. ːns_blueːGone through the game and updated all screens to support controllers. ːns_blueːJust lots of controller / UI / interaction fixes. (LOTS!) Like such classics, such as "You can now navigate back through the menus with B!" etc.
There are still some minor issues to address, but we think you'll like the love that's gone into this.
ːsadhfːNEW ACHIEVEMENTS We have 22 new achievements added to this patch, mostly focused on the ledger challenges. ːns_blueːUnlock McDiggins ːns_blueːUnlock Sickle ːns_blueː3 Twilight Oasis achievements ːns_blueː3 Lunar Cavern achievements ːns_blueː14 Ledger Challenge achievements
We squished a lot of bugs from Major ones to minor ones. Here are some of the core ones.
ːal_bugːBUG - Oracle Dialogue Text Box - The dialogue text box had to be clicked to clear, this functionality has been removed as it was frustrating for controller users. ːal_bugːBUG - UI Ratio issues - Went through the UI and fixed some reported issues when in certain ratios. ːal_bugːBUG - Bestiary Tab Mixup Issue was fixed where if you left the bestiary and went back it could have the wrong tab selected for the information displayed. ːal_bugːBUG - Boss Death Registering - Fixed an issue where a boss death might not be registered as a kill and thus require you to go through it again. ːal_bugːBUG - Divinity Web Panning Bug + UI Cursor off-screen - You could pan forever and lose the centre. You could also lose your UI cursor. UI Cursor is now bound within the screen. ːal_bugːBUG - Timing Soft Locks Hopefully caught all the issues where a combination of pausing and triggering levelling or hero ability could cause a soft lock where the game remained in a paused state despite closing down out of menus. ːal_bugːBUG - Double Buy In Shops - Can no longer double buy in shops by spamming button. ːal_bugːBUG - Invalid Pets for Heros - Certain heroes have certain pets disabled that would not benefit them at all, however, they would still pop up in Shops. They no longer pop up in shops if disabled. ːal_bugːBUG - Hero ability was triggerable after death ... oops! You shouldn't be able to fire off your hero ability when you have died. ːal_bugːBUG - End Result Auto Complete - When using a controller or WSAD + Space - you could not trigger the autocomplete on the end result screen. Yawn! Now you can. Hurrah! ːal_bugːBUG - Localisation Spillage - Some text was spilling over components. We've done a full pass and HOPEFULLY caught them all and also tidied up localisation within components. ːal_bugːBUG - Spawning After Death - When you died, things would continue to spawn like minibosses or even bosses - creating a bit of a weird experience. They no longer do that. ːal_bugːBUG - Northwood Boss Audio - The audio for this boss was very loud! We've dialled it down from 11. ːal_bugːBUG - Minibosses escaping - Minibosses are properly tidied away when they get so far away that they become impossible to catch up. ːal_bugːBUG - Typos and Localisation fixes - We had a few textual issues with Pets and other things. We did a few more typos passes.
ːLupCoinːPRICE INCREASEːLupCoinː GET IT NOW BEFORE THE PRICE GOES UP! 48 hours after this patch goes live, we are raising the price of the game to $7.99. We want to give players the opportunity to still get the early access version with all the content for a lower price before the pre-1.0 price increase.
There were a lot of changes in this patch, so please if you run into any bugs/issues or just have general feedback then send us a message or join our discord as we'd really appreciate it!
As always thanks for all the support. If you are enjoying the game and the updates, please take a moment to leave a positive review. Thanks!
Happy April! We are hard at work on the next huge patch. We added so many new things that its an epic challenge to test, bug fix and polish them all. Everything is in now and we just have another 1-2 weeks to iron it all out before we can set it free.
This is a follow on from our previous progress report that also covers a lot of the things we are adding into this page - Progress Report 7
The new characters with their unique passives, Hero Abilities and starting synergies are currently being refined and balanced. McDiggins is the farmer who gets loads of extra resources.
:sadhf: LUNAR CAVERN The final map has been a fun one to make and a very difficult one to balance. It has a few spicy twists that make it quite different from other zones. Also updating the art for all the other maps. That Dark Forest drawing has been pretty rough since first launch. haha!
:sadhf: MOLEMEN CULTISTS The final zone has a bunch of new enemies featuring the Molemen cult, followers of the Moon God...
:sadhf: LOADS OF OTHER UPDATES! We have a LOT of quality of life and improved communication updates coming. Here are a few: * Improved Controller support * Purchase higher level pets in shops * See current pet builds in shops * See Mod level requirements in run * See max level of any given banner upgrade * Tracked Stats for a bunch of things in the game. * Tons of tuning and balance across the whole game.
:LupCoin:PRICE INCREASE:LupCoin: Reminder! After content patch 8, we will be increasing the price of Spirit Hunters. This will take affect a couple of days after content patch 8, so new players can still get all the new content at the current lower price. This of course wont affect anyone who has already purchased the game.
As always thanks for all the support. If you are enjoying the game and the updates, please take a moment to leave a positive review. Thanks!
It's been a busy month since our last big update. We are hard at work on wrapping up the final characters, zones and core features of the game. Here is an update to talk about what's coming next. Content Patch 8 is going to be a big one that adds a lot of new features and updates to the game prior to the 1.0 release.
ːsadhfːTHE LEDGER The last major system we are adding to the game for 1.0 is the Ledger. The Ledger is a book that will have a number of interesting stats on your playthrough. It will have medals for winning zones and lots of Ledger challenges. Each of the 8 heroes will have 10 unique challenges across the different zones. More details coming soon.
The last 2 heroes will be in Content Patch 8
ːsadhfːMcDIGGINS The crazy miner will be the best resource farmer in the game due to his unique passive and Hero Abilities.
ːsadhfːSICKLE The miniboss traitor will be the highest damage dealer, but also the most challenging due to her evil passive.
2 new zones with unique gameplay are on the way.
ːsadhfːTWILIGHT OASIS This is the 3rd and most challenging zone found in the Desert map. It will feature the scorpions and some new environment and enemy gameplay.
ːsadhfːLUNAR CAVERN This will be on its own new map and the 9th and final zone featuring the mysterious final boss of the game and the source of the spirit horde.
We also have a ton of quality-of-life updates, balance changes, more languages, new achievements, bug fixes and other features that will be included in this update. More info is to come in the patch notes. This will be the last major content patch prior to the 1.0 release of Spirit Hunters.
ːLupCoinːPRICE INCREASEːLupCoinː After content patch 8, we will be increasing the price of Spirit Hunters. Due to increasing development costs from all the new content we have been adding, localization and console porting, the low $5 price point is no longer profitable for our team. An increase in price will help Spirit Hunters remain financially viable into the future. This will take affect a couple of days after content patch 8, so new players can still get all the new content at the current lower price. This of course wont affect anyone who has already purchased the game.
As always thanks for all the support. If you are enjoying the game and the updates, please take a moment to leave a positive review. Thanks!
Over the past 6 weeks, we have been working very hard on getting a lot more skills and mods into the game as well as some major changes, updates and balance to improve the overall experience. Lets get right into it!
ːmp_starː LOCALIZATION Our first major update is our first wave of localization/translation. We have added support for localisation throughout the game and converted the entire game into multiple languages. Our first languages are:
* Simplified Chinese * Spanish * German * Brazilian-Portuguese
More languages to come in the future.
ːmp_starːNEW ABILITIES AND MODS We added 18 new abilities and mods to the game so now every temporary space in the Dweb is filled. Each ability now has 2 mods. As always mods can stack to combine in countless build variations.
Descriptions for all the new things:
ːsadhfːSHOCKBOLT Bolts of lightning shoot out in quick succession causing low damage and stunning enemies in range.
ːsadhfːSPARK TURRET Shockbolt changes from surrounding the player to dropping multiple turrets that attack monsters. Level up Spark turrets to reduce time between turret placement to create a huge area of shock chaos.
ːsadhfːCHAIN LIGHTNING Modify Shockbolt to allow extra bolts to bounce between enemies. Add multiple levels to gain maximum shocked and stunned targets.
ːsadhfːJINN One of the original Spirit Hunters who was killed in Hardcore mode so the Oracle could not bring him back to life. He still assists the team as a spirit himself casting powerful piercing fireballs at the nearest enemy. Jinn also has his own magnetism to pick up souls and loot for the player.
ːsadhfːVILE AURA Jinn gains an aura that does damage to monsters and increases his magnetism size. Add multiple levels to icrease the size to create a large area of constant damage.
ːsadhfːSTUN SHOT Jinn's fireballs turn into shock shots that have a chance to electrify and stun enemies. Add levels to increase the stun chance.
ːsadhfːSTAR SHOT Shuriken changes from a focused line of damage to an even spread. The more levels spent in number, the more shots fire around the radius.
ːsadhfːRICOCHET Shurikens bounce off enemies doing reduced damage for each bounce. Combine with Star Shot for some full screen ninja star chaos.
ːsadhfːFLAME DRAGON Orbital Fire changes into a dragon that shoots radial fireballs that match base damage levels. The more levels spent in Frame Dragon the faster it shoots. Combine with Multi Blaze to double and triple the number of fireballs
ːsadhfːPOISON ARROW Adds the poison slowing and damage over time affect to all Arrows.
ːsadhfːSPLINTERS On impact bone shot splits into multiple piercing shards every 5th shot doing 50% current bone shot damage. More levels in splinters increases the number of shards
ːsadhfːIMPALE Every 10 boneshot spawns a large area of bone spikes shooting from the ground causing 2X current bone shot damage in a wide area. More levels in Impale increases the size and area of effect.
ːsadhfːFROZEN DEATH Enemies that are killed while frozen have a chance to emit a frozen blast that freezes enemies around them. This can create an epic chain reaction of Frozen Death! More levels in FD increase proc chance.
ːsadhfːICE STORM Icicles will rain down on your foes doing 2X Ice Ring damage per hit. Ice Storm falls randomly withing the current size/range of Ice Ring, so a larger ice ring will spread the damage further and a smaller one will keep the damage closer range. More levels in Ice Storm adds to the frequency of the falling icicles.
ːsadhfːECHO SLASH A ghosted version of your hero will follow echoing all Cleave attacks at a lower damage. More levels will increase the damage and eventually add a second echo. Combine with Final Slash for a huge wall of range damage.
ːsadhfːCOLD MINE Mine explosions change to cold damage and leave a small area of ice that will freeze enemies that walk over it. More points in Cold mines increases enemy freeze duration. Frozen enemies cant hurt the player, so you can shove past them.
ːsadhfːZAP MINE Mine explosions also shoot bolts of lightning damaging and stunning enemies. More levels into Zap Mines adds more bolts to the attack.
ːsadhfːGOLD HEX Grand Hex changes to gold and gains a chance for defeated enemies to drop gold. More levels in Gold Hex increases enemy drop chance. Get this early game to get rich!
ːsadhfːFOWL HEX Enemies hit with Grand Hex have a chance to turn into pink chickens that do no damage. This works well for dealing with harder enemies with lots of HP.
ːmb2sparkːDisappearing XP We have heard all the feedback about souls and resources vanishing. The entire game has been rebalanced to make the change for souls, gold, hearts, and all other resources to stay on the ground until picked up or the end boss spawns.
ːmb2sparkːImmunity We have also addressed the concerns about immunity. Normal enemies are no longer immune to any skill. Ice Ring has been slightly adjusted to account for the change. Brutal Scourge, Some minibosses and End bosses are still immune to Freeze, Shock/Stun and Poison.
ːmb2sparkːGAME SPEED The overall game speed has increased again. All hero base move speed has increased by 12%. Normal mode enemies speed is unchanged making it easier across the board. Hard mode base enemies move speed increased by 8.5%
ːmb2sparkːBRUTAL POWER Late game Brutal power has been adjusted for overall game balance. Some reduced some increased to improve pacing and challenge.
ːmb2sparkːMONSTER BALANCE As usual loads of tuning has gone into many monsters across the game. Way too many monsters, minibosses and end bosses have been updated with minor health, damage, speed balance adjustements to type it all out. :P
ːmb2sparkːMOON MUMMY Moon Mummy is spawning even more often. Expect to see him 25% more often. It's not a real buff, but don't tell him that.
ːsadhfːABILITY - POISON CLOUD *Poison Cloud size level cap has been increased from 10 to 12 *Poison Cloud damage levels have increased from 10 to 15
ːsadhfːABILITY - ICE RING *Ice Ring has lost one level in duration to account for all the enemies that used to be immune.
ːsadhfːABILITY - HOLY ARROW *Arrow starting size has been increased by 10% increasing all Arrow size levels and Dweb upgrades. *Arrow has +1 max size rollable.
ːsadhfːABILITY - SPEARS *Starting spears have been increased by from 2 to 3.
ːsadhfːABILITY - MAGIC MINES *Magic Mines explosion size banner increased from 10 to 12%
ːsadhfːABILITY - ORBITAL FIRE *Early rotation speed has been slightly increased and each rollable has been reduced. Late game rotation has been reduced to balance the power of Flame Dragon and Multi Blaze mods.
ːsadhfːABILITY - TORNADO *Tornados base move speed has increased by 12% *Tornado got a minor cooldown buff to increase late run and Chaos storm power. *Chaos storm move speed has increased by 12%
ːsadhfːPET - SCOOP *Increase digging speed by 300% Hurry up!
ːsadhfːPET - WEBSTER *Web attack frequency increased by 10%
Here are some of the new updates and additions we have added this month
ːsadhfːNew Barrels and Chests *Barrels will be mixed in with crates and have a slightly higher chance for better drops.
We now have 4 tiers of chests with different chances to spawn. *Gray chests are the lowest value standard drops. (50% chance) *Gold chests are 2X drops and higher value gold. (30% chance) *Grand Chests drop 4X drops plus large value XP souls (15%) *Legendary Chests drop 8X drops plus epic white souls and the highest value resources. (5%)
ːsadhfːNew Chests and Mining Nodes Pet Cages now have a 20% chance to be Epic which gives 5 choices instead of 3. Mining Nodes now have a 10% chance to be Epic which drops 5X more crystals.
ːsadhfːLoot Shellbugs We added 4 different Loot Shellbugs that randomly spawn and quickly run away dropping their respective resource as they flee. Chase them to pick up the drops and defeat them for a big reward.
ːsadhfːDivinity Web Updates We have adjusted and cleaned up the layout and added large art to Heroes and Zones for ease of locating them. Some nodes have moved to different locations and some resource costs and killgate numbers have been adjusted for new content balance.
ːsadhfːTutorial We have added a tutorial button to the start screen and a couple of images explaining some of the core concepts in the game that some players are not understanding.
ːsadhfːHero Ability Clairity We added a chime sound and a flashing glow to indicate when the Hero Ability is ready to use.
ːsadhfːResolution selection In options, you can now change the resolution. Useful for windowed mode.
ːsadhfːController mouse cursor speed Increased the movements speed of the mouse cursor when using controller by 100%
ːal_bugː When you have a large trail of pets following you and you came to a stop, they jovially danced around in an erratic way. There should be less of that now. ːal_bugː Firing off your hero ability after you have defeated a boss allowed the player to move around! This could lead them to do things like run into the death spikes...we can't have that. Now when the boss dies, you can no longer fire off your hero ability. ːal_bugː There was a weird hit flash issue with the large tornado enemies. This weirdness has been removed. You're welcome. ːal_bugː General standard spelling mistakes etc. Oopsie. ːal_bugː Minor issue where if you had a mod that could be unlocked but rerolled and the new item in its place was a normal ability, it would have the wrong background. ːal_bugː Multi-blaze at higher ranks could go weird. This has been fixed and now works nicely with the flame dragon. ːal_bugː Getting a pet like Big Tex could cause some issues with certain ability mods, where they could zero out. This has been fixed. ːal_bugː When we switched to collectables staying for a much longer time (XP etc) a long-standing issue made itself known. The issue was one where although GOLD had been dropped, the visualisation would show GOLD and SOMETHING ELSE like blue souls. This issue has been fixed and things are cleaned up properly on reuse.
We are excited to be collaborating with fellow creators in the genre on a new bundle: ːmp_starːBounty of One ːmp_starː20 Minutes Till Dawn ːmp_starːSpellbook Demonslayers
Thank you again to everyone for the amazing ongoing support for Spirit Hunters: Infinite horde. *If you are enjoying the game, then please leave a positive review. Every thumbs-up helps. ːsteamthumbsupː
We hope you all had a happy new year. The team took a few weeks to spend time with family over the holiday period, but we've been back at it for a few weeks now! We just wanted to drop a quick update on what we are working on and what to expect in the near future!
:mp_star: LOCALIZATION Our primary focus for this upcoming patch is localization/translation. We have added localisation to support to the entire game, and we are working with different people on converting the entire game text into multiple languages.
Our first languages will be: * Chinese * Spanish * German * Brazilian-Portuguese and more to come in the near future
We have a bunch of balance and Dweb updates, New zones, enemies and some new gameplay elements in the works. Some of these things will be in the next patch and others will release in the future. More details and info are to come in the next content patch notes.
The other area we've also been focusing on is getting the remaining abilities and ability mods in!
We have done a ton of Mods. Some will be in the next patch and others will be a bit further down the line as we have a lot of balance work to get them all feeling good and synergizing well with each other.
Thank you again to everyone for the amazing ongoing support for Spirit Hunters: Infinite horde. *If you are enjoying the game, please leave a positive review. Every thumbs-up helps. ːsteamthumbsupː