It's been a crazy 2 months since we released our first rough version of Spirit Hunters. The team survived covid and other personal chaos. We have received loads of great feedback from the community and got a lot done for our first content update.
We've reworked the whole game to support our vision, respond to feedback, and provide better long-term foundational support for future updates. So if you are at the end game, we suggest you start a new game to get the full much better and quicker flow. There are now multiple save slots so you don't ever have to overwrite your old game. All of the new content is available in the first few hours of a new game. As always, all feedback is read and appreciated, but feedback on the overall new experience is of the highest value to us. Thanks in advance!
:sadhf:NEW SPIRIT HUNTER: HUGO - THE TREASURE GENIE All enemies in the game do different amounts of damage, but not to Hugo. He has a unique health mechanic where he has 8 health vials. Each hit reduces his HP by 1 regardless of what he gets hit by. Each heart simply refills one vial.
Upon taking damage Hugo turns invisible and gains a major boost in move speed for 5 seconds with the ability to phase through enemies with no collision. He also leaves a decoy that continues to attract all nearby enemies until the 5 seconds is up. This makes Hugo the master of escape as he can simply float through hordes of enemies after taking a single hit.
All of Hugo's starting ability synergies are gold-focused. With the right build he can easily gather over 1000 more gold than any other hero in a run.:WGoldCoins:
:sadhf: OTHER HERO UPDATES: Magnus - Minor move speed increase from 135 to 140 Vivian - Move speed increase from 135 to 150 Conrad - Move speed increase from 80 to 95 Maxine - Move speed increase from 180 to 200 + 15 starting HP.
Added challenge level stars to each character description for difficulty clarity. This will also be important for future quest/in game achievement content.
:sadhf: PLAYER CONTROL We reduced the amount the player slides when coming to a stop. This greatly increased the accuracy of player movement when using WASD, mouse or controller.
:sadhf:DIVINITY WEB BALANCE We heard all the feedback about the game feeling too grindy and we fully agree. We reduced the cost of nearly every Dweb node by 30-90%. We reduced the majority of kill gates by a lot and nearly all the miniboss kill gates are reduced to 1. Power increases across the board. Far higher damage numbers so the power ramp feels better.
:sadhf:REROLLS, RESOURCES & CURRENCY EXCHANGE We massively increased the overall rewards. We added more starting chests, mining nodes and shops to each zone. We also greatly increased the crystal drop rate of each mining node. The loot tables have been improved so the rewards are better the harder the location you are fighting in.
From the feedback we realized that we have never communicated exactly how the shops, chests, cages, etc. system works. We will add some Oracle dialogue to explain these soon. For now, let me give you the lowdown here: All nodes; Shops, chests, pet cages, and mining nodes have a set number that is always on the map. 5 shops, 8 chests, 8 mining nodes, and 7 pet cages. As soon as you use any one of these, another is instantly spawned somewhere else on the map. There is no limit to how many you can find. So you don't ever have to worry about wasting a shop because there is always 5 on the map at all times. Getting a "more shops" Divinity web upgrade adds another one to that pool. Same with all other similar Dweb nodes. We hope this info helps. :)
The reroll cost has been cut to a flat 100 gold for every reroll. This means players can easily use 5x more rerolls in any given run. Now you can have far more chances to get the choices you want.
Currency exchange for Ember Cores has been reduced by 70% Runes is now 300/1 and Crystals is 30/1.
We increased the damage of everything so we can have a wider range of ability variation. Too many of the abilities were doing similar damage regardless of what their role is in a build. Now it is getting closer to what we want to achieve for the big future ability updates.
We compressed the max level of an ability from 40 to 25 and removed some of the CDR level and other less interesting things. We made sure each ability does more damage at level 25 than it used to at 40. So you can get stronger faster and max out 2-3 abilities in any given run.
:ns_blue: ORBITAL FIRE We deleted all 10 levels in DOT (damage over time) and sped up the base dot damage to .5 damage speed. (2 ticks per second) so it has a fast, consistent dot speed forever. The ticks have been reduced to 5 so it doesnt burn for as long, but we also changed the base damage and dot damage to be the same. No more 1s ticking away. If the base damage is 10, then each damage over time tick is also 10. So it does WAY more damage overall much quicker.
:ns_blue: GRAND HEX The big GH has become absurdly strong. We bumped its overall damage up by about 3x early game and about 4x late game. CDR, AOE/size and Crit levels have been reduced from 10 to 5 each and the value doubled for all. Same speed and size, much quicker in a run.
Oh! It also briefly stuns those caught in its damage area.
:ns_blue: BONE SHOT Bone got a large overall damage boost and just like Grand Hex, 3 of the banners have been cut from 10 - 5 with double value in each. Early game bone does far more damage, but the damage falls off a bit late game since its machine gun speed + stun makes it insanely strong.
:ns_blue: SPEARS We reduced CDR to 7 levels with a 15% increase in each level and reduced AOE/size to 3 level with each being 120% more. So the final size is a bit smaller than before since it was overly visually obstructive, which is more of a problem now due to needing to see and dodge enemy projectiles. We reduced the damage levels from 10 to 5 and doubled each, so spears early run potential is significantly increased.
:ns_blue: HEAVY ARROW Arrow starts with much higher damage and lower cooldown for improved early run speed. CDR numbers have been cut to 5 with each level being about 50% more. So the final attack speed has been reduced in exchange for earlier power.
:ns_blue: MAGIC MINES Mines got a significant design update. The challenge with Mines was when you get them large enough, they would basically be an invincible safe spot so we counldn't have it get really fast or strong. Now size no longer affects the mine itself instead its the explosion size which gets huge. So now we can give it more damage and dramatically increased the amount of mines that can on the battlefield at one time from 6 to 30. Spam away!
:ns_blue: CLEAVE This was the biggest balance problem ability that needed a complete rework. It was the only ability in the game that didn't have a clear identity so it didn't work well with any other abilities. Now cleave is a higher damage, multi-slash closer range melee attack. Early power makes it feel a lot better as a starter ability.
:ns_blue: TORNADO Tornado got a minor damage bump and a large boost to CDR. The main update is we reduced the knockback levels from 10 to 3 and boosted each level by 350%. Now the knockback is far better much faster. The angle of tornados has been changed so it has a slightly less defensive perimeter when it immediately comes out, but they have been moved closer together so they create a more consistent pushing wall with no space for monsters to squeeze between.
We also updated Tornado so it will target a random enemy, rather than just picking a random direction.
:ns_blue: TANGLE VINES Vines has been updated so it always starts close together, but overlaps less when its larger so the overall damage area is more reliable and useful. We slightly sped up the damage over time speed and gave it a massive damage boost.
:ns_blue: SHURIKEN This was a confusing ability because it had +number count and separate CDR banners. The ability used to have a 3 second gap between volleys that used to drop to .5 seconds after 10 levels in CDR. We deleted those annoying CDR levels and just started that gap at .5 seconds. We also gave Shuriken a potentially too much damage boost... These babies cut through anything like butter.
:ns_blue: NEW ABILITY: ICE RING Ice Ring is a heavily defensive ability that freezes enemies in place. Frozen enemies can't hurt you and can be pushed out of the way by the player. Its by far the lowest damage ability in the game, so you will need to build other sources of damage in your build. Not all enemies are freezable. Nearly every monster in the Desert maps can be frozen, but certain enemies like ghosts and spirits are immune. So Ice Ring is less effective in Dark Forest zones. Unlike all other abilities, Ice Ring maxes at level 13.
This was also an opportunity to work on a status effect system and get that implemented to support frozen enemies. More status to come down the line!
:ns_blue: DAMAGE NUMBERS!!! Now you can see how much damage each ability did over the run during the end stat screen. Total damage numbers are located under the abilities stats.
A bunch of pets got some major balance changes.
:BlueOrbus:NOMICRON Our little book of knowledge learned how to do a truckload more damage. This one got a massive power boost.
:BlueOrbus:BEACON We finally got the time to make Beacons gameplay visually clear! Now he flashes and shows his decoy range. We also added a grace period for getting into beacons beacon range!
Beacon has always attracted enemies to him this way... now you can actually tell what the hell is going on. :P
:BlueOrbus:WHOODOO Whoodoo got a minor power boost to slightly improve Orbital fire, Vines and Mines damage output. Since Ice Ring does DOT (damage over time) any major power boost to Whoodoo would make Ice Ring way too strong. It is already strong enough as is... and for the next Hero its going to get crazy.
:BlueOrbus:MAG SLIME Poor Mag Slime is the only pet to have a reduction. The magnet power has been reduced to a more balanced range as it became stronger than Vivians passive.
:BlueOrbus:HEARTY I used to love Hearty when we were first making this game. Lately this little bastard has been giving me nothing! The random % chance for health gamble is over. Now Hearty drops a heart every 30 seconds at level 1, 20 seconds at level 2, and 10 seconds at level 3.
:BlueOrbus:SCOOP Our resident shovel raccoon didn't really need a buff, but he's my favourite pet and I didn't want him to feel left out so he digs more often.
Tons of work on monsters has gone into this update!
:ns_blue:HITBOXES!!! We know this was a major issue and pain point in the game. We heard you so we did a massive hitbox accuracy pass on every one of the 150+ monsters in the game. Now all the small enemies are WAY easier to dodge and avoid.
:ns_blue:ENEMY TUNING Due to the epic power boosts to all abilities we had to rebalance a lot of the monsters health. Low level, swarming monsters haven't changed. We added a more HP to the stronger monsters and a TON more HP to minibosses and end bosses. Of course that means Moon Mummy got his regularly scheduled buff.
:ns_blue:NEW MONSTERS We added more than 30 new monsters and minibosses to the game + 4 new end bosses. We are to the point where we can't keep track of where they are all located. So yes, the Bestiary is now very high on the priority list. :P
:ns_blue:ENEMY BEHAVIORS We added loads of new enemy attacks! Projectiles, ground attacks and damage auras are here! Now Butler Sandworm throws teacups Cactferno is literally on fire... just run from this one. It's no longer worth it. hehe Lots of new monsters with unique behaviors and a load of updates to some of the older ones, and more to come now that we have support for them!
:ns_blue:BOSS RING UPDATE! You know that super fun ring of death that slowly shrinks at the end boss? Well, we broke it. Now it no longer shrinks. Now you will have as long as you want to fight the end bosses. Scarab, the beetle boss was pretty upset about it, so we gave all end bosses a huge health boost to avoid them going on strike.
:ns_blue:MOON MUMMY Is the best monster in the game. -Moon Mummy
We added 2 new map zones to the game. Each with normal and hard modes featuring unique monsters and bosses in each.
:ns_blue:HIGHLANDS - VIPER VILLAGE Deep in the wind-swept hills lies a village of Vipers. These beasts have grown in number and their hordes have laid waste to all that surrounds their growing camps.
:ns_blue:DARK FOREST - CEMETERY A crumbling graveyard lost to the gnarly grip of the dark forest. An eerie mist falls over the decaying tombs and crypts as the hordes lay siege to any who stumble into this forgotten place of eternal unrest.
Now that the abilities have more early damage, we were able to go through and updated all the other zones in the game and added 30% - 90% more monsters in each and did more balance tuning to the waves. Let us know if the normal maps are too difficult for the early game. We and our testers are too good at the game, so we need more feedback to balance these. We're really happy with these changes though, and they are much more in line with how we wanted the game to feel like.
We got our boi Injekted to add some more upbeat, drum and bass action to the soundtrack. Let us know what you think of the new musical direction. 4 new tracks have been added. One for each map.
We added some new sound effects and did a load of audio balancing along the way.
Here at Creature Cauldron, we take pride in being uniquely innovative. So we dug deep and came up with something totally new. We call it... Multiple Save Slots.
Now that we can save more than one game we can do things like... This is the first iteration of a new mode. You start at the Oracle and she gives you a nice starting resource bump of 500 Runes and 100 Crystals... then lets you know that she will not be able to revive you. Hardcore mode plays exactly the same as a standard game, but if you die, there is no coming back. You must win every run. Upon death, the defeat screen will give you a final score and your file will be deleted. This is a mode for people who are looking for an extra spicy challenge. Please share your scores on our discord... so we can support each other in our time of loss. :jydgedeathshead:
New content means new achievements! Here are the new additions: 6 NEW STEAM ACHIEVEMENTS :ns_blue: Hugo Unlocked :ns_blue: Viper Village Unlocked :ns_blue: Viper Village Hard Unlocked :ns_blue: Cemetery Unlocked :ns_blue: Cemetery Hard Unlocked :ns_blue: Hardcore Mode Unlocked
During this time we also fixed a ridiculous amount of bugs. I'm sure we didn't find them all and likely created a few more, so thanks in advance for reporting any mistakes or oddities you find. Your feedback is invaluable to the continued progress of the game.
WHATS NEXT FOR SPIRIT HUNTERS?
We have also been working on loads of future plans. We are not ready to roll out a roadmap yet, but we have a lot of stuff in the works that we will share with you as soon as we are ready. A few of the next things we want to tackle are:
:ns_blue:SHOP INDICATORS Edge of screen Indicators that point out shops and other points of interest. We don't know exactly how we are doing this yet or which things we are going to point to, but its high on the priority list.
:ns_blue:BESTIARY This has been in the concept phase for months, but we haven't had the time to do it yet. We have a lot of monsters and we just added more, so having a screen with stats and locations is very important, so this is also higher on the list.
:ns_blue:PET REROLLS The ability to reroll pets for a cost. This will greatly help with getting the pets you have to max level.
:ns_blue:LOCALISATION Adding the support for localisation and getting the text localised into a number of languages is high on our list.
:ns_blue:THE HUGE ABILITY UPDATE Here is a few early concepts for some ideas we have in the works. *See full-size image on our Discord.
Much of the work in this patch allows us to do a lot of the stuff we have planned for phase 2 of our abilities!
We would love to keep working on Spirit Hunters for the foreseeable future. If you are enjoying the game, see the potential in what we are trying to make, or just want to see more content in the future, please consider leaving us a positive review. ːsteamthumbsupː Our review score directly affects our sales figures which directly influences how much we can continue working on the game. Hopefully with this update, you will see that we are listening to feedback and working hard to improve all aspects of Spirit Hunters.
We hope you enjoy the update! As always we greatly appreciate any and all feedback.
The team is alive!
The team survived the Covid wave and is back to full power! YAY!
We are starting on week 5 of our first big content patch. 90% of everything is in and being tested. Loads of new bugs to squash and a few very weird issues popping up. Like pausing and ending a run early in the upcoming hardcore mode is technically a death... so its quite easy to accidentally lose your hardcore game... not like I did this myself... multiple times... in the same day... Definitely fixing that. :P
Got a ton of work on ability balance happening. Reworked 100% of the damage numbers in the game. Every ability, enemy, Divinity Web node has been adjusted to make the game feel better and the player feel stronger and progression smoother. We changed it so abilities get to max level faster. What used to be level 40 cap is going to be compressed to 25 and we reduced the number of levels in things like CDR to 5 instead of 10 then doubled each level value. So you get stronger much faster. Maxing abilities at 25 means you have more levels to spend on other abilities.
The last big hurdle for this patch is the new enemy behaviors. We didn't want to make new maps until we have new gameplay for them. We have 3 new behaviors with loads of variations for each. This will add some much needed variety to all the zones.
PROJECTILES! Of course we want to have shooting enemies in the game. Whats a dodging game without bullets to deal with? ...Moon Mummy!... Stop it!
DAMAGE AURAS! Some enemies will have large damage areas around them. Standing in these will do minor damage per second... unless you are playing Hugo then you don't care as much.
GROUND ATTACKS! These will all have a 1-3 second tell circle before the attacks spawn. Some will make breakable blockers. Some will be pure damage attacks. We can do a lot of different things with these in the future.
The majority of the code work is done for all of these. Nate has been working hard! Thats a lot of work for one programmer. :) We have a few in working well. Now we need to put them all in the game and change a bunch of waves to integrate some of this stuff.
There is still a load of tuning and tweaking to do across the game. If all goes well we will be done with all the content for the patch this week. Then we test, test, fix, test, test, fix, test, test. Get as many bugs out as we can before releasing it to the wild. :)
As always thanks for all the feedback and patience as we work to improve the game.
Progress Report
Hello friends! Here with a bi-weekly progress update!
2 of our 3 man team caught the Covid plague, so some things are moving slower than expected. If neither of them recover, Spirit Hunters will shift direction to become a linear visual novel... since that is about as much of a game as I would be able to make on my own. ːSweezyBoglinː Luckily nobody has died yet, so things are sort of still on track. :)
Here is a list of all the things we are tackling for our first major content update with progress meters to show how far along things are. Other than a few snags and some reworks to a few things, it's all going fairly well overall. We don't have a solid date for the update. We will get it out as soon as it's done. ːengineercatː
Ability Balance pass: Still working on it. Loads of buffs coming for the majority of the abilities. We are reducing the time needed to level up so power comes much faster.
Pet Balance pass: This is done and in the final testing phase.
Divinity Web Balance pass: Greatly reduced the majority of node costs across the entire skill tree. Some killgate reductions as well.
Enemy Hitbox Updates: Went through all 150+ enemies and tweaked hitboxes. There was some REALLY bad ones in there. This will make dodging a lot of the small enemies far easier.
Boss Cage Changes: Boss cage no longer shrinks so players will have much more time and space to play with. It still kills you, though so don't touch it!
More shops: Added extra shops to all maps
Spirit Hunter Hugo: Hugo has been feeling great for a while now. Just continuing to test and tweak his starting synergies balance. He has some very unique gameplay that we are excited for you to play with.
New Ability Ice Ring: This has gone through a bunch of versions and reworks and we are quite happy with where it is now. Some very minor tweaks still needed to make sure it works in many situations.
New Map Cemetary: The environment part of this map is complete. Probably still needs 1 more new swarmer enemy and the new boss mechanic tuning. Needs more playtesting for ironing out collision bugs.
New Map Viper Village: The environment part of this map is complete. The fort walls are causing a bit of an issue, so I need to make a few more openings. Still needs some boss work.
Multiple Save Slots: This is done! 3 save slots so you can try something different without losing your main save file.
Total Damage Numbers: We have a good plan in place. Will get to this in a few days.
New Enemies and Behaviors: New enemy behaviors are coming! Lots of new enemies and minibosses in progress. Some with new unique gameplay too! We will also be going through and adding some of the new behaviors to older enemies to freshen things up a bit.
Reroll Cost Update: Scaling reroll cost is going away. Flat 100g for rerolls is being tested now. We will be adding a lot more banner options in the near future so letting players reroll far more often is going to be important for future content.
Hardcore Mode! It is working in our test build and I can say from personal experience.... DON'T DO IT!!! I had the privilege of being the first player to lose a deep run in Hardcore mode. I thought I was good enough to do the "Maxine hardcore challenge" and it didn't work out well for me. hahaha! :P
BUGS! As always we will be searching and listening to players so we can keep tracking down every bug in the game. We have been going through our list and squashing a few every day. Thanks for everyone helping with pointing things out. It's been a great help!
As always, we will be posting more regular updates on our Discord for anyone to see. 🙂
Thanks for your feedback, patience and support. The Creature Cauldron team
Its been a couple of weeks since our last patch so its a good time to communicate what is happening with the team and the game.
After crunching our faces off to ship the first version of the game and the following 2 weeks of primarily reactionary bug fixing instead of working on the new content, the team was quite exhausted so we took a break.
Yesterday we got back to full time work on Spirit Hunters and had a long meeting to figure out what we want to prioritize going forward. Originally, we were trying to get Hugo and the Ice Ring out before we took a break, but they were ultimately not ready. Now we decided this wouldn't be enough to justify a great update so we are going to wait until we have a nice chunk of content for the first major update.
Hugo: The newest Spirit Hunter with the ability to turn invisible and leave a decoy after taking damage.
Ice Ring is a new defensive starting ability so everyone will have it unlocked from the beginning.
New Highlands map: Viper Village + new enemies and bosses.
New Dark Forest map: Cemetery + new enemies and bosses.
Updated boss mechanics. Making changes to the spike death ring... now it will kill you twice. jk :P
Showing overall total damage numbers for each ability on the end of run screen.
A big pass on refining our enemy hitboxes.
More ability and pet balance before the big ability update which will be clarified in the upcoming roadmap.
Hardcore mode: Use one of the new save slots to start a new game with extra resources for the Dweb and see how far you can get without dying. Good luck. Bwahahahahaha! :jydgedeathshead:
Bug fixes and more!
There is no solid date for this update. It will be live when its ready to go. We are working on it now and making great progress. We will be posting regular updates on our Discord for anyone to see. 🙂
Thanks for your feedback, patience and support. The Creature Cauldron team
For the past few days since our last patch, we have been focused on addressing lots of feedback and fixing the vast majority of remaining bugs. Since we have been so heavily in fixing mode, we haven't had enough time to get Hugo and Ice Ring to a ready state, so they will most likely be in the next update.
We added a new Currency Exchange node to the Divinity web. Once unlocked, this will allow players to trade excess crystals and Runes for Ember Cores. This is just the first implementation of this system, so it will get refined over time. I'm sure you will let us have it... I mean tell us how you feel about it. :)
The return of spear crit! For some reason crit stopped working on spear. Its back to its original state.
Bone Shot stun was not working if it was hitting more than one enemy. Fixed and improved stun.
Also added a Bone size increased by 30% synergy on Conrad.
Epic vine buff! No more completely random direction. Vine now targets the nearest enemy. So you can now walk the path in the direction of your choosing... until it gets to chaotic, then good luck aiming it. haha!
Grand Hex got another huge buff. Starting base damage increased from 5 to 12. Now Grand Hex has a 100% stun chance on enemies that get hit and still live... which wont be many. :)
Arrow and Bone CDR have been reduced. Sorry no more broken arrow. :P
We are well aware that Cleave is currently OP which will be addressed in the near future. Some big and exciting changes coming to all abilities.
Evil Spirits Mask kill gate had the wrong image. FIXED!
More spelling and typo fixes. I'm sure there are still a few straglers. :P
Butler Sandworm hitflash is now properly aligned. Now he can better serve you.
Reroll button could get stuck on the edge of the screen due to ability to interrupt its animation. This should now be fixed.
Splash screen volume now pulls from the set audio values.
Divinity Web: Fixed issue where nodes could be purchased under the Oracle dialogue box. "Maybe that accidental purchase will keep you alive for a few extra seconds, Spirit Hunter." She can be such a troll.
Shell Bug hive being spawned in Desert ruins hard were randomly being spawned close to or on top of the player. Now they will only spawn off screen. Fixed!
Mine Crit Damage numbers now properly colored... or coloured if you are from that part of the world. :P
Functionality to turn off the Boss Flash that happens when you defeat a boss for the photosensitive peeps. This can be turned off in the main menu options.
Fix for enemies spawning from within others not having hit flashes or if a miniboss not having a sprite to show on end result screen. Now Moon Mummy image should no longer be a white square when he’s killed from spawning from Pumpkin in Dark Forest. Now Moon Mummy can properly spawn from anything in the game... you will never know when hes coming.
Character select - start button, no longer renders its glowy bits beneath the portraits.
So many texture optimisations.
Red Reapers no longer respawn forever! Sorry to the few RR farmers out there. Now the first one spawns as a tiny reaper, then on death respawns bigger and faster, then the 3rd and final one is even bigger and faster. :)
Fixed issue where you could pause the game just as it had finished loading, making it appear as if the game had locked into loading screen.
Audio from end result screen will no longer blow your speakers up if you click to clear it.
Chests and Miniboss chests could rarely appear with their ring nearly finished. This is now fixed.
Hinterlands missing environment colliders fixed. No more hiding in the house! haha!
First big balance pass of the Divinity Web costs to reduce the grind and improve overall balance and game flow. Lots of prices have been reduced. Some more so than others. A few nodes have been increased to stop the Oracle from quitting. She was quite upset about this whole thing.
A bunch of kill gate quests have been rebalanced to be less grindy.
Slight rebalancing of Ember Core drop rates to account for the currency exchange.
A few minor enemy adjustments to make Hinterlands normal mode slightly easier.
Miniboss spawns added to Hinterlands Hard mode
Miniboss spawns added to Dark Forest Hard mode
Miniboss spawns added to Spine Dunes Hard mode
Now it should be easier to get all the miniboss killgates that people are missing and make the Ember Core drop rates on par with Desert Ruins Hard.
Hard mode balance changes across all maps.
Whoodoo Pet has been raised from 1, 1, 1 damage over time to 3, 3, 4.
4 New mini bosses added to Dark Forest map: Speart Reaper, Masked Reaper, Clown Skelly, and Lebone James. Each of them may or may not have a low chance to spawn Moon Mummy. Who knows? :P
Nate stopped Peet from committing the invulnerability check box on Moon Mummy. By far, the biggest save for this patch. Peet gave Moon Mummy a 10hp raise to keep him happy. :)
We have also been doing a lot of back end prep work for upcoming updates and features. A full ability overhaul is in development that will add a load of new gameplay changes. This is only the start of what we have in store for Spirit Hunters. Thanks for your support and patience as we continue working towards making this a truly great game. <3
Thanks for all the amazing support The Creature Cauldron Team
Hello Spirit Hunters! We are back with another patch! This time we added a lot of ability buffs and a couple of previously announced features.
*Grand Hex got a massive CDR boost in the last patch. Now its getting even stronger with a 10% size/radius bump. *Tangle vines damage over time now lasts longer. *Orbital fire’s rotation speed gets is increased by 10% *Arrow starting cooldown reduced by 10%... which means its even faster at max... is that possible? *Mines got a big fix. The upgrade banner will read correctly to match the 2-3 second starting cooldown.
XP scaling and balancing You can now unlock a node in the divinity web that gives you access to a 4th ability banner when you level up! Now you will have more choices so you can get closer to the desired build.
*Added current build to the ability upgrade screen so you can... see your build... as you are building it. :P *New divinity web nodes that once unlocked add starting gold to your run.
Hard mode bosses that you guys were chewing through in seconds got a lil beefier. Also added the new Hammer Horse Knight to the Hinterlands Hard mode. That evil little Screebler Bomber got nuked. Reduced speed, damage and explosive radius.
A few bugs squashed: *Missing boss icons on the battle timeline have been added. *White box at the end of Dark Forest bug should be gone... should be....... *Missing XP scaling at super high levels fixed. *Moon Mummy not spawning enough on every map has been resolved. :)
Finally a huge Magnus synergy buff! Every Magnus starting synergy has been massively improved for powerful late game healing. Plus a small bump in starting HP.
Coming Soon - New Spirit Hunter: Hugo. New Ability: Ice Ring
First off, I want to say thank you to everyone who joined us for this early access journey to make a great game. This is just the very start and the bare bones foundation for Spirit Hunters: Infinite Horde. We appreciate all the feedback and support. We look forward to working with the community to make this a game we love to play.
After a crazy launch 5 days ago, we are finally mostly done with the major bug fixes. Still some stragglers and typos that we will continue refining and a lot of hitbox polish that will continue. But now we can focus more of our time on new features and content.
Our first content patch will be out very soon. We are in the process of testing a new Spirit Hunter: Hugo, the Treasure Genie. Unlike the other heroes, Hugo never takes more than one hit of damage at a time. Upon taking damage, Hugo will gain invulnerability, gain a boost of movement speed and be able to phase through enemies for a short period of time. This means he will be able to get out of tough situations far easier than other heroes. Hugo also has a unique health system in development.
Our first new ability is Ice Ring. This is a highly defensive support skill that stacks freeze chance and duration. While it is weak from a damage standpoint, it brings 360 degree player protection. It also turns enemies blue, so thats... cool. Sorry... couldn't help myself. :P
Before finishing Hugo and Ice Ring, we will be patching in a few quality of life updates: A 4th choice option is being added to the Divinity web. This will help players get closer to the desired build and allow us to expand the "type of upgrade scrolls" we want to have in the future. Some unique twists in the works. :)
We are also adding multiple starting gold nodes throughout the Divinity Web. With a few unlocks this should help with the early reroll issues and early shop spawns. Loads of ability buffs on the way too.
If you are enjoying this very early version of the game, please consider leaving us a review. :)
Hot Fix - Mine Cooldown fix
Spirit Hunters: Infinite Horde Hot Fix - 0.1.1198
* Fixed issue with data setup of Magic Mine Ability where Cooldown rate could be pushed into the negatives. * Adjusted damage Pet Nomicron deals (made stronger) * Adjusted Killgate number Screebler Brutes from 1000 to 300
SPIRIT HUNTERS: INFINITE HORDE - Patch 1
Cleave base knockback slightly increased
Magic mine starting cooldown reduced (faster)
Magic Mine starting number increased by 1
Magic Mine starting size slightly reduced
Magic Mine explosion sound reduced
Spear slight starting cooldown reduced (faster)
Grand Hex dramatic cooldown reduced (faster)
Grand Hex sound reduced
Tornado visual opacity reduced to avoid hiding the player and enemies
Tornado damage reduced
Tornado damage upgrade banner replace with knockback
Tornado SFX added.
Shuriken SFX replaced
Reduced Reaper killgate on Cleave node from 2000 to 800
Increased Crys Divinity web cost and shop cost (double crystals OP)
Added missing monster: Sand Slimes to Spine Dunes Hard mode
Added missing monster: Screebler Bombers to Spine Dunes Hard mode
Reworked GrandHex so CDR is not blocked waiting for last one to finish firing off.
If you died and were pushed into a shop from the horde at a particular point it could cause a crash. Now dead hunters cannot enter shops.
Character and ability select is now remembered.
Currency tweaks on some dweb nodes.
Lots of buttons, death noises, and End result screen audio stuff is now properly linked with the volume sliders in options.
Spears texture tweak - some people with certain older graphics (2010 and less) cards reporting spears crashes the game. This may or may not fix that issue, seems to be an issue with cards that say "Direct X 11" but actually support 10_1 feature set.
Pet Beacon had the wrong sprite assigned for the end result screen. You can now behold its glory in the end result screen.
Level > 99 should no longer wrap weirdly in end result screen.
Increased the pool of tornados as the massive numbers people were spawning were despawning existing ones.
Sometimes Pet Scoop had a 25% chance to dig up nothing. Now he always finds something when it does a Scoop scoop.
When you died, and health was coming towards you (triggered for collection) once collected you would still remain dead (Phew no zombies) but your health bar would increase. You can no longer get health when you're dead.
Fixed 72 spelling mistakes! We can't spell, thanks for spoting them. ;)
Start Screen quit button now animates...wooo.
Credits screen has a back button..woooo..
Purchases in shops make a sound...jingle jangle
Moon Mummy hidden in more places… you are welcome.
A number of internal changes to support an upcoming ability and hero....
Development Update #4
Hey everyone! It has been an absolute whirlwind of chaos over here at Creature Cauldron as we gear up to release Spirit Hunters:Infinite Horde onto Steam Early Access on the 25th of May! HURRAH!!!
Release date for Spirit Hunters: Infinite Horde -25th May 2022
Here is some of the awesome new stuff we have been packing into this game for you to enjoy!
Illustration
Peet has absolutely smashed it out of the park with this wonderful Spirit Hunters:infinite Horde key art Illustration. This is a major undertaking and it turned out amazing. We are extremely happy with this image and you can expect to see this being splashed all over the place. This illustration has so many amazing uses, from logos and Steam shop images to the actual start screen and much more. Take a look!
Pets!
In Spirit Hunters: Infinite Horde, alongside the powerful abilities you can unlock, upgrade and obliterate the hordes with, you can also unlock these fun pets! They will follow you around the battle field giving you major stat and ability buffs! You have to first unlock them in the Divinity Web (Upgrade tree) and then you can find them in many place. These little guys can really turn a battle in your favor. From increasing the size of your loot magnet, making you cause more damage, increasing your movement speed to fetching you health, dragging monsters away from you and much more. Which one do you think will be your favorite?
New Location - Grave of the Ancients
Battle among the giant skeletal remains of the ancients! Decimate thousands of monsters in the tent villages between the enormous bones and claim your victory.... if you can survive long enough that is!
Better watch out for the Screeblers that inhabit this area, they are not as cute as they look!
Boss battles
We have added a LARGE amount of bosses for you to face. These are randomly thrown at you and each has its own personality and stats. You wont know which ones you will be facing in each run and there are a few in here you want to hope you never have to cross!
Killing these bosses rewards you with a ton of runes and crystals to spend in the Divinity Web so be sure to take them on as soon as they approach the battle field!
Divinity Web
Upon death, a Spirit Hunter is brought back from the dead by the Oracle. An all powerful sorceress who upon your return gives you the oppertunity to spend your Runes and Crystals on upgrades, new abilities, pets, new battle locations and more! There will be in the region of 500 upgrades and stuff to purchase at Early Access launch so expect some serious content for you to enjoy!
Thank you all so much for the ongoing support and interest in Spirit Hunters: Infinite Horde! Be sure to WISHLIST the game today so you dont miss any pre launch news and of course the actual release!