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Genre: Hack and slash/Beat 'em up, Adventure, Indie

Striving for Light

Rift Content Update Preview

It is no secret by now that we have been working tirelessly over the past few months on the largest update Striving for Light has ever seen. We're thrilled to finally share a preview of what's coming your way with the "Rift" Content Update.

Release Date


The release of the Rift Content Update is planed for the 25.10.2024.

Release Race Event - Season 15


As it already became tradition we will celebrate the update release and kick off Season 15 with a 48h race event. Plenty of new challenges await to be conquered. This race will feature a design with the devs price, up to 200€ price pool and some SfL Keys. You can already register for the race at our Discord. Just drop a message that you want to join. Everyone can join, you can even participate with the free demo!

Lets jump into all the new content that the Rift Content Update will hold in store for you! All you are going to see is still in active development and not final and might change until update release.

New Features


Rift Endgame System


Some might have noticed a new portal that has appeared in Ankerath. This portal will allow you to enter Unstable Rifts.

Rifts are unstable realms on the brink of collapse. Use your time wisely to conquer the darkness, unlocking new depths and challenges.

Unstable Rifts are a new endgame challenge coming to Striving for Light. In these unstable rifts, you will face not only powerful foes and treacherous environments but also a new nemesis: Time itself. A entire new leaderboard will log your required time completing a certain rift level.



Rifts utilise a brand new world generation algorithm resulting in dense packed levels. Your current rift progress as well as the remaining time will be displayed at a dual progress bar on the right.



Once you have defeated enough enemies a portal will spawn that leads to one of 4 new uber pinnacle rift boss encounters.



If you manage to complete a rift in time you gain access to the sky forge, granting a chance to upgrade your weapons to ascended quality. With higher rift levels your upgrade chances will rise.



Rift Trials


Entering an unstable rift is not easy, you will have to proof worthy and overcome the 4 trails of the elements to obtain the required key pieces to activate the portal and tear an unstable rift into reality.





Ascended Weapons


Conquering the unstable rifts now grants you access to the forge of light where you can utilise light itself to ascent your weapons beyond legendary powers. Ascended weapons can hold up to 5 weapon stats and always have 2 embedded legendary abilities. This are the weapons you want to get to break the game.



Ascended Weapons can also be crafted and found as a random drop but they will be a lot more rare to find compared to legendaries which makes the sky forge the most reliable source for obtaining those powerful weapons.

Corruption System


Greed comes at a cost. Maps now have a chance to become corrupted when applying modifiers. Corrupted maps increase your received damage by 1 but also grant you access to corrupted weapons and new trinkets.



But beware, the immense power of these corrupted items comes with a cost. Carrying a corrupted item will increase all received damage by +1. Corrupted weapons always roll 4 weapon stats and have increased base damage rolls.



You now might ask yourself what happens if you try to upgrade a corrupted weapon to legendary or ascended quality. Well... you will be able to craft Ascended Corrupted items, and they will benefit from both the increased base damage stat rolls of the corruption and the ascension. This will be difficult to obtain but for the ones that are willing to go all in, these weapons hold powers never before seen in Striving for Light.



Echo Weapons and Echo Crafting System


A complete new echo crafting system allows players to craft their own echo weapons which are then added to the global loot pool. There will be over 5000+ weapon combinations and the possibility to inscribe messages into your weapon. When your run ends you will be rewarded by one echo fragment per achieved level of your character. These fragments can be used to upgrade your echo weapons transforming them into very powerful options to strike down your foes.





Here are some design examples of the more than 5000+ possible echo weapons you will be able to craft. Echo fragments can also be used to upgrade your echo up to tier 25 improving various weapon stats. With echo weapons you can immortalise yourself and leave messages for other players. The item drop pool will be ever evolving and bring the online experience to a whole new level.



Redesigned Player Characters


The most iconic and oldest player characters have been completely redesigned to align with the visual quality of the new content.


Interaction Hints


All interactable world objects now have hints what your interaction will lead you into. This should make it easier for new players to see what portal leads to which destination and where an interaction will result in a dialog or a challenging boss fight.



New Evolution Weapon + Rework


A new ranged weapon Wildfire's Wrath has been added. Defeating enemies will charge up this weapon and increase the amount of projectiles per attack.



The Abyssal Hunger evolution weapon has received a rework. Now for all evolution weapons charges when getting hit vanish by -30% instead of a total number of charges which makes early charge gaining much more forgiving. Keeping high amount of charges will be more challenging as well which should make playing these weapons much more interesting.

Corrupted Trinket - Wraps of Dread


Increases all damage sources but also increases your received damage by +1. Increased companion damage +10, +10% Crit Damage, +80% Melee Damage, +80% Projectile Damage, +5 Condition Damage



Currency Inventory


There is now a currency inventory giving you an overview of all currency shard items you currently have collected without having to switch through all menus.



Reimagined UI


A while back we have asked for feedback on our current work in progress UI redesign and even though the majority liked the redesign there have been votes for the old UI. We took this as an indication that the new UI needed some further polish so we further refined the new UI and hope that everyone is happy with the new design. If not please give us distinct feedback so that we know on which areas we need to improve to satisfy as much players as possible. Also the new UIs will feature a dedicated "X"-Close button :).

Major Improvements and Changes



  • Redesigned enemy AoE effects for improved perspective, utilising new shaders for improved performance and improved visibility
  • Redesigned main menu
  • Player Movement Animation has been reworked to fix delayed animation starts what made movement feel less responsive
  • Invincibility after Teleport: Player Character is now invincible for 3s after teleporting to a new map or teleporting back into a map when you got defeated in softcore
  • Further minor improvements
  • Countless bugfixes


We are sure that there will be even more new features and improvements ready until the Rift Content Update release on 25.10. for you to explore. We will post the full patch notes shortly before release day.

If you are excited about this update please share the word, your support means a lot to us.

After this content update we are quickly approaching the 1.0 release of Striving for Light. We tried to include all major new mechanics and systems into this update, so that there is enough time to iron out bugs and listen to your feedback to improve and polish the game for its 1.0 release.

So it is more important than ever to report bugs, give us your constructive feedback and let us know what you think about these new features and what you would like to see improved for the 1.0 release.

We value your feedback and appreciate your invested time.

At this point we want to thank you for all your continuous support on this wild - almost 3 year long - early access journey.

You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.

Hotfix 0.9.4.6b

Bugfixes:



  • Fixed a crash related to the added tree of light legacy skill nodes.

Modify Skill Chances

With update 0.9.4.6 we are adding a new long awaited feature that lets you modify the skill spawn chance of skills in the skilltree by 4 new legacy skill nodes available at the tree of light.

New Features:



  • Modify Skill Spawn Chances: 4 new legacy skill nodes have been added to the tree of light that can be used to modify the skill spawn chances of certain skill types like melee, ranged, companions or condition damage skill nodes.



    This should make it possible to target specific builds even when you fully unlocked all the available skills and have more control over the skill tree randomness. Note that there are as well plenty of skill tree shards that can be used strategically to shape your skilltree.




Improvements



  • Improved range construct aim: Ranged constructs have received an improved aim algorithm to better target enemies.
  • Improved hitboxes: Plenty of enemy and destroyable map objects have received improved hitboxes


Bugfixes:



  • Fixed active abilities not being re-activated when switching the map (fixing also not running out effects of trinkets like Lifecasque)
  • Fixed melee weapon damage not being updated directly when activating increased melee damage skill nodes
  • Fixed a recently introduced but that caused the first dungeon level scale as if it was already floor 2, this is now fixed and should result in smoother leveling progression


Let us know what you think about this new feature on our official discord.

Update 0.9.4.5

With update 0.9.4.5 we are adding a new feature to skills and weapon unlocks many probably have waited for: a Reroll Option to skip certain unlocks especially early on new leagues/ events/ save files..

New Features:



  • Reroll Unlock Choices: You can now reroll your unlock choices for weapon and skill unlocks. Yes, you have read correctly, from now one you can skip certain skills you do not want to unlock. The re-rolling will cost you 2 light fragments without changing it's cost. This will especially on new leagues or events make it possible to target specific builds early until you have farmed some more currency to make more extensive re-rolls of your skilltree possible for later runs.



Bugfixes:



  • Fixed a bug that made it possible to enter the hideout and arena portal while having a dropped weapon focused which has duplicated the dropped item while entering the portal and also deleting your current carried weapon. This fix was already applied to all other portals, so therefore this bug should now be a Thing of the past. If you Encounter this on any portal just let us know.
  • Fixed to many bursting companions respawn when changing the map
  • Fixed missing unlock notification icons for skills sanguine shot/burst
  • Fixed a bug that mad it possible to activate descent defense multiple times


Let us know what you think about this new feature on our official discord.

Hotfix 0.9.4.4b

Bugfixes:



  • Fixed crash on reloading corrupted skilltree from save file
  • Fixed a bug that caused map difficulty (delve count) to not be set correctly resulting in too low enemy hp scaling. Now on each start the delve count is updated and correctly set to the amount of already finished maps.
  • Fixed skills not updading their stack count accurately

Update 0.9.4.4

Thanks to everyone participating in the treasure race events and for spending your time reporting freedback and bugs. We took a step back and reworking the boss shield system.


New Features:



  • Shielded Boss State: We have heared your feedback and decided to overhaul the boss shield system by implementing a new shielded state. Previously when dealing so much damage that you trigger the shield the boss has been immune to all sort of damage (beside the one or other bypassing bug). We understand that looking at a not changing health bar for a few seconds is unsatisfying. We therefore implemented a new damage reduction system that reduces all dealt damage to this boss by 90% for the duration his shield is active. So especially on high maps with higher shield durations this will be noticeable. We want to clearly state that our vision for boss fights is to retain a layer of challenge even on very well thought out, high dps builds. Please let us know your thoughts on this iteration of the boss shield system.
  • Elite Goblins went core: As it seemed that everyone enjoyed the treasure race event, so we decided to roll the elite goblins into the core game. From now on every map you will have a small chance in encountering an elite goblin. Faded maps received another unique aspect as they come with a very high elite goblin spawn rate. Another reason to embrace the unpredictability.



Balancing:



  • Condition Damage decay got increased to 40% (was 30% before)


Bugfixes:



  • Fixed picking up a trinket deactivating your attack replacer skill node (like boomerang or cyclic might)
  • Fixed corrupted light enemies getting hidden to early when running out of sight but still making it possible to hit you with their AoE attacks
  • Fixed bypassing shields by dealing enough damage to one shot a boss
  • Fixed a bug that caused faster companion spawns when switching scenes while pressing attack buttons on certain conditions

Hotfix 0.9.4.3f

Bugfixes:

  • Fixed condition damage ticks bypassing boss shields
  • Fixed "slight" collider offset for sanguine shot :)

Hotfix 0.9.4.3i

Improvements:



  • Reworked companion AI: Companions now much faster detect enemies in range, companions have less idle time between attacks and double check if enemies are around to switch back to attack state immediately, companions also have received a bit larger enemy detect range


Bugfixes



  • Fixed unlock description of buzz harbinger, this weapon drops from regular drop pool

Hotfix 0.9.4.3f-h

Balancing



  • Decreased trasure goblin max hp
  • Increased treasure goblin max player detect range
  • Abyssal Hunger has increased initial attack range
  • Abyssal Hunger charge stack on hit loss has been reduced to 10 (was 20)
  • Treasure Goblins have slightly reduced movement speed


Bugfixes



  • Fixed empty tooltips on descent tower defense
  • Fixed 1 condition damage tick to deal damage even if boss shield is active

Hotfix 0.9.4.3d

Bugfixes:



  • Fixed attack cooldown and trinket ability UI not working after switching to skilltree
  • Fixed a crash in the demo version when playing in offline mode and triggering an achievement
  • Fixed a missing translation tag on the moon blade weapon
  • Fixed missing tooltips on the weapon shards in the crafting window
  • Fixed enemies dropping items in the arena event