Genre: Hack and slash/Beat 'em up, Adventure, Indie
Striving for Light
1.0 Release Reveal Marathon #1
Welcome back Wanderers to the 1.0 Release Reveal Marathon #1, where we will unveil a major part of the extensive 1.0 content update.
Note that everything which is presented here is still in development and testing and might change until release.
Character Slots
We heard your feedback and have put in tremendous work to expand the file save system to make this dream come true.
4 Character Slots will be added for each Game Mode, so you will be able to have up to 8 active characters on each season or save file. This will now allow you to start new runs without terminating your current active run. All items will be synced anytime between all your characters, so you are able to farm shards on a new character and jump back to your highest character once you found some crafting materials to improve your weapon for example.
Honour System
With the current leaderboard the focus is entirely on the maximum reached level and terminating a run just before reaching your previous milestone just feels not very satisfying. Therefore, we want to further shift the focus away from the maximum level and introduce a gradual progression where every run feels meaningful for the progression on the leaderboards.
With coming 1.0 the leaderboard ranking will be based on a new ladder system called honour. After each run you will gain honour based on the amount of experience gained during your run. You will then gain honour levels that determine your sesonal leaderboard placement. For players with the same honour level the ranking will be determined based on your highest character level. Your honour level is unique for each game mode (hardcore and softcore) and is also unique to each season or save file. So each season you will start with honour level 1. This new honour system will let you constantly progress on the leaderboard and prevent runs feeling useless for leaderboard pushes when you did not beat your current max level record.
Unknown Wanderers Rework
Unknown Wanderers starting characters have been redesigned to focus on hybrid build playing styles. Therefore both characters have received plenty of new specialisation skill nodes that empower hybrid playing styles. This should also give those characters a unique space among the roaster of different character options. Male Unknown Wanderer now has +30% increased melee damage and +20% increased projectile damage. Female Unknown Wanderer now has +30% projectile damage and +20% melee damage.
Furthermore Unknown Wanderers will be the only character classes that have access to increased spawn rate of a new type of skill nodes: Hybrid Skill Nodes granting endurance and energy resources.
New Specialisation Nodes have been added to the Unknown Wanderers Specialisation Trees:
Hybrid Mastery: Max Energy +1, Max Endurance +1, Endurance Regeneration +100%, Energy Regeneration +100%, Hybrid Skill Spawn Chance +30%
Hybrid Potential: Max Energy +1, Max Endurance +1, Endurance Regeneration +150%, Energy Regeneration +150%, Hybrid Skill Spawn Chance +50%
Hybrid Training: Melee Range +15%, Additional Projectiles +1, Attackspeed +10%, Area of Effect +10%, Projectile Range +20%
New Skill Nodes
2 new hybrid resource skill nodes will be added.
Hybrid Empowerment: Increase you maximum endurance +2 and maximum energy +2
Hybrid Regeneration: Increase you endurance +100% and energy regeneraton +100%
Evasion that previously was exclusive to the Rogue character class will now be available as a basic skill node in the skill tree. Evasion grants you a chance to decrease your incoming damage by 50%. It will need some investment to effectively utilise this stat, but combined with the Rogue you will be able to push evasion up to 100% to reduce all incoming damage by 50%.
Evade: Increase your evasion chance by +2%. Evasion reduces your incoming damage by 50%.
We hope that this preview excites you for the upcoming 1.0 release! We are looking forward to hear your thoughts on all the new features and content.
But behold, this is only a fraction of what will come with the 1.0 Release, we will continue the reveal marathon on next Wednesday 14th of May.
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.
Striving for Light - Release Cinematic Trailer
Hello Wanderers!
After more than 3.5 years of active, non-stop development, the long Early Access adventure of Striving for Light is finally approaching it's biggest milestone yet: the full 1.0 release!
This moment marks the culmination of countless updates, community feedback, and dedicated work - and we couldn't have done it without your support.
To celebrate, we're excited to present the official Cinematic Release Trailer for Striving for Light 1.0!
Watch it now and get a glimpse of what's to come.
But that's not all...
🔥 Starting today, we're kicking off the Release Content Patch Reveal Marathon!
Every Wednesday, leading up to the launch, we’ll unveil a major part of the extensive 1.0 content update. Expect exciting new features, fresh content, massive improvements, overhauls, and much more.
First reveal next Wednesday May 7th
The road to 1.0 is paved with surprises - stay tuned, and thank you for being part of this journey!
— Igniting Spark Games
Update 0.9.12.6
Bugfixes:
Fixed a bug that caused your current leaderboard rank to not be displayed on the game over screen
Update 0.9.12.5
Bugfixes:
Fixed a bug that caused tooltips on the skill gems panel get displayed after a skill gem or a skilltree shard was used.
Update 0.9.12.4
New Features:
Dynamic Rift Trial Spawn System: A new rift trial spawn system has been implemented that dynamically increases the chances of not yet completed rift trials on new characters to allow to enter rifts much faster on new runs.
Controller Tooltips System Rework: Controller tooltips system has been reworked to display tooltips on controller for the crafting shards, skill gems, and the skillree shards in the skill gems menu. Previously you had to move the mouse over the buttons in order to trigger the tooltips, this new system should make using the controller even more straight forward, especially for new players which do rely on tooltips and displayed information.
Balancing:
Hammerstorm - Goladir Specialisation: Now as well grants additionally +50% increased endurance regeneration and +20% attack speed
Bugfixes:
Fixed echoes of fate minimap icons of not spawned world events
Fixed wrong tutorial image being displayed on expedition world event tutorial window
Fixed blazebolt movement bug when switching to skilltree and back
Update 0.9.12.3
With update 0.9.12.3 we are extending our youtube and twitch integration.
New Features
Youtube & Twitch Integration: You can now select both twitch and youtube and enter customised links for each of your channels. Furthermore your player name is now not tied to your youtube and twitch channel links.
You can update your twitch/ youtube links for the current season by pressing the "change public player name" button from the league/save file selector.
Bugfixes
Fixes and improvements to the leaderboard system. Also fixing some leaderboard entries not being displayed properly
Fixed HC/ SC switch on leaderboards not working
Update 0.9.12.2c
Changes and Improvements
Max health skill nodes now increase your current health by 1. This makes picking max health skill nodes a valid choice to heal in low life situations.
Bugfixes
Fixes a bug that caused attack direction with controller thumbstick to not be updated correctly (v.0.9.12.2c2)
Fixed wolf companion not having running animation (v.0.9.12.2c3)
Update 0.9.12.2
New Features
360° Movement Support
The input system for controllers has received support for 360° character movement. This will make character movement feel even more responsive. Also the deadzone for character movement on controller has been reduced which also should lead improved responsiveness.
Rift Rework
We finally found the issue why enemy HP in rifts did not scale as intended, leading to way to easy enemy encounters no matter what rift level you are running. With this update enemies will be scaling as intended.
As this patch features some major changes to rifts the rift leaderboard will be reset.
Rift Changes and Improvements
Rift enemies now scale as intended
Rift bosses now have much lower shield charges
The maximum rift time has been increased to 10 minutes
The amount of enemy per rift floor has been increased and is now scaling with the current rift level. This will move the focus from running to find enemies to actual fighting enemies :)
The scaling of the required amount of defeated enemies has been reduced so that you now have to defeat less enemies for a rift.
Added a notification message when the rift collapsed due to running out of time.
Major Changes and Improvements
Improve auto effect transparency scaling: The maximum transparency setting has been lowered slightly to maintain a bit more visibility of player effects on high character levels.
Bugfixes
Fixed wrong initialised remaining time UI in rifts
Fixed camera zoom on controller by using the RT/LT buttons not working in the skilltree
Fixed effect screen position of glare in the select skillgem UI
Fixed glitches in enemy movement for idle transition
Fixed allignment of rift timer progress bars
Fixed snail boss AoE effect spawn angles
Fixed cyclic might interrupting on controller thumbstick attacks
Fixed cyclic might following the wrong player character in coop mode
Fixed not updating attack direction when using thumbstick on controller (v.0.9.12.2b)
Hotfix 0.9.12.1b
Balancing:
Rebalanced attacks of earth rift boss/trial difficulty to match other guardian difficulty
Bugfixes:
Lowered sfx volume on event starts
Fixed icons for not available echo weapons on minimap
Fixed late collider deactivation on mad king running attack.
Update 0.9.12.1
To celebrate the melee reforged content update we are hosting a 48h Softcore Race Event this weekend.
Check out our announcement Post here: https://store.steampowered.com/news/app/1646790/view/543350606723548618
Bugfixes:
Fixed a bug that caused the hover state on skills to get stuck that resulted in wrong skill connections when using shard of conjunction.
Fixed a bug that allowed you to enter a new map from the pathfinder before the old map was completed.
Fixed flickering tooltips on delve depth, remaining enemy counter and hardcore/softcore information UI.