Striving for Light cover
Striving for Light screenshot
Linux PC Steam
Genre: Hack and slash/Beat 'em up, Adventure, Indie

Striving for Light

Update 0.6.2.2

New features



  • Added glow and bloom post processing effects.


Bugfixes



  • Fixed a bug which caused melee trigger effects to not stack and only dealing single damage instead of a multiplied amount.
  • Fixed a bug which prevented old saved runs to activate the first map in the pathfinder.
  • Fixed missing enemies in the tutorial on new save files when the game was left and resumed.

Early Access Roadmap



Thanks for being part of our game development journey for Striving for Light. We want to share our current early access roadmap to give you a basic idea of the upcoming content & feature updates.

You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!

Steam Cloud Support

New Features



Steam Cloud Saves



Striving for Light now utilises Steam Cloud Saves with cross platform support. Save directories do not change. Steam now synchronises all your save files between your different devices up to a maximum of 100 save files. So you can now start a run on your Windows PC (or Linux) and continue your run on the road with your steam deck.

Improvements



  • [Melee Weapon] Shortsword: Improved sword animations.


Balancing



  • Enemies now have reduced HP scaling. Enemies on the second floor now have 46 HP (was 60 HP before). This should make progressing through the early game much more fluid and fun. This should also compensate for some of the recent regeneration system changes.


Bugfixes:



  • [Coop] Fixed a bug which caused a 90° offset in attack direction for some attack inputs


Thanks to everyone providing helpful feedback, which is what drives the development forward! You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!

Local Coop-Mode

With Update 0.6.2.0 we are adding an extensive new feature to Striving for Light. A local multiplayer coop-mode. And here is how it looks in action.



New Features



Local Coop-Mode



You will now find a mysterious stone in town. Interacting with this stone lets you synchronise your actions with the humming of the stone to connect with another player to start the local coop-mode. Starting the coop mode will slightly empower enemies. You can enter and exit the new coop-mode also no existing runs whenever and however you like. You can activate coop for an already existing run play in coop for a few hours and then turn of coop and continue solo.



In this coop mode each player gets a specific role (range or melee) and the skill tree as well as the resources are shared between both players. Therefore strategic gameplay as well as a new way of theorycrafting your builds is mandatory to master the coop-mode.



Coop-Mode for now will not get an own leaderbord as balancing should mostly remain comparable with the non-coop mode.

Bugfixes




  • Fixed wrong displayed melee weapon damage in weapon pick up stats
  • Improved layering in gatekeeper arenas to make all skill effects visible. Some skills previously got hidden behind the ground layer of the gatekeeper arena.
  • Fixed lightning staff projectiles not triggering scattering projectiles or other projectile related skills.
  • Fixed a crash related to skill gem placement on controller input.



Thanks to everyone providing helpful feedback, which is what drives the development forward! You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!

Dev Livestream - New Feature Reveal

A new feature for Striving for Light will be revealed today at 3 pm CEST.

We will reveal the new feature on a developer livestream on twitch at:

https://www.twitch.tv/deventide

So bring some coffee, snacks and all your questions. See you in chat!

Update 0.6.1.7

Update 0.6.1.7 brings a new notification UI for collected items like skill shards, map shards, or skill gems. The UI will also display some general information about the collected item like the item type to get a better overview what was collected. Furthermore skill gems are now items which can be collected like the other shards.



  • A new notification UI has been added which will pop up when ever you pick up a new skill shard, map shard or skill gem to make clear what item type has been collected.



  • Skill Gems are now droppable items to make it clearer when you actually picked up and received a new skill gem. So from now on unlocking new skills in town, trading at the merchant or completing a skill gem event on the map will drop a collectible skill gem.




  • Improved main menu visual effects.




  • Fixed a bug which prevented active runs before the pathfinder update to activate maps.
  • Fixed some typos in the skill descriptions.
  • Fixed item drop position to prevent items spawning outside the map.


Hotfix 0.6.1.6c

Bugfixes



  • Emerald Staff: Fixed rotated spider pet spawn.
  • Fixed paused game after weapon or skill unlock has been chosen.
  • Fixed player performing an attack after closing the leaderbord and Tree of Light UI.
  • Fixed a crash when pressing enter in the skill tree search bar on mouse/key inputs.
  • Fixed pause menu not being interactable when unlock notification is active.

Update 0.6.1.6b

Upate 0.6.1.6b





  • All boss soundtracks are now used for the gatekeeper fights and are now randomised and do not switch on scene change.
  • Improved the look of the new main menu.




  • Energy regeneration and endurance regeneration from the legacy tree (Tree of Light) have been increased to +15% (was 5%).


This coupled with the latest balance changes for regeneration should give the legacy progression more weight, especially on the early/mid game. Altogether this should bring more build possibilities for the early/mid game by providing more resource regeneration for fewer nodes while also allowing us to better balance the endgame experience.

EA-Season 4

With update 0.6.1.5 we are doing massive balancing changes to the regeneration system along performance and further improvements. With those balance changes we are also also kicking off a new season EA-public-season-4! We wish everyone a lot of fun in the new season. If you encounter any bugs please let us know.



Performance Improvements




  • Added new projectile cluster system which batches a bunch of projectiles together to trigger on hit effects. This will improve performance drastically since less collisions have to be calculated. Instead of creating 5 damage areas of nearby projectiles we cluster them and only create one damage filed with 5 times the damage of the single area. The projectile clustering only gets activated if there are a decent amount of projectiles on each attack so that it can be assumed that a whole cluster would hit an enemy. 
  • Improved particle culling system which is now scaling the culling area with AoE size increase.






  • You are now not performing an attack when talking to NPCs and progressing through the dialog.
  • Improved performance for darkness projectiles.
  • Exploding Skills now use a new particle system running on the GPU to improve performance.





  • We are making huge changes to how regeneration works. Currently regeneration is stacking multiplicative which eventually grant near infinite regeneration of energy and endurance. We are changing this system to scale additive. To compensate we increased the base percentage of regeneration which will grant you more resource regeneration early on but with a steady instead of an exponential increase. 
  • Energy Regeneration now grants + 40% increased energy regeneration (was 20% before)
  • Endurance Regeneration now grants +40% increased endurance regeneration (was 20% before)
  • Projectiles on hit effects are now only triggered when you have a small distance to enemies to prevent shotgunning bosses (triggering all projectiles




  • Fixed a bug which caused the gatekeeper portal to open even though the map mini boss was not defeated yet
  • Frenzy mode timer will now remember the current + % EXP bonus after switching scenes
  • Fixed the possibility to un-pause the game while not selected an unlocked skill or weapon


Thanks to everyone providing helpful feedback, which is what drives the development forward! You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!

New gatekeeper soundtrack

Update 0.6.1.4 adds a new soundtrack the gatekeeper fights. With this new soundtrack the Striving for Light offical soundtrack is reaching a length of over 51 minutes. And there will be more.



  • Added new soundtrack for gatekeeper fights. Here is the new soundtrack "Gatekeeper".





  • A further fix for death player loading bug on fresh save files. If you still encounter this bug please reach out to us and let us know.


Thanks to everyone providing helpful feedback, which is what drives the development forward! You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!