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

Striving for Light

Version 0.5.3.1a

Improvements



  • Improved loading sequence when changing scenes. Which should result in a more fluid transition between scenes.


Bugfixes



  • Fixed missing projectile modifiers from boss projectiles leading to only straight projectile trajectories.

Frenzy Mode Update

Update 0.5.3.1 brings a new frenzy mode to Striving for Light which will reward defeating enemies in a streak with bonus experience.



Frenzy Mode


When defeating more than 6 enemies in a streak you now enter a new frenzy mode which will reward you with bonus experience points. From the moment you enter the frenzy all gained experience will be multiplied with an ever increasing experience multiplier. Keep the frenzy running by continuing your streak. Multipliers will rise with defeated enemies. When the frenzy runs out you will be rewarded with your bonus experience.







  • Increased range of lightning projectiles to 600 (was 500)



  • Fixed missing projectiles for ice bird boss


Thanks for 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!

Hotfix 0.5.3.0a

This hotfix fixes reported issues and some regressions from the new added pooling and skill stacking systems for performence improvements.

Bugfixes:

  • Fixed crash on using bursting wield and bursting shot
  • Fixed spread of skills which scatter projectiles
  • Fixed duplicated projectiles on skills which scatter projectiles
  • Fixed a bug which caused wrong number of projectiles being spawned on skills which scatter projectiles
  • Fixed a bug which caused skill that create scattering projectiles to not spawn at all
  • Fixed shadow on fireball projectiles
  • Fixed shadow on enemy fire projectiles
  • Fixed corrupted boss on void map not shooting projectiles
  • Fixed ice trap not shooting projectiles
  • Fixed bug boss not shooting projectiles
  • Fixed resetting of projectile trails for new pooling system


Thanks for all the reports. If you encounter any issue please let us know we will try to resolve them as soon as possible.

Join the chat at our discord

Performance Update

Update 0.5.3.0  is all about performance improvements. To make it short for everyone who is not interested in technical details: 

Yes the game has now substantially improved performance, especially noticeable in the endgame. It should make the game feel more responsive in general. Here is a showcase on how substantial the performance improvements are:



Now here are the details. With the update comes a lot of under the hood changes which required a substantial part of the code-base to be rewritten. This was a lengthy process which was already prepared many updates before. As always we do a lot of testing but there might be some more crashes or bugs due to the substantial code-base changes. If you encounter any issue please let us know we are looking forward to fix them as soon as possible.



[Tech] Skill Batching: Skills are now batched which leads to a substantial performance increase. Furthermore damage and attributes are now also packed into one skill effect instead of multiple ones. This also keeps the screen much more readable by reducing the amount of active skill effects.

[Tech] Pooling: Objects are now pooled which improves performance on builds with huge amounts of projectiles and skill effects.



  • New fire fields of phoenix and corrupted enemies on void map to substantially improve performance especially on low end GPUs.
  • Improved projectile spread on scattering skills.
  • Improved shadows of bleeding blade / bleeding swirl skill to prevent them covering a lot of the screen on increased area of effect size.
  • Improved glaring light effect culling to only display one effect at the time. This also leads to a substantial performance increase when multiple glaring light effects are active.




  • Flattened enemy HP scaling curve and reduced exponential scaling slightly. The enemy HP scaling curve now sits in between the old and the recently introduced new scaling curve with a more flattened start on endgame.



  • Plenty smaller bugfixes


Thanks for 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!

Enemy HP bars


Enemy HP bars


Enemies now have HP bars which are displayed as soon as they have received damage. This option is turned on by default but can be turned off anytime in the options menu.





  • Fixed collider of gatekeepter arena which could get the player character stuck when walking along the arena borders
  • Fixed some shadow issues on projectiles

Condition damage scaling, new weapon & skills.



New Skills



Bleeding Swirl: Your range attacks cast a swirling blade which is cycling around you applying a bleeding condition to all hit enemies. Bleeding deals 1 damage each 2 seconds, lasting for a total duration of 6 seconds.


Bleeding Blade: Your melee attacks create a swirling blade which is cycling around you applying a bleeding condition to all hit enemies. Bleeding deals 1 damage each 2 seconds, lasting for a total duration of 6 seconds.



New Weapon



Lightning Staff: A new weapon has been added to the game. The lightning staff features lightning fast projectiles. Projectiles hits create two replicating projectiles that targets the nearest enemy if there is one available.



New leaderboard public season


With update 0.5.2.3 a new leaderboard season has started. You can join the leaderboards simply by clicking on the public league button in the main menu. You can still continue to play on the old leaderboard.



  • Added shadows to projectiles to make them stand out better independent on map background.
  • New enemy endgame scaling system with increased HP scaling on very deep floor levels



  • [Emerald Widow] Increased spawn egg cooldown to 6 seconds (was 5 seconds before)
  • [Emerald Widow] Decreased spawned egg required hits to 6 (was 10 before)
  • [Emerald Widow] Decreased spawned spider HP to 12 (was 20 before)
  • [Conditions] Burning now has a 3 second duration (was 2 seconds before)



  • Fixed wrong scale of phoenix egg on minimap overlay
  • Plenty of smaller bug fixes


Thanks for 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!

Update 0.5.2.2

Update 0.5.2.2 brings an improved world save system. Now enemy proectiles and enemy AoE attacks are also saved when switching to the skilltree for example. Minimap icons update issues have also been fixed.




  • Improved world save system which can now also save enemy projectiles and enemy AoE attacks




  • Emerald Widow has now an increased cooldown after eggs have been spawned




  • Emerald Widow spawned eggs are now also saved and persistent when switching game scenes
  • Fixed minimap icon for chest not beeing updated directly when opening the chest
  • Fixed minimap icons for map event markers not being deleted after the event is completed

Update 0.5.2.1

First off thanks for all your continuous feedback and for participating in the ongoing development of Striving for Light. Update 0.5.2.1 brings a bunch of improvements and bugfixes for reported issues. Beside that we also redesigned the void crystal trap movement pattern to make it more predictible and overall rebalanced the endgame trap scaling system.



  • Companions can now target and attack gatekeeper defence objects
  • Changed and reworked circular movement of red stone trap in void map to make it more predictable




  • Reduced trap amount in sand map
  • Reworked trap scaling system in endgame maps




  • Fixed a bug which caused unlocked and obtained weapons to get reset on level 1 characters when moving out of town
  • Fixed a layering issue for ranged companions which resulted in companions partially invisible on map

Improved Unlocks & Skillgem Preview

With Update 0.5.2 we are adding a preview area for where the skill gem will be placed. We are also improving the unlock system by granting players a choice between 3 weapons/ skills for unlocking. This patch comes also with some improvements to the linux/ steam deck version.



Skillgem placement preview


For the placement of skill gems a new preview will display the area in which the skill gem will be placed. The radius displays an approximation on possible connections.



Improved Unlocks


Unlocking new skills or weapons at the NPCs in town will now let you choose between three weapons or skills to pick from.







  • Improved camera pan input processing for the skill tree
  • Increased player detection radius for enemies in sand environment and gatekeeper bosses
  • Currently equipped weapons are now excluded from the drop list
  • Increased basic font size for better readability of dialog on small sized screens (steam deck)




  • Increased experience reward for defeated bosses on higher dungeon floors
  • Increased experience reward for optional bosses (very low experience values before)
  • Increased experience reward for gatekeeper bosses
  • Increased drop chances for all skill tree shards for all chests
  • Increased drop chances for all skill tree shards from enemies and destructible objects
  • Increased weapon drop chances for map and optional boss chests
  • [Enemy] Sand Worm Enemies now directly target player when charging




  • Fixed missing weapon description for spear weapon
  • [Linux] Fixed camera pan issues in the skill tree
  • Fixed a bug which caused camera to pan unintended on controller input


Thanks for 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!

Online League System

With Update 0.5.1 we are adding a first iteration of an online league system to Striving for Light along highly requested quality of life improvements, balancing changes and bugfixes.



Online League System


With the Update 0.5.1 you will have the option to enter online leagues. This feature is purely optional, you can still continue to play offline as you are used to. Each league has its own save file. So if you participate in a new league (like the public league) you will start at the same starting point as every other player.

As soon as you have entered a league you will see a new object in town which lets you see your ranking in the leaderboard.





You can now enter the league overview on the top right of the main menu.



When you enter the league window for the first time you will have the possibility to enter your player name which will appear on the leaderboard ranking.



In the league overview you can select the league you want to play or switch back to offline mode. You can also create your own private league.



Private League System



For creating your own private league you choose your league ID and your player name for the league. The player name of your private league can not be changed later on. Share your private league ID with your community of fellow players to compete on a private leaderboard.



You can switch between the public league, your private leagues and your offline save file at any time. Each save file has its own progress and unlocks. Active runs are also saved so you can have multiple characters alive and continue to play them as you wish in different leagues or in the offline mode.



  • Improved weapon stats now display your just acquired weapon next to the previous weapon to make it possible to compare weapon stats without the need to switch back to the old weapon again.



  • Added weapon tooltips to the merchant trade UI.






  • [Range Weapon] Emerald Staff: Increased base weapon attack speed for summoning spiders to 1.0 (was 0.83 before).




  • Assigned skill points in town are now saved when entering the portal stone to a level.
  • Fixed a crash when using the charge attack modifier with the emerald staff.
  • Fixed a bug which caused companions to not deal any melee damage before the skill tree was opened for the first time after loading a run. This mostly affected spider companions.
  • Fixed not working connections for shard of conjunction on seldom instances.
  • Fixed super boss room trap doors not displaying the opened state after defeating the superboss (gride/izamuth).


Thanks for 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!