Genre: Hack and slash/Beat 'em up, Adventure, Indie
Striving for Light
Gatekeeper Content Update
New Gatekeeper Bosses
Gatekeeper bosses have been added to the game. Gatekeepers are a new boss type in Striving for Light protecting the gates to deeper dungeon levels. After defeating a gatekeeper you can choose your next pathway. For the first iteration on this entirely new dungeon level system 3 unique gatekeepers have been added:
Ancient Tree
Bleak Worm
Emerald Widow
Gatekeeper weapons have been added. These weapons can only be acquired by defeating the respective gatekeeper.
[Melee Weapon] Spear: Fast stabbing weapon with large range.
[Melee Weapon] Elder club: Very powerful but heavy and slow weapon.
[Range Weapon] Emerald Staff: Each attack summons a spider companion which is lasting 6 seconds.
New Map "Eternal Sands"
New map "Eternal Sands" has been added. Featuring new enemies, two new bosses, new destructible and obstacle objects and a new trap.
New soundtrack for "Eternal Sands" has been added to the game and the official soundtrack DLC
New Endgame Map System
New endgame map system. After completing the unique dungeon levels you will now have a 50% chance on each map that you will find a gatekeeper portal which will lead you to even harder gatekeeper fights.
New Skills
[Melee Ability Skill] Poison Nova: Your melee hits unleash a poison nova dealing damage over time to all enemies nearby.
[Range Ability Skill] Poison Shot: Your projectile hits unleash a poison shot dealing damage over time to all enemies nearby.
[Advanced Skill Node] Empowered Companions: Your companions deal additional damage. Reduces your attack speed and dodge regeneration.
When unlocking new weapons you will directly get access to these weapons in the town
When unlocking a new skill you will directly receive a skill gem of the unlocked skill
You now receive one skill gem for each of your 6 starting skills
Improved drop algorithms to make drops more consistent with increased unlocked weapon amount
Weapon tooltips are now localised
Advanced enemy condition system which allows enemies to have multiple conditions at the same time
Increased dialog volume on experimental voice acting
Performance improvements and optimisations for void enemies (centipede)
Reduced drop chance for weapons from normal map chests
Reduced drop chance for weapons from optional super boss chests (Izamuth/ Gride)
Map chests and super boss chests now also drop skill tree shards
Merchant now only offers basic weapons for trade (did also offer boss weapons before)
Fixed some bugs which caused wrong world being loaded in the super boss arena when entering the skill tree or the options menu
Fixed text alignment for skill gem window in skill tree
Fixed typos in the skill descriptions
Various 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!
Update 0.4.2.0 brings a complete visual overhaul to the skill tree with new skill tree visual and sound effects. This update also introduces two new world bosses for the first two dungeon levels along some improvements for displaying a lot of active skills in the stats window.
Skill Tree
The skill tree has received a complete visual overhaul. The skill tree now has a dedicated background and skill effect. All skill icons have been completely redesigned with a lot of new skill images beeing added to reduce the amount of double used images for different skill nodes.
The new skill node design should make it much easier to tell the different tpyes of skill nodes apart.
Basic skill nodes: Mostly increasing resources Advanced skill nodes: Increasing damage or damage related specs Attack Replacers: Changing the way attacks work, only one attack replacer for range/melee can be active at a time Ability skill nodes: Granting you new abilities
Wold Bosses
A new boss has been added for the first dungeon floor
A new boss has been added for the second dungeon floor
The stats window now only displays each type of active skill effect only once. This helps to keep the overview over different active effects. If you hover over the active skill icon all active skills of this type are highlighted in the skill tree.
Fixed some boss minimap icons having the wrong size
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!
This update 0.4.1.3 brings a new projectile visual effect system, a fix for beeing locked in a world with inactive portal as well as further performance improvements.
A new projectile visual effect system is implemented, which is mainly targeted at projectile heavy builds in endgame scenarios. If you now spawn very much projectiles an alternate projectile effect is used instead which is much simpler and therefore improves screen readability and also improves the performance immensly. Here is how the alternate ice bullets and the focus fire balls look when you spawn hundrets of them.
This is especially dedicated to all those players crushing the endgame and reaching levels we did not even thought are possible. So now you are not limited to arrows because of the performance anymore. Now you are free to use every ranged weapons with equal performance impact. So go out and dive even deeper!
The magic shield visual effect has been reworked, this now also makes it possible to spawn multiple shields without performance issues on high AoE scales.
Added an additional system which prevents you beeing locked in a world with unactive portal.
Some recursions from the last update have been fixed leading to even better performance.
Magical Shield is now spawning the shield AoE effect again.
Focus is now spawning the fire splash AoE effect again.
Hammer is now spawning the ground slam AoE effect again.
Fixed player beeing locked in world with inactive portal.
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!
With patch 0.4.1.2 the skill spawning system has been completely overhauled and optimized to make batching for multiple equivalent skill spawns possible. This should increase the performance, especially in endgame scenarios, a lot.
With this update also the most crucial memory leaks have been fixed so that you should not reiceive regular crashed on very high dungeon floors. The Skill tree got some performance improvements and the zoom setting is now also set to the value when you left the skill tree.
Overhauled skill spawning system which enables batching of multiple equivalent skills, this should lead to performance improvements in endgame scenarios.
Improved skill tree performance
Skill tree zoom settings is now set to the value when you have left the skill tree.
Various codebase improvements, which should lead to some degree of improved performance.
Fixed some crucial memory leaks which lead to crashes on very high dungeon floors.
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!
Fixed a bug which caused tooltips to be displayed outside the window, especially on high dpi displays (1080p+)
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!
With the merchant content update (version 0.4.1.0) we are adding three new consumable items which carry over to your future runs. These items can be used on the skill tree to have more possibilities shaping your builds. There are now weapon stats. A merchant NPC has been added where you can trade your fragments of light.
New items
Added "Shard of Conjunction" a new consumable item which can be used on skill tree nodes. A shard with the power to reforge the connections of a skill.
Added "Shard of Change" a new consumable item which can be used on skill tree nodes. A shard with the power to change an unactive skill to a new random skill.
Added "Shard of Refund" a new consumable item which can be used on skill tree nodes. A shard with the power to undo skill choices which do not interact with other skills.
Merchant NPC
New merchant NPC has been added where you can trade your fragments of light during your runs.
Weapon Stats
Weapon stats have been implemented.
World Event
New world event has been added.
Drop rates have been adjusted to make up for the new implemented consumable items.
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!
The upate 0.4.0.1 adds a "Confirm Interaction" option which prevents unintentional pickup or portal interactions along a improvement to the skill node search field.
We have heard your feedback and pushed this to a very high priority due to all the pain this caused for accidential weapon swaps in endgame scenarios.
A confirm Interaction option has been added to prevent unintentional pickup or portal interactions. This option is on by default but can be turned of anytime in the options menu to get back the old interaction system. You can dynamically switch this setting on and off during your runs to suit your playstyle.
The search and filter field on the skilltree now automatically deletes entered text to make it ready for your input without having to delet the content first.
Fixed a bug which caused the super boss area timer to not reset properly making it unable to leave the area on some cases.
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!
With the void content update (version 0.4) we are adding a complete new map, new enemy types and new bosses to Striving for Light. A search & filter option for the skill tree along some other highly requested quality of live features have made it into this update, like resuming the old view position hen entering the skill tree.
The "void" has been added as a complete new map with new destructible objects, new traps and obstacles.
Along the new map a new soundtrack "the void" has been added to the game. This is now pushing the total play time of the game soundtrack to over 30 minutes, with even a lot more to come.
Added two new enemy types (centipede and corrupted light).
Added two new map bosses.
Added a new skill tree search function where you can now search through all skills and skill descriptions to highlight matching nodes. You can even search by trigger type or skill type or the applied condition. This should make it easier to navigate through big skill trees.
Added lantern as obstacle objects for the endgame maps.
The skill tree can now be used in the town for active runs.
When opening the skill tree the last view where you left the skill tree is restored.
Big performance improvements.
Enemies now not switch to the wander state when out of sight, improving performance and keeping enemies in place.
The available time for escaping super boss arenas has been increased to 12 seconds (was 6 seconds). The remaining time is now saved so that re-entering does not reset the remaining time.
[Skill] Glaring Light: Has now improved VFX with effect culling to improve screen readability when multiple active effects.
Increased trap distance from player spawn location in super boss arenas.
Removed the city map from the endgame map pool.
Fixed a bug which made it possible to escape from the super boss areas when entering the skill tree.
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!
The minimap overlay does now remember the open or closed state after leaving the skill tree or switching scenes
The time where you are able to leave a superboss area has been increased to 8 seconds (was 6 seconds before)
Fixed some typos in the story dialogue
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!
You can now edit the key binding for the "interact" button.
The fluid weapon animation setting has been removed from the options menu. This setting activated an interpolation of the weapon movement to make it appear more fluid. As weapon movement without the interpolation is more responsive it's now completely removed from the game. Initially this setting also caused some performance issues on lower end hardware so therefore is was made available as an option.
Added tooltip to the experimental voice acting option
Better tooltips activation on the attack cost section of the stats window
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!