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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Adventure, Indie

Tangledeep

Patch 1.21 + Join our mailing list!

Hello adventurers! We've just launched patch 1.21 followed by a quick hotfix. This update brings lots of bug fixes and quality of life adjustments, along with a few balance tweaks.

But before we get into the notes, we want to invite you all to subscribe to our email list! This is the best way to make sure you don't miss any major Tangledeep news, or info about future projects. We hate spam as much as anyone, so we use this VERY sparingly; so far we've only sent two messages for our Early Access and 1.0 launches. The next mailouts will be for the expansion & Switch port release days.

You can sign up here: http://eepurl.com/cAFft1

And now, on to the notes! Many of these fixes and changes are due to player feedback, so if there are things that you want to see improved, be sure to let us know (Discord is best!)

BALANCE


  • Monsters should no longer have Butler Bells on their loved / hated food table
  • “Elemental King” rumors should now have a slightly larger pool of items to choose from
  • Adjusted how JP spent improves pet breeding stats. Previously, you had to spend about ~93% of the max possible value of JP to get any bonus at all. Now the bonus will scale linearly with JP spent.
  • “Aura of Growth” effect now significantly prioritizes tiles within view
  • Slightly toned down the stat scaling of monsters in Job Trials.


BUGS


  • Damage is now properly capped at 9999 per hit
  • Fixed missing campfires :(
  • Fixed occasional error when restarting game
  • Fixed display bug related to name/rarity of equipment upgraded in Dreamcaster (occurred if the gear auto-equipped upon picking it up again)
  • Fixed minor display bug when quickly cycling hotbar weapons (one frame of another weapon was being shown)
  • Removed certain debug key macros that were not intended to be in non-editor mode
  • Fixed Wild Child tier 1 emblem adding +50% crit instead of +5% crit chance against Champions
  • Attempted fix for rare bug when creating Item Dreams that ate your gold yet produced no dream
  • Fixed bug that caused old/bad summon data to sometimes be saved and loaded
  • Attempted fix for rare bug where multiple dialogues could be open at the monster rancher. This bug may have caused other issues with other dialogues as well (typically happened when exiting back to title and continuing a save again.)
  • For rumors involving “Wild Untamed” monsters, this prefix is now shown in the initial rumor dialogue
  • Fixed bug with monster food/happiness thresholds occasionally causing errors or returning incorrect values
  • Fixed bug where, in pet breeding, only the 1st parent’s rarity was used to determining JP growth scaling costs
  • Fixed bug that occasionally caused tier 1 job trials to not be winnable
  • Fixed “Examine Mode” or mouseover hover text sometimes being cut off
  • Using items while stunned will no longer consume the item
  • “Dream” items assigned to hotbar will now disappear when you exit the dream
  • Another fix to pet happiness threshold calculation (thanks Zhentar)
  • NPCs should now be shown on minimap
  • Fixed bug with “Restart Same Character” option causing game hang


ENGINE


  • Removed AssetBundle functionality originally designed for Switch (which now has its own codebase) - loading should be much faster now
  • Improved loading speeds further (thanks Zhentar)


MOD SUPPORT


  • Fixed bugs with More Earlygame Monsters and Shopping Madness not working correctly on the latest game version


QUALITY OF LIFE


  • Merchants and fungal columns now have unique minimap icons
  • The extended combat log in your journal is now substantially longer
  • The banker now displays used / max slots in the header
  • The “extra turn” popup and log text will no longer appear if you haven’t been in combat for awhile (10+ turns)
  • When entering a Job Trial, you should now be healed to full even if you’re a Floramancer and had an Energy-reserving effect (i.e. Floraconda)


WRITING


  • Fixed “Conjuration” magic mod description (numbers were switched)
  • Fixed bandit love quest text (lady bandit’s end dialogue)
  • Filled in missing name of Shadow Elemental’s vanishing passive (it’s “Vanishing”)
  • Clarified a few abilities that used the word “Instantly” but still took a turn to use.

Patch 1.20 and Expansion Announcement (Coming Soon!)

Hello adventurers! We've just released Patch 1.20 which includes a number of fixes, tweaks, and improvements to the game. We'll cover those notes shortly, but first I wanted to formally announce the name and artwork for Tangledeep's first expansion, coming soon!

Tangledeep: Legend of Shara





Legend of Shara will be Tangledeep's first DLC, a fully-featured expansion pack full of new content and features for players of all skill and experience levels. New areas, new items, an entire new story and gameplay mode, a 13th job, dozens of new monsters, new art & music... just check out the feature list below:

Expansion Key Features



  • Shara's Story: A new tale in the world of Tangledeep with a unique story, boss encounters, and new gameplay!
  • A 13th job, the Calligrapher, armed with two weapons, elemental scrolls, and devastating combo attacks!
  • Increased level cap: from 15 to 20! With this new level cap comes even more powerful items and challenges to discover.
  • Dozens of new monsters with new powers! You can capture and tame them, too!
  • Begin your ascent in Riverstone Waterway instead of Cedar Caverns: a new early-game path with slightly more challenge and greater rewards.
  • Encounter the Mysterious Wanderer and explore Wanderer's Journeys: entirely new dungeons with bizarre creatures, scenarios, and treasure.
  • Discover ancient Relics, rare items with limitless combinations of legendary powers and bonuses!
  • Strange new Item Dreams that twist and warp areas you've already visited with new events, monsters, items, and objects.
  • Unearth Runes of Knowledge, a set of tablets that teach special abilities not found anywhere else!
  • New monster sprites, tile sets, layouts, item graphics, effects, and music!


Expansion Release Date



Legend of Shara will launch in Early Access in January 2019. It will be 95% complete by then, and we will use Early Access as a way to gather broader player feedback. We'll then have our full launch in February 2019.

We can't wait for you to see & play everything this expansion has to offer!

Switch Port Update



We are still going back and forth with Nintendo to get our Switch port certified. It's been a very arduous process to say the least. The game has been complete for months now, but we've had to track down a number of Switch-specific issues necessary for shipping.

The reason this is taking so long is that each time we submit the game for approval, we have to wait up to several weeks. During that time, if Nintendo's QA finds any problem, the game is sent back for fixes. We then have to start the process all over again. This simply takes a long time, even if each issue is easily fixed.

As soon as we have a fixed release date we will announce it. We're really proud of the Switch port as we made a large number of UI and control improvements to make it feel right at home on the system. There's even some content from Legend of Shara in the port, such as the alternate starting area and a variety of new monsters.

Patch Notes 1.20



BALANCE


  • Passive abilities can no longer be swapped in non-safe areas.
  • Monsters summoned via eggs can no longer be commanded like regular pets, nor do they show up in your pet list. This means they also no longer follow you between floors.


BUGS


  • Fixed minor errors that occurred when returning to menu from main game scene
  • Fixed bug where using Reveberate Monster during boss battles could allow you to trigger cutscenes before defeating the boss.
  • Fixed Gambler’s “Lady Luck” buff disappearing sometimes
  • Fixed occasional game errors related to shops and restarting the game
  • Illusions should no longer drop items - ever
  • Fixed various bugs with Wraith’s “Haunt” ability when used by pets or charmed enemies
  • Fixed bug where you could not use your Escape Portal during Job Trials (this should be possible, it just cancels the trial)
  • Fixed bug where Shield Slam would always give you improved block, even if you had no Wrath charges.


CONTENT/GAMEPLAY


  • Cat’ie the pet trainer can now help your pets forget skills (in exchange for JP, of course!)


MOD SUPPORT


  • Fixed bug with job sprite replacements which would incorrectly use “Idle” sprites for “Walk” sprites
  • Fixed bug where custom item graphics were not showing up properly on the hotbar


QUALITY OF LIFE


  • During Daily/Weekly challenges, various cutscenes, callouts, and tutorial popups have been disabled. We will continue to work on this to streamline these timed challenges even more.
  • Friendly creatures that use summon flame attacks will now summon blue flames to indicate they will not hurt you, as opposed to red flames that hostile enemies use.
  • You can now use the search term “dream” in your inventory to display Dream-only items


WRITING


  • Added CT gain info in item description for Brew of Rapidity
  • Added damage/status info in item description for Dread Darts
  • Added exact numbers for the Mega Flavor Enhancer


Halloween patch & sale is here! Save 25% and enjoy limited-time drops!

The Steam Halloween sale is LIVE until November 1st - now's your chance to pick up Tangledeep for 25% off!

https://store.steampowered.com/app/628770/Tangledeep/

We've also just updated the game with the seasonal Halloween event, which adds some special seasonal theming to various sprites, along with Halloween-only Candy item drops like Punkin Bombs, Lemon Delights, and Candied Corndrops.

Have fun, adventurers!

Patch Notes 1.19, German & Chinese support added!

Hello adventurers! We're pleased to announce official support for German and Simplified Chinese as of this most recent patch (1.19a), along with a number of balance updates, bug fixes, and quality-of-life changes.

We're very excited to bring Tangledeep to all-new audiences, as we continue to work on major new upcoming content. Plus, the Switch version is just on the horizon...

Speaking of Switch, if you happen to be at Tokyo Game Show this week, we will be showing Tangledeep there at the Kakehashi Games booth!

PATCH NOTES



ART/VISUALS


  • Changed sprite for legendary items “Deep Lake’s Gem” and “The Shard”


BALANCE


  • The minimum cost to heal at Percy now scales with level (100g at level 5, 200g at level 8, 300g at level 12, 400g at level 15).
  • Champions that summon tornados now have a reduced chance to spawn tornados near the player when outside of LOS
  • When using the “Frenzy” Claw Mastery, switching weapons will break the effect and Unseal you. You will be prompted while switching weapons to confirm you want to do this.
  • Adjusted the frequency of getting rooted in mud
  • “Fencer’s” and “Duelist’s” magic mods reduced from +5% / +9% parry to +4% / +7% parry.
  • Slightly reduced the base power of 2H Swords
  • Reduced the Parry bonus on various legendary/set weapons
  • Reduced the upfront damage of Cloak & Dagger from 150% to 125% of Weapon Damage. Bleed damage reduced from 45% per tick to 35% per tick.
  • Phoenix Wing no longer triggers if you have Spiritwalk or any other Invisibility effect active. (You’re in the ethereal plane, whaddya expect?)
  • Bombs dropped by Brigand’s Stealth Bomber ability now deal 100% of Weapon Damage (down from 200%)
  • Qi Strike now deals 180% of Weapon Power and 90% of Spirit Power (up from 50% of Spirit Power)
  • Panthox Skin now increases Physical resistance by 20% of the average of elemental resistances (down from 25%)
  • Sword Dancer’s resist-piercing emblem now pierces 50% of Fire resistance instead of 75%
  • Unarmed attack power w/ Budoka or Judo Sash now scales slightly more with level. Level 5 =250 (up from 240), Level 10 = 389 (up from 360), Level 15 = 532 (up from 480).
  • Brigand’s innate “Envenom Weapon” skill now also increases damage of Poisons by +15%
  • Wild Child’s “Salamander Breath” damage increased by +10% of Weapon Damage and Spirit Power
  • Home Run (Mace master ultimate ability) now deals 275% of Weapon Damage (up from 240%), and 120% on impacting a wall (up from 100%)
  • Maniox’ power boost now lasts for 50 turns after it defeats a monster, as opposed to being permanent. Also, this buff now stacks up to 7 times as opposed to infinite times.
  • Maniox’ full self-heal for defeating a monster no longer applies when it is a pet.


BUGS


  • Fixed hanging dialog cursor that happened sometimes when switching jobs at Percy
  • Fixed bug where Spellshaped Auras, Sneak Attack would disappear sometimes from you
  • Fixed bug with multi-target abilities like Godspeed Strike and Escape Artist not working correctly
  • Fixed bug with certain dialogs not responding to ‘Confirm’ input
  • Fixed bug with dual wielding accuracy calculation
  • Attempted fix at map generation bug with certain Item Dream layouts
  • Fixed rare game error that could occur if a monster somehow aggroed itself
  • Fixed bug where getting a new stack of certain statuses would not refresh the duration of the entire stack as intended.
  • Fixed bug that allowed you to accumulate infinite stacks of Thundering Lion with the Wild Horse skill orb.
  • Really fixed inaccessible areas in some Item Dream layouts
  • Fixed bug where trying to enter some items at the Dreamcaster would not work
  • Fixed game errors that could occur with invalid paired equipment (particularly on game load or NG+ restart)
  • Fixed various temporary buffs/status effects disappearing when opening + closing character/skill sheet
  • Fixed missing text in the item pickup box hover
  • Fixed combat log sitting out of place on non-16:9 resolutions (these generally aren’t supported, but this was an easy fix)
  • Fixed bug where Runic Crystal buff would linger after the crystal died or was removed from hotbar
  • Fixed bug where actors removed when changing your hotbar were sometimes not removed from your ‘party’
  • Fixed bug that could occur during ability targeting on initial game load
  • Fixed some camera jank
  • Fixed potential gamebreaking bug with some resistance/defense-boosting status effects stacking endlessly
  • Fixed certain button assignments not parsing correctly in tutorial dialogs
  • Fixed bug with some food effects disappearing when opening menus
  • Fixed various bugs with Spellshape Aura
  • Fixed Guardian Lurker’s laser attack spawning fires in the wrong place


QUALITY OF LIFE


  • The tutorial popup for when you try to switch skills - but can’t - now force closes the skill UI so you’re not confused as to why it’s not working. Also, an error sound now plays.
  • Fountains are now represented on the minimap.


ENGINE


  • Load time optimizations
  • Minor optimizations when you’ve learned a large number of abilities

Patch Notes 1.18 + Switch Port Progress Report

Hello adventurers! This post will cover everything we've been working on lately including the latest patch 1.18 which just launched out of beta yesterday. Let's start with...

Switch Port Progress


I'm happy to announce that we've submitted Tangledeep for Switch certification! This means release is not too far off; we're shooting to have it on the eShop by end of September. A ton of work has gone into this port to make it a great experience, and it offers customized Switch UI and controls along with some new content as well. We can't wait for you to play it!

Another exciting aspect of wrapping up the Switch version is that we now have more time to put into new content and features for the game (particularly for the upcoming Expansion) so stay tuned for more announcements about that :D

(p.s. The game will simultaneously launch in both the U.S. and Japan eShop!)

And now..

Patch Notes!



HOTBAR BALANCE CHANGE


Previously, we had a Game Modifier that limited your character to using only skills assigned to your hotbars. You also could not switch skills outside of town or a safe area. Now, we are making this mode the default setting.

In other words, you can actively use up to 16 skills at a time, but you can no longer use skills directly from the Skills page, and you can no longer switch skills in a combat area.

We think this change will make your choice of what skills to learn and use more meaningful, encouraging you to try different ‘skill builds’. Also, it will give very end-game and NG+ characters a bit more of a challenge, as you will no longer be able to access dozens of toggles, buffs, and movement abilities at all times.

p.s. If you prefer the old way, you can select the appropriate Game Modifier when creating a new character!

P.p.s. We’re also considering expanding the hotbars with an extra 1 slot each, based on the feedback to this change.

SPELLSHAPER CHANGE


With the above balance change, we’ve changed the way Spellshape and Spellshift abilities work. Now, as a Spellshaper, learning any of these abilities gives you just a single active ability called “Spellshapes”. Using this ability will pop up a menu of all available Shapes/Shifts, and you can toggle them on/off at will.

You will still learn abilities like Spellshape: Line and Spellshift: Penetrate like before, but these will be treated as ‘free’ Support abilities that don’t take any slots. You need only use the new “Spellshapes” active ability to switch between them!

BALANCE


  • Soulkeeper’s Gold emblem that summons Soulshades on crit now has a 5 turn internal cooldown (up from 3)


BUGS


  • Fixed bug where a number of “reaction” type abilities were not evaluating their trigger conditions correctly and thus triggering too often. For example, Detect Weakness was triggering and being consumed even when attacking at unmarked angles.
  • Fixed bug where Thundering Lion charges were consumed with some attacks (such as Spears at range 2) without triggering the lightning strike effect. Now, the charges should ONLY be consumed if the effect triggers.
  • Fixed bug where monsters with “Stalking” behavior could engage in this behavior regardless of player Stealth and aggro-reduction effects
  • It should now be possible to Fast Travel from town if you don’t have any kind of portal open.
  • Fixed bug where bosses and their “adds” were not nearly as aggressive as intended
  • Fixed bug where boss “adds” such as the bandits in the first boss fight were giving too much JP
  • Final boss phase 2 is now immovable, which should prevent some softlocking bugs that were possible.
  • Fixed some logic bugs with 2nd job trial floor, e.g. monsters giving XP/JP when they shouldn’t
  • Fixed visual oddities with Craggan’s summoned mud drawing on top of certain objects and actors
  • Fixed extra staircase spawning after the final boss is defeated.
  • Fixed bug where unknown characters in your character / pet names would mess up various displays such as the combat log. These characters are now replaced with question marks. (This is true for all game languages.)
  • Fixed bug where Percy’s Blessing of Protection was not lasting long enough.
  • You can no longer assign passive abilities to your hotbar by pressing 1-8 on the Purchase Abilities page
  • Fixed bug in Equipment and Inventory UIs where sometimes interacting with an item would do nothing


CONTENT/GAMEPLAY


  • New champion mods: Heavy and Massive! These champions cannot be pushed or pulled, and cause damage with each step they take. (Massive monsters cause even more.)

  • New champion mod (higher level): Resist-Piercing! These champions pierce 50% of your resistances with their attacks, so watch out!

  • Three new monsters with new powers and abilities: the Marbled Banebite, Maniox, and Inferno Spirit!

  • Magic Books can now get mods that increase single-elemental damage by 18% (lower rank items) or 30% (higher rank), thus making 10 new magic mods total! You can stack multiple elements (such as a boost to Fire and a boost to Water), but the lower and higher-rank versions of the
  • same* element mods are not compatible.

  • Added a new possible map layout type to Item Dreams


LOCALIZATION


  • Beta support for Chinese and German!
  • (JP) Various adjustments to font rendering and sizing for the pixel font. It should look best at 720p/1080p on almost all UIs.
  • (JP) You can now select a “smooth” Vector style look. Just click the smooth, non-pixelized Japanese flag on the title screen and restart the game.


ENGINE


  • Minor optimization to monster pathfinding / movement.
  • Various other minor optimizations


WRITING


  • Circlet of Persuasion is now “Charm Circlet”

  • Fixed slightly awkward game log message when a monster heals you (“Monster heals yourself for…”)



Patch Notes 1.16 and Steam Summer Sale!

Greetings, adventurers! If you haven't already noticed, the Steam Summer Sale is going strong, and Tangledeep is on sale for 20% off! If you've been on the fence about picking up the game or soundtrack, now is the cheapest they've ever been!

http://store.steampowered.com/app/628770

Moving on, let's cover the patch notes below from 1.15b and today's release, 1.16 :-)

ART/VISUALS


  • Added a bit more fanfare when defeating a boss


AUDIO/MUSIC


  • Added SFX for completing a side area


BALANCE


  • Eased the difficulty of Job Trials in a few ways. Max # of flask and consumable uses has been increased based on trial level. There are now slightly fewer monsters in level 3 trials. Also, monsters no longer receive
  • extra* stat and health scaling based on job trial level (previously, they received up to +30% to core stats and health, on top of existing scaling.)

  • Slightly scaled up Percy’s healing costs. It is still not nearly as exponential as before, but now the cost of repeated heals will raise slightly more as you go up in level.

  • Talrose should no longer send you to places far above your level

  • Nando’s brothers (Wando, Armando, Juliando, Rando) now have a better chance of stocking magical gear, and this gear may have more affixes - especially as you get higher in level

  • Heated Sandjaws (uncommon monster variant that shows up in a couple areas) can no longer be a rumor target

  • Changed the way rarity impacts weapon power. Previously, increasing the number of mods on a weapon would increase its raw power by a %. However, this scaling had numerous issues such as: (1) high-rank weapons gaining far too much power simply due to rarity, (2) power fluctuating based on order of mods added, (3) power fluctuating based on an item being found/bought vs. Dreamcaster upgraded, etc.

    Now, weapons with more mods will still have more power than their base counterparts, but this scaling has been toned down and should be consistent regardless of Dreamcaster upgrades or the order of mods added.

  • Dream rumors will now only start appearing when you are at least level 5
  • and* have the Dreamcaster unlocked

  • Adjusted the costs of some job abilities to help normalize the overall cost of mastering a job. Passives are now generally a bit more expensive and some jobs that had slightly-too-cheap abilities overall are more in line with the average.

  • Champion monsters now give +10jp base (scaled down/up depending on relative level)

  • Elemental Kings now give +50jp base

  • Bosses now give +150jp base


BUGS


  • Really, actually fixed bug with Overdrawing weapons on the hotbar not recognizing their max range on mouse click
  • The cooking tutorial popup should no longer overlap other cutscenes or events in Riverstone Camp
  • Fixed bug introduced in 1.15 with Edge Thane innate bonuses not working correctly
  • The new Item Dream aura popup font now uses regular game font, so it can represent characters like %% properly
  • Fixed Spirit Wolf’s “Wolf Lunge” behavior
  • Fixed bug with Skill Orb version of Runic Crystal causing random game errors
  • Attempted fix for monster transparency layer sometimes rendering at the wrong rotation
  • Fixed buggy monster behavior
  • The default cursor position during challenge selection now defaults to “New Game” instead of “Weekly Challenge”
  • Fixed minor bugs with name input screen
  • Fixed bug where the harvest food dialogue could override certain cutscenes in the Corral
  • Fixed bug where, if you found a legendary item, rumors offering that item as a reward would disappear. Now, those rumors will simply change their reward.
  • Also fixed bug where dream rumors related to legendary items could sometimes disappear
  • Fixed battle popup text font inconsistencies
  • (JP) UI navigation shortcut text should now be localized / correct font
  • Fixed text bug in elemental rumor descriptions
  • Fixed bug where mouse cursor was still affecting menus even when disabled
  • Fixed some odd behavior with the search bar in the Dreamcaster interface (it should now completely clear when going back and forth between item and orb select mode)
  • Fixed bug where menu UI could be opened during the pre-boss 3 cutscene
  • Fixed some visual ugliness when dialog boxes first open
  • Fixed AI bug with certain self-buffing monster abilities that could cause monsters to move around or pass turns instead of doing things
  • (Audio) Fixed loop point in the ‘escaped frog’ corral theme
  • The Herbalist quest should no longer reset on multiple NG+ playthroughs
  • In the Dreamcaster UI, difficulty estimates should be a bit more accurate (some dreams were being estimated as a little too easy.) Also, the dreams themselves should now display the correct adjusted difficulty level.
  • Fixed bug where pets using movement abilities outside of combat (such as Fungal Toads’ hop) would reset their “in combat” timer


CONTENT/GAMEPLAY


  • Experimental: When trying to use an ability that requires a certain weapon type, you will automatically switch to that weapon if it is on your hotbar. Once the ability executes, you will switch back at the end of the turn (once enemies have acted.)

  • You can now issue a command to any pet telling them to not attack at all. This behavior state can be un-toggled at any time from the same pet command menu. Pets in this state will still move around and use support abilities, but will not take any offensive actions.


ENGINE


  • Monsterpedia now supports scrolling (necessary if we want to display even MORE monsters!)


QUALITY OF LIFE


  • Spike traps are removed from the first boss fight upon victory. The map doesn’t visually change, but the spikes no longer deal damage.
  • Rumors that ask you to defeat X monsters with an element will now mention that the monsters can be found in multiple locations, but give you a specific location to try (to make life easier)
  • You should no longer get elemental rumors targeted at cleared side areas with monsters that only live in those side areas
  • Reorganized job skill lists so that passives are always at the bottom (except for Budoka’s Vital Point: Pain, which gets a discount)
  • When Phasing/Blinking mobs “Reactive Warp” ability triggers, popup and log text now appears indicating this
  • If you have Changed Clothes in the wardrobe, your sprite will now change when you switch jobs. Previously it didn’t, which meant you could change jobs and not have any ability to switch to that new job’s sprite (since for Change Clothes to be available for a job, you must first spend JP in it)
  • Pushing any direction (arrow keys, joystick) while dialog text is ‘typing’ will now finish the text.
  • The Dreamcaster UI now displays ALL available orbs, but marks unusable orbs in red. Unusable orbs were previously hidden from view, which was confusing. Hovering over the orb will show you
  • why* the orb is not compatible.


WRITING


  • (JP) Translated some miscellaneous English-only dialogues and messages from recent patches

Patch Notes 1.15 and ARRANGE Album Released!

Greetings, adventurers! We've been hard at work improving the game (as always) in addition to working on the Switch port which is running better than ever. We may yet see a Switch release in August, if all goes according to plan. Before we get into recent changes, we're pleased to announce the release of...

Tangledeep ~ Arrange ~



This remix album includes 21 arrangements of your favorite themes from the Tangledeep original soundtrack, all in a diverse array of styles and genres! From 80s rock and heavy metal to EDM/trance and jazz, there is definitely something for everyone here. The musicians from OverClocked ReMix absolutely knocked it out of the park, and if you enjoyed the original soundtrack, you're sure to love this!

Listen and Purchase on Steam
Listen and Purchase on Bandcamp

Patch Summary



In patches 1.14 and 1.15, we focused on a few major areas.

LESS PUNISHING HEALING
For a long time, Percy's healing services have been very expensive and bordering on 'punishing' depending on your level and how many times you've used them. While healing should not be free and unlimited, the way costs scaled was almost exponential at times. We've revised the healing cost formula to simply be 50g, plus another 50g per time you've healed in your current level.

In other words, you should no longer see jumps like 50g -> 500g -> 1500g. Now, this doesn't help adventurers who get in over their heads in a nasty champion fight, but it will help you avoid character losses due to simply running out of resources. Defeat due to attrition was never a design goal of Tangledeep, which is why the game has no hunger system!

POLISH n' SHINE
Several key early game cutscenes have been much improved for clarity and dramatic (or comedic) impact. More visuals, audio, and even new music! Plus, we've put in lots of quality of life (QOL) changes that will definitely improve your play experience. For example, ordering pets "Come to me" will force them to stay right next to you for a little while, rather than running away immediately!

ITEM DREAM IMPROVEMENTS
All sorts of strange things can happen in Item Dreams, but these special events were not communicated well previously. Now, when entering new Item Dream floors, you'll see any sort of special floor modifiers like Big Mode, Costume Party, Fountain Floors, Berserker Floors, etc. upon entry. You'll also learn the effects of Dream crystal auras when first entering the aura (previously, you had to use the mouse to hover), and once you complete a dream you'll see a little 'report card' of what you earned and encountered during the dream!

TREE OF MEMORIES
A common request from roguelike veterans has been a so-called "bones" file, showing previous characters that have been lost on your current save slot. The idea of "bones" is a bit wrong for Tangledeep's tone, so instead, we now have the "Tree of Memories" which is inscribed with the names of fallen characters. You'll also be able to read where and when they were lost, their level, max floor reached, etc. This data is collected going forward on your local save, so older characters will not be shown.

OPTIMIZATION
We did a number of deep engine-level optimizations largely to benefit the Switch version of the game, since the Switch has a much less powerful CPU than just about any desktop or laptop processor. Some of these changes affected just about every object in the game and while we think we've addressed any bugs related to them, let us know if you find anything weird!

SKILL BALANCE
Some jobs had passives and innate bonuses that were particularly lackluster compared to other options. We've improved a selection of these, such as Gambler's Cheat Death, Edge Thane's low-health innates, Budoka's Vital Point: Bleed, and Brigand's Detect Weakness. Though Tangledeep is a single player game, we don't want there to be overwhelmingly powerful options OR jobs/skills so weak that they are never worth picking!

Patch Notes 1.14 and 1.15 (Combined)



ART/VISUALS


  • Allies buffed by moonbeams (from the Moonbow legendary) now show the buff animation
  • Improved the cutscene involving the Dreamcaster in town
  • Improved the cutscene involving the escaped frog
  • Improved the cutscene when picking up the cube from Dirtbeak for the first time


AUDIO/MUSIC


  • New music for the escaped frog sequence
  • Replaced some placeholder SFX
  • Crab Grab now has SFX
  • Planting a tree now has SFX
  • Selecting items in your inventory / equipment screen now has SFX
  • Various Monster Corral actions now have SFX


BALANCE


  • Pet insurance cost is now simply player level
  • 75 gold, rather than monster level.

  • Gambler’s Cheat Death passive now works a bit differently. Now, if it triggers from any damage source, you cannot die from any other damage sources that turn. For example: 5 monsters attack you. The 3rd monster’s attack would normally reduce you to 0 Health, but Cheat Death triggers. Previously, the 4th and 5th monsters could still defeat you. Now, they cannot.

  • Brigand’s Detect Weakness passive now has a 50% higher chance of marking a monster each turn, and the damage bonus has been raised to +100% (up from +35%)

  • Edge Thane’s Glorious Battler passive now also grants 25 CT when defeating a non-worthless enemy with a song active.

  • Edge Thane’s innate abilities have more generous Health thresholds. The base innate now triggers when health is <= 60% instead of 50%, and the final innate (triggers when health is <= 33% instead of 25%. Also, when the base innate triggers, your damage mitigation is increased by 20% (up from 15%).

  • Budoka’s Vital Point: Bleed now has a buffed ‘trigger’ effect. Once an enemy is marked for bleeding and you strike them with another Budoka technique, the bleed will spread to enemies within
  • 3* tiles of the original enemy, instead of within 1 tile.

  • For the first 3/4 of the dungeon, there is now a ~2 turn buffer from when you first enter a floor to when monsters can aggro you naturally. This should help with edge cases where a ton of aggressive monsters happen to spawn right next to stairs. However, note that if the monsters were already aggressive, or if you attack them, they will still fight back. Note: This does not apply on New Game+.

  • Monsters knocked out with a Monster Mallet should now gain immunity to mud and lava, and any ‘charged’ ability they may have been using should now be canceled

  • Jade Beetle’s ‘Armor Break’ skill removed (was only accessible by pet Jade Beetles)

  • Flat damage resistance (such as the Physical damage reduction granted by Medium and Heavy armor) is now applied AFTER your % resistance. This is most noticeable when you have higher resistance values.

  • Percy’s healing costs have been reduced to a flat, linearly scaling 50 -> 100 -> 150g (etc), resetting each time you level up. The costs are no longer based on character level. JP healing starts at 100jp and increases by 25jp per time you heal in your current level.

  • The cost to deposit an item at the bank has been reduced by about 20% on average



BUGS


  • Attempted fix for bug where monster echoes and powerups would sometimes not trigger if they spawned on top of you. The powerups should now be obtained automatically at the end of the turn
  • Job Trials are now accessible immediately in New Game+ (if you’ve mastered your current job)
  • When hovering your cursor over an enemy and using a melee weapon with an Overdrawing bow on your hotbar, clicking on an enemy at max range should properly switch to the Overdrawing bow
  • Fixed monster wander behavior in Item Dreams with Deadly Void
  • Fixed bug with certain monster ability targeting such as Battousai’s Iaijutsu
  • Fixed bugs with inaccurate estimated healing on food items
  • Fixed bug that was allowing certain status effects like Sneak Attack to trigger on the wrong conditions
  • Fixed bug that made the Overdrawing magic mod always reset CT to 0 even when at less than max range
  • Fixed bugs with effects that required enemies to have not noticed you (these were always triggering)
  • Fixed visual bug with ‘icy ground’ (dropped by Frosted Jellies) sprite
  • Fixed bug where certain status effect sprites would “stick” to a corral pet and never come off
  • Corral pets should now gain XP even if you are at the level cap
  • Another attempt at fixing bug where getting pulled or pushed would not update line of sight properly
  • Fixed some monster abilities not using proper targeting
  • Fixed bug where monster letters would sometimes display garbage text
  • Fixed bugs with Armor Training (Paladin skill)
  • Fixed bug where the block bonus from Big Giant Circlet and Crystal Ring did not stack correctly
  • Fixed bug where friendly River Spirits’ water shot attack could sometimes target the player. Also fixed a number of other assorted friendly monster attacks
  • Fixed bug where the cursor could permanently disappear when returning to title
  • Attempt at fixing bug where the Summon Mini-Panthox effect would not trigger all summons (sometimes)
  • Fixed visual bugs with button colors in equipment and inventory screens
  • Fixed random floating “new item display” popup text
  • Enemy buff animations should no longer play while outside line of sight
  • Orbs/seeds should no longer drop in Job Trials, as intended
  • Fixed bug with high level rumors spawning after doing job trials
  • Fixed the monster family of one of the final hub side area bosses
  • Fixed random error that could happen and prevent game load on some older systems
  • Fixed health bars sometimes rotating out of position
  • Attempted fix at issue where Fungal Columns (and some other enemies) would occasionally be invisible
  • Monsters KO’d with monster mallet should no longer take lava damage (this should have been fixed already, so re-fixed?)
  • Fixed bug that was not incorporating your Spirit Power into Iron Breathing’s healing calculation (this may have affected some other healing abilities)
  • Fixed issues with sprite layering of summoned objects or terrain like mud and lava
  • HuSyn’s Autobarrier is now correctly classified as a Passive skill again
  • Gold cost of upgrading bank storage has been capped at your max gold held amount
  • Casino 2F now gives a super treasure chest when cleared, as intended
  • Parting Gifts should now work correctly with Runic Crystal


CONTENT / GAMEPLAY


  • You can now find a new tree in Riverstone Grove that will be inscribed with the names of characters you’ve lost in Tangledeep. This data has been tracked only recently and will show level, job, champions defeated, etc. for each of your previous characters.
  • Upon completing an Item Dream, you’ll now see a popup showing the results of your Dream run: gold, XP, and JP earned, fountains found, items looted, and Goldfrogs caught. You’ll also see what (if any) upgrades your item got!


ENGINE


  • Yet more XML optimizations for faster load time
  • Support for dialogs with multiple pages of reponses! Wow!
  • Major optimizations related to map objects, monster spawns, and wandering monster behavior
  • Major optimization related to monsters trying to pathfind from very far away
  • Major optimizations related to many damage-dealing effects


QUALITY OF LIFE


  • On the Equipment screen, pushing left on your list of equipped gear via keyboard or controller will wrap the cursor around to the Filter buttons. Pushing right on the Filter buttons will then return to your equipped gear list.
  • When walking into an Item Dream aura (after not being in that aura the previous turn), the game log will show the aura effect. Also, the aura effect will pop up over your head for a second.
  • When purchasing Pet Insurance, the game will now let you know if you already have insurance
  • before* checking to see if you have enough money
  • When attempting a Job Trial, if you have a corral pet, you will now have the option of putting the pet back in the corral automatically
  • The Recipe book now updates ALL recipes to check if you have ingredients, each time you cook a recipe.
  • When handing in quest-related items like Tsukida’s coffee, the game will try to use unmodified versions (such as Coffee with no seasoning)
  • You can now sell items to Nando in town.
  • A new confirmation dialog now appears if you try to leave a campfire area without resting or cooking at the fire.
  • New tutorial popup the first time you knock out a monster in the dungeon reminding you to use your Escape Portal to easily escape
  • New tutorial popup if you have not returned to town after going through several dungeon floors (and if you have never used your portal before!)
  • You can now swap places with merchants in the dungeon.
  • When using the “Come to me at once” pet command, your pet should now stick right next to you for a few turns. It will not move away for any reason (unless pulled away.)
  • The “Wandering Merchant” message should no longer obscure the “Harvest Food” dialog after exiting an item dream.
  • Dungeon areas that are roughly on-par for your level will be noted as “Tricky” in the upper left, which is generally accurate to the challenge you would expect in these maps.
  • When finding unusual Item Dream events, you will now see some overlay text the first time you enter that floor
  • Grove Pest and two of the final hub area bosses (re-used sprite) removed from the Monsterpedia, secret rift boss
  • added* to the Monsterpedia
  • “Shaken” status now displays exact amount of CT lost per turn
  • Added numbers to various special item and effect descriptions


WRITING


  • JP: Numerous text updates and fixes
  • “Spirit-Linked” modifier was previously used for both armor and shields and had the same name for both. Now, the shield version is called “Refreshing”.

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Patch Notes 1.13: Corral improvements, optimization and Japanese localization!

Hello adventurers! Today's patch has been in beta testing for nearly two weeks, as it contains some big changes to the pet system, lots of engine optimizations to make the game smoother than ever, and complete localization to Japanese! We're extremely excited to bring Tangledeep to a new audience :D

To switch languages, just click the flag on the title screen and restart the game.

PET SYSTEM REWORKS


Going forward, your corral pet will (finally) gain experience and level up while fighting alongside you! This is something that’s been a long time coming. Your pet gains a % of the XP that *you* earn, whether through defeating monsters or completing rumors. Once your pet gets enough XP, it will level up, gaining more power, stats, and health.

This new method of advancement feels a lot more intuitive, and it supercedes the wonky previous system of pet health scaling. Also, this means that you can actually get a really powerful pet simply through regular gameplay, without *needing* to do any pet breeding.

To make sure pets aren’t too overpowered, your pets can now only reach a maximum of level 12 in the regular game (which is about the level of the very hardest monsters.) To get them to level 15, you will need to beat the game and play New Game+. In either case, breeding is a way to increase a monster’s power even if they are at the level cap.

BREEDING



Breeding is still a powerful tool, and it works almost identically to how it did before. Breeding two pets will average all their stats, generate a new pool of abilities based on the parents’ abilities, and - if you add some extra JP - increase their base stats further as well. The only difference is that now, breeding will NOT cause the pet to actually gain an XP level. So, by both breeding AND leveling up a pet, you can gain even higher stats - without needing to go through as many ‘generations’ of pets as before.

MONSTER RELATIONSHIPS



Previously, monster relationships (affection) would develop naturally over time, but in many cases, affection would go down for any number of reasons. Now, monster affection will either stay the same, or increase. The chance of affection between two monsters rising is based on beauty (higher beauty = more affection), happiness of both monsters (the higher, the better), and monster family (same family, such as Frogs, means more affection.)

Bottom line: It should be much easier for pets to *naturally* develop loving relationships without needing to be force-fed Romantic meals.

PET DEFEAT & INSURANCE



Because you can now invest much more time into a pet, we think it would feel really bad if you’re adventuring with your Harmless Frog from level 3 to level 12, only to lose it to a random crit. So now, if a pet would normally be defeated, it will instead go back to the corral with its Happiness reset to 0. Furthermore, it will be unavailable as a pet for 3 ingame days. (The corral UI will say that the pet is upset with you.)

If you have Pet Insurance, of course, that penalty will be removed (just like it is now.)

PET TECHNIQUES



There is a new NPC who can show up in Riverstone Grove! To find the NPC, visit the Frog Bog. She will be able to teach your pets unique skills that can’t be obtained anywhere else! Teaching your pet these skills will cost JP and scales up based on the level of your pet. There are four skills now, and more may be added later.

ART/VISUALS


  • Way better game load / dungeon creation screens featuring Grace Liu’s original art


AUDIO/MUSIC


  • New music for the final areas of the game
  • Steam soundtrack now includes the final area(s) music and the Job Trials theme


BALANCE


  • JP is now capped at 99,999 per job
  • Gold carried is now capped at 9,999,999*
  • You can no longer capture Barrier Crystals as pets (didn’t make sense anyway!)
  • It should no longer be possible to get duplicate legendaries in NG+ or on NG+ restarts (however, in making this change, you will temporarily find duplicate legendaries…)
  • “Toxified” status now qualifies as a poison, for the purposes of abilities like Iron Breathing
  • Necro Band no longer gives your Escape Portal or Healing Flask a health cost (lol)


BUGS


  • Fixed bug with Elemental King power scaling being too high
  • Fixed various bugs with
  • *Wild Untamed** monsters
  • Fixed rare Item Dream monster scaling bug
  • Fixed bug where some special areas allowed you to walk through walls near stairs (i.e. craggan mine entrance)
  • Fixed game errors that could occur relating to Wild Untamed rumors and item dreams
  • Fixed yet more strange LOS bugs… maybe? Switched to a new spiral check method
  • Fixed rare bug that could happen with monster summoning
  • Multiples of the same legendary should no longer show up in the Casino shop
  • The banker will no longer let you withdraw more than the max possible gold
  • Summoned objects should no longer appear under terrain
  • Fixed bug where Tsukida’s Elixir and Muguzmo’s Campfire Meat would not stack with identical items
  • Fixed bug where restarting NG+ would allow you to learn more Ultimate techniques
  • Fixed bug where entering NG+ would
  • not* preserve the # of champs defeated with each weapon type
  • Attempted to fix issue where mod levels (such as Replicator 88) would sometimes show up in earlygame rumors
  • Medi-Ray Dispatchers can no longer be knocked out with a monster mallet
  • Fixed game error that could occur when switching combat log text sizes
  • Fixed bug that could make certain mastery abilities not appear in the skill list (or appear when they shouldn’t, while switching from one mastered job to another)
  • Attempted fix at bug where the Painter quest would sometimes not mark as completed if you hit a monster with the Monster Mallet
  • The Spirit stat no longer makes Delayed Teleport take longer (lol)
  • Fixed bug where Kunai Toss (monster ability) could hit friendlies


CONTENT/GAMEPLAY


  • See the monster pet changes and additions above!


ENGINE


  • Significant work done for localization prep
  • Miscellaneous minor engine optimizations
  • Major optimization related to the combat log draw time (caused stutters during heavy combat)
  • Faster and smoother game loading
  • Major optimization related to any objects spawned ingame, ranging from dialog buttons to sprite FX, reducing stutter and making the game smoother
  • Up to 38% reduction in save file size, which means faster load times
  • Further data file size reduction (faster loading of core data)


QUALITY OF LIFE


  • Further cleanup of the hover info bar, giving monsters their own separate line(s)
  • When landing a stun with Shield Mastery, “STUNNED!” should appear above the monster.
  • Merchants will now consistently announce that they have new goods upon entering the floor, until you talk to them next
  • Jesse, the monster rancher, now explains the new pet advancement mechanic, and will also remind you of how monster romance works!
  • Consolidated Dreamcaster affinity UI if the dream has all 5 elemental affinities
  • You will now be prompted if you attempt to destroy an object such as an Ice Block that causes damage on destruction.
  • When starting or restarting New Game+, all toggle abilities will be cleared and reset

Patch Notes 1.11: General Improvements & Expansion Progress

Greetings adventurers! Let's catch up on the most recent patch as well as our previous 1.10 release. Now is also a good time to mention our plans for the upcoming expansion to Tangledeep, which will be available later this year. This will be a fully-integrated add-on to the game that expands content and features, with new monsters, areas, game modes, and story.

Our model for the expansion is the idea of the classic "expansion pack" for games like Diablo 2 (Lord of Destruction). These expansions offered so much for all types of players: not just veterans who had explored everything the base games had to offer, but also new and returning players, with new ways to play and content throughout all stages of the game.

We don't have an ETA yet but if you hang out on Discord and follow the Impact Gameworks Twitch channel, you can follow our progress.

Also, this should go without saying, but our work on the expansion will not take away from work on the main game. As you'll see from the notes below we have been continuing to improve Tangledeep every single day!

PATCH NOTES 1.10 and 1.11



ART/VISUALS

  • Darkened ability cooldown indicators


BALANCE

  • Brigand’s Fan of Knives now deals 120% base damage (down from 175%), but deals +30% damage to bleeding enemies (up from +15%)
  • Using Sanctuary (Paladin master ability) cancels your Escape Portal. This is now stated in the ability description.
  • Max item upgrades via rarity has been limited to 5. In other words, once up to 5 modifiers have been added, the raw power should not continue increasing if you remove and add mods further.
  • Increased the value multiplier of food sold on the Food Cart
  • The Herbalist quest no longer resets more than once, even if you restart New Game+ again
  • This also goes for the Armor mastery quest, and learning Ultimate weapon masteries


BUGS

  • Fixed rare game load error
  • Fixed dual wielding attack bug
  • Fixed bug with Orb of Reverie drop rate
  • More weird edge case LOS fixes
  • Fixed bug with certain stacked status effects such as Echoes collected
  • Fixed bug with Sword Dancer’s 1st emblem ability (empower attack after movement) - was triggering even when not moving
  • Fixed game error that could occur when searching for items in shops
  • Fixed bug with the side area ‘treasure chest’ icon showing as closed sometimes when it should have been open
  • Fixed bug with Library encounter soft lock
  • Yet more credits fixes (this time for 900p resolution)
  • You can now fast travel FROM Bottles and Brews once you’ve cleared the monsters
  • Fixed incorrect description for Brigand’s innate ability that causes bleed. No longer requires “sharp” weapons. You can cause bleed with any melee attack.
  • You should now receive rewards for clearing Desert Oasis
  • Fixed bug where pressing a menu button twice very quickly (like equipment -> equipment) would cause some UI issues
  • Fixed some visual ugliness when moving north on top of stairs or Deadly Void
  • Another fix to boss2 issue where attacks were possible during cutscene
  • Fixed bug where Edge Thane’s innate passive triggering at <50% Health would sometimes disappear forever until switching from and back to the job
  • Fixed Examine Mode / keyboard / controller targeting issue where cursor hover state would be ‘sticky’ on the last targeted object/actor
  • Fixed bug with Dreamcaster’s search bar
  • Fixed bug with healing item values not displaying
  • The Berserk weapon mastery should no longer stun yourself
  • Fixed bug where some rumors in side areas would not display the connecting floor
  • Fixed bug where three Lucid Shards would sometimes combine into an Orb and leave you with an extra shard left over
  • Another pass at ensuring Buried Loot always has a key - if not on the floor, than in a monster’s inventory
  • Fixed bug where Righteous Charge could sometimes send you through walls.
  • Fixed text issue that could occur in the Job Trial dialogues with Jorito
  • Fixed bug where some statuses, in some circumstances, would be added with a duration of 5 turns which was either too high or too low
  • Fixed bug that could sometimes cause issues with stat numbers (such as Health, strength, etc) for the player and monsters on saving/loading game, in certain non-US regions
  • Fixed visual bug that could occur when dropping items from the same stack on the ground
  • Fixed bug where pressing any menu button rapidly could cause the character portrait info to disappear forever
  • Fixed bug where the Pandora’s Box reset option in New Game+ would not actually reset your count... oops
  • Fixed cursor ‘flip’ happening on UIs other than the skill screen
  • Fixed bug where pressing “Compare Alternate” would not change the display instantly on the Equipment screen
  • Fixed some wonky AI behavior that occurred when a summoned or charmed creature under your control disappeared or died
  • Added extra protections to ensure the Nightmare Queen cannot be damaged prior to the final fight of an Item Nightmare
  • Finally fixed issue with glitchy terrain if summoned terrain was added to existing (water, mud, lava, etc)


CONTENT/GAMEPLAY

  • New Optional Game Modifier: No Pandora Boxes


MOD SUPPORT

  • You can now create new map objects, such as barrels, treasure chests, doors, ground-based fires, spikes, etc!
  • Create new or replace existing sprite sheets for any map object
  • Create new or replace existing sprite sheets for any in-game battle or status FX (sword slashes, explosions, hovering icons, ability effects, etc)
  • If you disable a mod that affects the dungeon itself (such as the official Replicator 88 mod) and try to continue a save that used that mod, the game world will now regenerate from scratch while keeping your character and meta progress. Previously, the save would just not load.


ENGINE

  • More engine optimizations for performance
  • Data cleanup for faster loading and general optimization
  • Game startup and load time optimizations related to data parsing
  • Added preventative measures in cases of total data loss due to power outage/save corruption


QUALITY OF LIFE

  • When using Paladin’s Sanctuary, you will no longer counter-attack (breaking the barrier)
  • Boss 3 arena will now spawn two staircases leading back to both branches which lead to the arena
  • Rumors for defeating monsters with a certain element should no longer occur for monsters immune to a given element (i.e. you won’t be asked to defeat an Ember Spirit with Fire)
  • The combat log now has subtle line dividers separating messages by game turn
  • When visiting the Corral and looking at all your monsters, their Health will now scale instantly to your health - previously, you had to take the pet out for it to scale
  • The Dreamcaster UI now shows how many of each Orb you have
  • Floramancer’s summoned vines (or those created by Aura of Growth) now show up as friendly @ on the minimap rather than destructible objects/boxes


WRITING
<*> Added flavor text for Rod of Wild Nature