It's been a quiet past several weeks, but for good reason. The next major update v0.6 is shaping up to be one of the most significant yet.
This update will introduce a new magic-focused faction that plays a key role in the story, along with their associated new dungeon type and two magic skill trees.
The Stormbringers
Following a brutal civil war, the ancient guild sanctums of the Tempest Order have been seized by rogue mages who call themselves The Stormbringers.
The Sanctums now stand as corrupted strongholds scattered across the world. These will be among the most dangerous dungeons in the game, featuring new enemy types, environmental effects, traps, and spells.
With these dungeons come new original tracks by Fogheart, including Abomination, the theme for the corrupted sanctums (obligatory listening while you read the patch notes)
Many of the same spells used by The Stormbringers will also be available to you, through two new magic skill trees: Pyromancy and Fulmination.
Pyromancy
Pyromancy is our take on fire magic. It focuses on sustained fire damage and area control. It rewards aggressive casting and smart positioning, continually building up power as fights progress.
Spells like Line of Fire and Ignite set the ground ablaze, creating zones of damage that can be used to layer on even more damage, triggering powerful combos.
Follow-up spells deal more damage to burning enemies, and casting in sequence builds stacks of Combustion, boosting all fire damage further. But be warned: you're vulnerable to flames too (unless you find the right enchantments winky face).
Fulmination
Fulmination (thunder magic) focuses on burst damage, crowd control, and energy-hungry spellcasting. Unlike Pyromancy which builds up damage over time, with Fulmination you hit hard, stun fast, and burn through energy quickly.
Abilities like Static Lance and Chain Lightning can wipe out clustered enemies in a flash.
These combine with overload stacks, which can be detonated for bonus damage and stun.
Fulmination also offers support spells such as Magnetic Pull ability, which can be used on yourself to reposition, or to pull a group of enemies towards each other.
These magic trees have been designed with multiple build paths in mind, including battle mages, pure casters, glass cannons, AoE control, single-target burst, and hybrid setups. You can splash Pyromancy or Fulmination into existing builds, or commit fully and watch the world burn.
Attunement
As we're now seriously getting into magic, it's time to introduce our long-term plan for the magic system: Attunement. It not only anchors the in-world lore behind magic, but also directly ties into the mechanics of spells and magic equipment.
What is attunement?
In the game's lore, every spell draws its power from a magical Realm. Attunement represents your body's ability to channel and align with that Realm.
In terms of mechanics, this means each spell now has an Attunement requirement, shown directly on the tooltip with specific icons:
You'll need to meet these requirements using gear, buffs, or world structures. Most low-level spells need just 1 Attunement. Higher-tier spells may require 2, or even 3.
Some Attunement types are shared across multiple skills. For example, both Pyromancy and Fulmination use Tyros Attunement. Nature Magic and the upcoming Hex Magic will both require Enalian attunement.
Main Quest Update
It's been too long since the main story saw an update. Time to change that.
v0.6 will introduce a new major quest that expands the main storyline. You'll encounter the remnants of the Tempest Order, now hiding in a run-down building in town. They need your help to uncover the Stormbringers plans and begin the fight to take back their sanctums. In return, they'll aid you on your journey into magic, eventually leading you to the Artifact behind it all...
It already includes detailed info on all monsters, items, and recipes. Monster and item stats are exported directly from the game files to ensure they are accurate.
Though it already has a good amount of helpful info, it's is still a work in progress and will be regularly updated.
Looking Ahead
We're aiming to have the update out in June. If necessary, we may split the update into multiple parts, with the new dungeon and magic skill tree released first. Thank you for your patience!
v0.5.16 - Character Customization
Female characters now appear throughout the world, with full sprite support and randomized appearance during worldgen. Character creation has also been upgraded with customizable outfits, hairstyles, and gender selection.
We've also made major improvements to item UI windows, adding better keyboard support, and quality-of-life upgrades across the board.
Save files from version 0.5.15 are compatible, but it's always a good idea to back up your saves just in case. If you'd like to continue playing 0.5.15, you can select it in Steam options under betas.
Female Appearance
Women now appear across Enalia as town NPCs and bandits.
During world generation gender is assigned randomly, with job-based weighting. For example, Druids, Bakers, and Botanists are more likely to be women; Smiths, Butchers, and Bandits less so. The result loosely mirrors medieval norms while still allowing for randomness.
Every armor set now has a female variant, totaling over 200 new sprite assets.
Appearance Customization
Customize your character's appearance during creation, including hairstyle, outfit, and gender selection.
Swap between male and female sprites, and pick from a variety of hairstyles and outfits to personalize your look. Male characters can also choose from several beard styles.
Need to change your appearance? You can change your character's appearance on pre-existing saves using a console command.
Enable debug mode in Options -> General
Press F8 to open the console (or use ~)
Enter "appearance male" or "appearance female" to swap your character's gender, or "appearance hair" to change your hairstyle.
It's recommended to turn off debug mode after
Item UI & Hotkeys
Significant upgrades across interfaces with item lists (loot bags, quick-use menus, storage containers, shops, repair bench, curse removal, enchanting).
Mouse Controls
Click = take 1 item
Shift + Click = take full stack
Ctrl + Click = take 5
Ctrl + Shift + Click = take 25
Mouse controls apply to loot, storage, shops, and inventory (dropping).
Keyboard Shortcuts
Enter (or space) = take 1 item
Shift + Enter = take full stack
Shift + Up/Down = move to start/end of list
Ctrl + Up/Down = move 5
Ctrl + Shift + Up/Down = move 25
Overflow Fixes
Quick-use item menu now scrolls when showing large item lists.
Likewise, the loot window no longer overflows. It now repositions and/or adds a scrollbar.
Sort Order Consistency
Loot and quick-item menus now display items with the same sort order as your inventory.
Keyboard Navigation
Full keyboard navigation added to repair, curse removal, enchanting pool, storage, and shop windows.
Loot, storage, and shop windows now remember your last selected item when reopened.
Compare key now shows tooltip for selected item in list windows (just like in the hotbar).
Other Changes
Ability tooltips now appear when navigating the hotbar with keyboard if the compare key is held, or if the newly added auto-show tooltip setting is enabled.
The "Show Names" key now also displays names on the overworld for locations, armies, and creatures. Defeated locations are greyed out; settlements are tinted based on prosperity.
Unidentified potions now have the same weight as their identified versions.
Cause of death now reads "Killed by 0 life total" if health drops to 0 from max HP dropping (e.g., curse effects).
Overhealing is now capped correctly: max HP + overheal bonus, preventing absurd stacking with potent elixirs.
Quickload key now works even if a UI side pane (e.g., shop, storage, dialog) is open.
Bug Fixes
Fixed rendering issue that sometimes caused thin black lines to appear.
Fixed ability "Efficient Forager" not applying when harvesting strawberries, mulberry bushes, bird nests, and mossy rocks.
Fixed hawk noise playing when harvesting a hawk nest even when no hawk appeared.
Fixed size and position of wilderness danger icons when zoomed out on the overworld map.
Fixed issue with curse icon display, where curse icons would group together when they are more than 5, despite being different types of curses.
Fixed summoned plant sprouts following the player between dungeon floors and overworld tiles (despite being a plant, which typically cannot move).
Fixed ability "Bond" not resetting correctly when used on a summoned hedgehog.
Fixed issue with Nyris-cocoon and summoned hedgehog interaction. If a cocooned hedgehog is your active companion, toggling Animal Companion off will now cleanly deactivate.
Fixed cursed wound icons not disappearing after destroying a cursed item via disenchanting.
Fixed potential for gremlin fortress to spawn immediately adjacent to other overworld objects.
Fixed an issue with the healing efficiency stat, which allowed the player to reach negative health without dying. Negative healing efficiency will now cause death if it reduces health to 0.
When drinking from a well, the text log now reports the actual healing amount, factoring in healing efficiency.
Fixed overworld HUD button alignments when UI scale is above 1.
Fixed dialog box text not rendering correctly when UI scale is above 1.
This update is packed with the things you've been (patiently) asking for: long-requested features, QoL improvements, and many squashed bugs – all carefully hunted down and delivered to you.
Save files from version 0.5.14 are compatible, but it's always a good idea to back up your saves just in case. If you'd like to continue playing 0.5.14, you can select it in Steam options under betas.
Extendable Hotbar
The hotbar can now be expanded to up to 30 slots wide and 3 rows tall.
Those with widescreen monitors can now take full advantage of their available screen space.
New options allow you to set custom hotkeys for each individual row and set of 10 slots.
Adjust the hotbar size in Options -> General -> Hotbar, and customize hotkey modifiers in Options -> Controls -> Hotbar.
Hotbar - Keyboard Navigation
We're told some people prefer keyboards. Well, we have something special for you: full hotbar keyboard support.
How does it work? Press the Tab key to activate your hotbar for keyboard navigation. Press tab again to cycle through the slots, or use the directional keys to move through them directly.
With the ability picker open, press Delete to remove abilities, or Enter to add them directly to your hotbar.
Furniture
You can now purchase furniture from shops and place it in your homes.
Furniture appears as an item in your inventory after purchase, allowing you to easily transport it.
To move existing furniture, right-click it and select "Pick Up." Existing furniture in your save files has been automatically updated to be pick-up-able.
Finding Furniture:
Shopkeepers sell all types of workbenches, along with storage units (chests, cupboards).
Rare furniture items, like enchanting tables, may take time to locate.
Innkeeper Dialog
Having trouble finding furniture? Innkeepers in every town now offer a new dialog option to provide information about the town, including where to purchase specific furniture items.
Initially, the dialog only has an option to ask about rare items; however, further options will appear based on your actions in the world. For example, owning a house unlocks an option to inquire if anyone in town is selling furniture, saving you the trouble of asking every shopkeeper.
In the future, we plan to extend innkeeper information, unlocking new questions based on your reputation and actions. In this way the innkeeper will serve as a central hub for local town information.
Map Flags
Right-click on any tile on the world map to place a flag! Use flags to mark interesting locations and save reminders to yourself about specific overworld tiles.
Flags are saved with your game and will remain until you manually remove them.
Blood Creatures & Reputation
A new reputation system is in place for blood creatures, known as "The Red Brood."
Killing Blood Cocoons or Ravagers will decrease your reputation, angering The Red Brood. A poor reputation can trigger escalating hostilities, including encounters with Elite Ravagers and Elite Ravager Hunters.
At lower reputation levels, the powerful Elite Ravager will hatch from blood cocoons instead of the normal ravager.
At the lowest reputation, Elite Ravager Hunters will actively track you down. They may appear at any time in any dungeon, without needing to hatch from cocoons, making them a constant threat.
If left untouched, your reputation with The Red Brood will slowly improve over time, allowing you to gradually escape their wrath.
This is the first extension of the reputation system in some time, but it won't be the last. In the future, we intend to add more reputation-tracking factions, along with new ways to increase or reduce reputation.
Status Effect Tooltips
When inspecting creatures (enemies or summons), hover your mouse over any status effect to see a tooltip description.
Other Changes
Improved shop distribution during world generation - ensures fair allocation across settlements, guarantees minimum shops per region, and balances total shops per faction.
Recipes UI improvements - recipes with multiple crafting options now display as separate entries, and oversized recipe text is now scrollable.
Added sorting options to Shop UI - items can now be sorted by price.
Added favorites indicator for player items in storage UI.
Added item Blink Potion (Potent) - unlike the standard Blink potion's random teleportation, this version allows selecting a destination tile.
Improved Reputation system - passive reputation changes due to negative reputation decreasing over time are now reported to log.
Reputation window now automatically selects previously viewed faction when reopened.
Faster overworld inspection - right-click inspecting a new location no longer requires closing the previous location info window.
Added new animation and sound effect for "Executioners Strike" ability.
Added new animation for "Terrifying Cleave" ability.
Blood Puddles now decay over time, with increased decay rate in towns.
Fixed consumables with incorrect accuracy bonuses: Da-Daa Doo Potion, Feverfew Ale, Ancient Wine, and Elderberry Wine.
Fixed "Helm Splitter" not appearing in Blades skill tree.
Fixed incorrectly rounded XP rate values in skill experience tooltips.
Fixed UI scaling issues across multiple UI elements when UI scale set above 1.
Fixed issue with "Blooming Dread" quest, unable to trade Vyrwort flowers for Vyrwort Potions after quest completion.
Fixed level up screen not displaying wisdom summary after game load - wisdom summary now properly saved.
Fixed item duplication exploit during character creation.
Fixed world generation bias toward turkey farms instead of other farm types.
Fixed player facing direction resetting after loading saved game.
Fixed unable to learn "Conservation" enchantment from scroll.
Fixed cooking buffs ("Double Down" passive and "Gremlin Spit") not applying to all output items in multi-output recipes.
Fixed "Fireflash" potion providing less teleport range than intended.
Fixed mouse cursor sometimes stuck with incorrect cursor icon.
Fixed mouse clicks sometimes passing through UI elements.
v0.5.14 - Axes & Daggers
More skill trees??? Yes, that's right you better believe it! With a whopping 17 weapon skills planned (that's a lot!), we're taking another big bite today with the Axes and Daggers skill trees.
Not all the skill tree changes are described below. You must try them in game to see everything for yourself (someday the game shall have a complete wiki and/or guide).
Save files from version 0.5.13 are compatible, but it’s always a good idea to back up your saves just in case. If you'd like to continue playing 0.5.13, you can select it in Steam options under betas.
Daggers
The reimagined Daggers skill tree introduces 7 new ability upgrades maintaining daggers emphasis on speed, repeat attacks, and stacking on-hit effects.
Thousand Cuts remains a signature ability of daggers, allowing you to release a devastating multi-hit attack.
Pair it with Piercing Wounds upgrade to shred enemy armor, or Relentless Tempo for cooldown reduction, allowing insane combos.
Those seeking mobility will find the Shadowstride upgrade for Vicious Lunge a highlight. This upgrade grants brief invisibility after lunging, perfect for repositioning or setting up devastating combos.
The Daggers tree now offers more options to tailor your playstyle, whether you favor critical strikes, bleeds, or mobility.
Need to reset your skill tree? Daggers skill should reset upon loading any v0.5.13 save, refunding your focus points.
If necessary, you can manually reset your Daggers skill or any other skill using cheats:
Enable debug mode in Options -> General
Open console commands using F8 or ~, and enter the command "skillreset ", e.g. "skillreset daggers", to refund your spent focus points.
It's recommended to turn off debug mode after.
Axes
The Axes skill tree emphasizes overwhelming force and battlefield dominance, with new upgrades that enhance its defining traits: climatic moments of massive damage, area attacks, and bleed-centric tactics.
The upgrade Blood Splatter turns every kill into a spectacle of carnage, causing enemies to explode and damage surrounding foes.
For those who enjoy imposing control on the battlefield, Dreadful Impact marks tiles as "Dread Zones" after using Terrifying Cleave, applying true damage and lowering enemy accuracy, allowing you to gain control over the battlefield.
Balance Changes
Fatal Undercut -> Reduced focus point cost from 3 to 2; increased crit reduction from 25% to 100%.
Debilitating Slash -> Increased cooldown from 3 to 6.
Perfect Finish -> Reduced focus point cost from 4 to 3.
Decisive Edge -> Nerfed bleed damage per level from 0.50 to 0.20. (it's still quite strong).
Other Changes
Added a console command "ignore abilityrequirements." When enabled, ability unlock requirements are ignored, allowing you to unlock any abilities in the skill tree as long as you have the focus points.
Added a new "combat log file" option. When enabled, this creates a 'combat_log.txt' file in the game folder with detailed combat information.
Removed the "performance log" option, which was not fully supported.
Improved HUD rendering performance, particularly for the hotbar which now caches and reuses icon graphics (please report if you encounter any visual glitches).
Bug Fixes
Creature behavior - Fixed Vile Gremlin not running away when fleeing.
Abilities - Fixed Achilles' Bane not consuming ammo.
Abilities - Fixed Zero Hesitation status effect not stacking properly.
UI - Fixed uncentered screen graphics on higher resolutions.
UI - Fixed deaths from poison, bleed, or other status effects displaying as 'killed by unknown.'
UI - Fixed mouse cursor remaining as attack or other icon when moving mouse cursor from the world onto a UI.
Fixed "Inept" status effect incorrectly applying when equipping a weapon leads to weapon mastery unlock.
Fixed reflection stat deal reflection damage on ranged attacks.
Fixed hit splashes stacking on top of each other instead of spreading to multiple positions, causing damage numbers to sometimes be visible only briefly.
Fixed healing efficiency not applying correctly to Potions, LifeSteal, Fountains, and the "Healing Attunement" passive.
What's Next?
With this update, all blade skills (Blades, Swords, Daggers, and Axes) are now finalized in the skill tree format, which represents 1/4th of the planned weapons.
Did you know every weapon in the game has its own unique color and theme? Check out the Weapon Color Wheel below to see how the different weapons are connected and what makes each of them special.
Looking ahead, you can expect more skill trees to arrive soon, including the Bludgeons and Ranged groups. Our goal is to complete the majority of weapon skills by the end of the year. That said, the next update will take a break from skill trees and focus on something a little different.
And don’t forget to check out the Roadmap for more details on future updates!
v0.5.13 - Blades & Swords
The Swords & Blades skills have been reworked into a skill tree format with new abilities, icons, and improvements.
Also included is a healthy serving of bug fixes.
Save files from version 0.5.12 are compatible, however it is recommended to back up your saves just in case. If you'd like to continue playing 0.5.12, you can select it in steam options under betas.
Blades
The Blades skill tree introduces new abilities, upgrades, and improvements.
This change introduces Upgrades, which are one-time unlocks that modify abilities in unique ways. For example, "Arcing Blade" can be upgraded with "Crosscut," providing increased crit chance on diagonal tiles.
Upgrades allow you to tailor their abilities to fit your playstyle, offering more options for tactical creativity.
Also included are 5 new passives, designed to complement the skill tree of your chosen blade type (Sword, Dagger, or Axe) and enhance your weapon's effectiveness.
At the top of the tree is the capstone: Blade Surge, a passive AoE effect that can deal damage in a huge area.
Need to reset your skill tree? Blades and Swords skill should reset upon loading any v0.5.12 save, refunding your focus points.
If necessary, you can manually reset your Blades or Swords skill or any other skill using cheats:
Enable debug mode in Options -> General
Open console commands using F8 or ~, and enter the command "skillreset ", e.g. "skillreset blades", to refund your spent focus points.
It's recommended to turn off debug mode after.
Swords
Alongside the Blades rework, the Swords skill has been updated to a skill tree format.
6 new ability upgrades have been added, allowing you to tailor your playstyle.
Like the dodge bonus from Duelist Advance? -> Amplify it with Rising Tension.
Prefer faster cooldowns? -> Pair it with Relentless Assault.
With this rework, the Parry stat has been introduced to Swords, emphasizing the precision and defensive flair of a skilled duelist.
Parry not only negates incoming damage but also triggers secondary effects, such as reducing ability cooldowns through Advanced Swords.
We won't summarize everything here—you'll need to explore in game to see all the changes!
Other Changes
Added upgrades to the Athletics ability "Tumbling".
On launch, the game window size will now automatically increase to match UI scaling if uiScale is > 1.
Innkeepers without movement or dialogue options will no longer prevent access to the inn room.
Status effect durations are now shown in the right-click monster info window.
XP bonus sources are now displayed in the skill XP tooltip, similar to the stat tooltips (hover your mouse over the XP bar for any skill).
Weapon Mastery rework: Weapon Mastery—which is the required level to equip a weapon effectively—is now explicitly implemented via a stat and can be viewed in the character stat pane.
Fixed ability "Guarded Wait" not refreshing when waiting multiple turns in a row.
Fixed item "Snake Dice" not displaying its effect in the tooltip.
Fixed non-aggressive attacks (Bond, Renew, Surge of Replenishment) or attacks without physical action from the attacker (e.g. Calming Touch, Counter Strike, Knight's Challenge, Mark Prey, Nature's Grasp, Noble Steel Resonance, Parry, Solar Flare, Toxic Plume) applying on-hit effects like bleed, cripple, or poison.
Fixed ability "Toxic Plume" upgrades 2 & 3 not being able to target.
Fixed the skill tree unlock window outside of bounds and not contained within the game window, on smaller screens.
Fixed wound icons not scaling correctly when uiScale > 1.
Fixed wisdom & skill XP bars mismatch at uiScale > 1.
Fixed an issue where using ALT to compare two items caused tooltips to not fit on the screen. If tooltips are too tall, they will now appear side by side instead of going off-screen.
End of Year Update: Skill Trees and Big Plans for 2025
As 2024 winds down, I just want to say thank you for an amazing year. Your support and feedback have been a massive big deal in shaping the The Doors of Trithius.
What's Coming in 2025?
We've got some big boy plans, including:
Skill Trees: four new weapons types, and new skill trees for all existing weapons.
New Faction: Magic-wielding cultists along with their dungeons.
Towns Update: New dynamic quests, town layouts, and NPCs.
For more detail on the coming skill trees, see the latest DevBlog:
Winter Sale & Pricing Update
If you've been holding out, now's your chance. The winter sale is live until January 2nd and this might be the lowest price ever, as we're planning a price increase in 2025 to reflect the expanded content and features.
You can also now buy the game directly from our website too (Steam key included).
New Weapons
Teaser image for the on-going development of new items. The number of weapons in game will be more than doubling.
Here's to a Big 2025!
Looking forward to an exciting year ahead. We've got tons in store for 2025 and we can't wait to share it with you.
v0.5.12 (Hotfixes)
v0.5.12b
Fixed exception when fighting Null Champions, due to their attack sound failing to load.
Add new art for the Blooming Dread quest reward item.
v0.5.12c
Fixed game crash on load when loading a v0.5.11 save, where player is standing the overworld.
v0.5.12 - Blooming Dread
Blooming Dread introduces a new dungeon event: the creeping menace of the Nyris Vine, along with a quest to uncover its secrets.
Save files from version 0.5.11 are compatible.
Nyris Vine
A mysterious vine of otherworldly origin has begun appearing throughout the wilderness and within dungeons.
While most commonly found in forests, this strange vine can also spawn in other biomes, such as deserts and mountains, as well as inside dungeons like castles, temples, and ancient crypts.
(Warning: spoilers and mechanics explanations below.)
A Growing Threat The plant begins as a single seed and slowly grows, spreading its vines and spawning Virelings to defend itself. Initially weak and easy to manage, the Nyris Vine becomes exponentially more dangerous if allowed to grow unchecked. Destroying seeds clears nearby vines and weakens the plant's overall strength.
Mutation Entities stepping on the vines risk being strangled and mutated by the plant. Attacking the vines frees them from entanglement, but their mutation remains (how to remove mutation we'll leave to you to discover!).
Nyris Maw If the central seed fully matures and is destroyed, it summons the Nyris Maw, a powerful elite enemy. The Maw's strength scales with the size of the vine network, making it the highest level monster in the game when fully empowered.
Key Mechanics
The Nyris Vine begins as a single seed, gradually spreading over time.
Destroying seeds weakens the plant and clears nearby vines.
Virelings spawn to protect the plant and assist in spreading its growth.
Entities stepping on vines may become overgrown and mutated, turning hostile and gaining enhanced abilities.
Flowers bloom near the vines and can be harvested for new crafting ingredients.
The Nyris Maw spawns when the central seed matures and is destroyed, presenting a high-risk, high-reward encounter.
New items and crafting recipes tied to this event provide valuable rewards.
New Quest: Blooming Dread
Accompanying the Nyris Vine is a new quest, available to all adventurers. A local town in Greenhaven is seeking assistance to investigate the growing threat.
The quest is added to a random town in Greenhaven. If you're continuing from a previous save, it will be added automatically upon loading your game.
Insanity
Insanity is a new mechanic that causes illusions to appear. The higher your insanity, the more likely you are to see things that aren't really there.
This effect can currently be gained through the Nyris Plant but will be integrated into more areas of the game in future updates.
Expect the insanity mechanic to evolve over time, with new types of illusions and surprises being added as development continues.
Other Changes
Items in your inventory that apply an effect even while not equipped, such as Decay Orbs, now will display a wound icon to clearly show an effect is being applied, and have had their tooltips updated to clearly state their "Carried Effect".
Flying creatures (Hawks, Bees, Dune Flyers) will no longer set off traps.
Bug Fixes
Fixed displayed energy cost on toggle ability tooltips not taking into account energy reductions.
Fixed "Sparks" enchantment giving 100x too much stun chance (500% instead of 5%, 700% instead of 7%).
Fixed weapon swap speed stat displayed as a flat number instead of a percent.
Fixed "Mindmeld" enchantment giving 10x too much weapon swap speed.
v0.5.11 - Athletics
The new Athletics skill tree is here!
Save files from version 0.5.10 are compatible.
Athletics
The Athletics skill has been reworked into a skill tree format with new abilities, icons, and improvements.
New abilities emphasize positioning and movement efficiency. For example, "Room to Maneuver" grants a dodge bonus when at least three adjacent tiles are empty.
Or take "Wall Jump," a faster and more efficient jump that requires you to be next to a wall.
At the top of the skill tree, you'll unlock "Shadow Mirage," allowing you to leave behind a shadow copy of yourself when dashing, jumping, or lunging—enemies will waste their attacks on this decoy.
This is part of the ongoing effort to convert all skills to a skill tree structure. With Athletics updated, only Travel, Reading, Alchemy, and Weapon skills remain to be reworked (plus new skills on the horizon).
Need to reset your skill tree? If you need to reset your athletics skill tree from v0.5.10, enable debug mode in options, open console commands using F8, and enter the command "skillreset athletics" to refund your focus points (its recommended to turn off debug mode after).
Dodge and Accuracy
Dodge and Accuracy mechanics have been updated. We’ve transitioned from a percentage-based accuracy system to an accuracy rating system, introducing a more dynamic curve.
To help explain everything, tooltips have been updated, showing example values and your hit chance against your last target:
Early-game balance remains similar, where a single point of accuracy converts to roughly 1% hit chance. However, stacking accuracy and dodge now introduces diminishing returns, allowing for late-game bonuses without breaking the game.
Special thank you to myrix for help crunching the numbers and refining the system. Couldn’t have done it without you!
Save/Load Stability
Fixed several issues related to save files.
Added a new option, "Save Log," to enable detailed logging of save and load events.
Zone files are no longer copied if no changes have occurred to that zone, improving performance.
Added a 10-second timeout on auto-saves. If the auto-save fails for any reason, the save is skipped.
Fixed the initial save directory being titled "player" instead of the player's name.
Improved file handling to prevent corrupt files if an issue occurs during the save process.
Added small millisecond delays between save file updates to improve compatibility with AntiVirus software and other processes.
Improved error handling during save/load events. The error screen now provides more detailed information if something goes wrong.
Other Changes
Added key bindings for zoom in and zoom out ("-" and "="). These can also be modified in options.
Ability "Achilles Bane" - increased cooldown by 2 turns.
Added new dash/jump animations to the following abilities: "Sliding Strike", "Duelist Advance", "Vicious Lunge", "Mighty Lunge", and "Gutting Reave".
Updated open and close sound for doors.
When a stun is applied due to a Knockback ability, "Wall Stun" text now appears above the player or monster's head.
Bug Fixes
Fixed game crash that could occur during dungeon load due to attempting to place an entity before the map exists. (Exception: Cannot invoke "dot.tilemap.TileMap.isInBounds(int, int)" because "activeMap" is null).
Fixed Dreadheart abilities "Savage Bleed" and "Savage Efficiency" missing upgrades.
Fixed lore book "Voice of Khualexx" incorrect reading requirement; fixed "A New Magic" missing XP reward.
v0.5.10 - Desert Crypts
This update introduces the new Desert Crypt dungeon, along with balance changes and bug fixes. Save files from version 0.5.9 are NOT compatible.
Desert Crypts
The Aridax, a fiercely independent desert faction, have long forgotten the ways of their ancestors. But now, their ancient tombs stir with a sinister energy. Something has awakened deep below.
These crypts are scattered across the desert and feature some of the highest-level enemies in the game. Be prepared for a challenge as you encounter 13 new enemy types, 40+ new items, new sounds, music, traps, and more.
Dungeon Difficulty
Dungeon difficulty is now represented by skull icons.
The scale ranges from 1 to 5 skulls, with 5+ (black) and 5++ (red) for the most brutal challenges.
XP Rebalance
We've reworked the skill XP curve and investment system to improve balance and progression, ensuring both specialized (tall) and generalist (wide) builds remain competitive, while fixing the issue where heavily invested skills would level faster at higher levels.
What's Changing:
XP Curve Adjustments: Increased the XP required per level after level 15 to smooth progression.
Dynamic Skill Caps: Skill caps are now tied to character level, with an additional +3 per skill point invested.
Special thanks to user myrix for their suggestions and help with balancing.
Equipment Animations
Torches are now animated, marking the introduction of animated equipment items.
Activated Items
We've updated the game engine to support items with activated effects and cooldowns, giving items the full range of functionality as abilities. Kicking this off is the Squirrel's Hand:
This necklace triggers when you're low on health, summoning a scurry of friendly helpers to turn the tide in battle.
Expect more items with powerful and interactive effects in future updates.
Other Changes
Wound icons now stack if there are 5 or more of the same wounds.
Added unique effect to Sun Amulet item (starting item for the Commoner).
Blood pools now increase in size (up to 5 times) as more blood is added to a tile.
Summon Brambles (Nature Magic ability): Bramble bushes can no longer stack multiple times per tile.
Increased accuracy of Vile Gremlins (from 0.85 → 1.10).
Gremlin Shamans now deal hex damage for their primary attack.
Gremlin Shamans hex tiles now apply a status effect that increases damage taken instead of dealing direct hex damage.
Gremlin Trapmaster will place a maximum of 5 traps while out of sight of the player, preventing floors from being overrun with traps.
Elderberry wine now grants mental warding.
Fear status effect (Fayde's Fear) adjusted: -20 attack speed → -10%, -20% dodge chance → -10%, and now reduces vision by 1.
Bug Fixes
Major fix for dungeon generation, resolving a longstanding issue where rooms would sometimes fail to connect to the rest of the dungeon.
Fixed arrow hit animations displaying in the wrong direction.
Fixed Commoner Ascended icon not showing after beating the game with the commoner.
Fixed Surge of Replenishment and Renew abilities granting momentum stacks.
Fixed incorrect percent values shown on attack speed and movement speed tooltips.
Fixed a crash caused by saving the game during a temporary animation.
Fixed misaligned HUD status effect icons.
Large monsters can no longer be hit multiple times with AOE abilities.
Fixed piercing skewer animation showing in the wrong direction.
Fixed a quest dialog bug in the Gremlin War Plans quest, making player unable to accept the quest.
Fixed Leafborn shops having far less currency than intended.
Notification log now supports line wrapping, preventing text from being cut off.
Fixed unable to join Aridax settlement battles.
Fixed overworld tile faction info UI glitch, not showing faction influence.