The Labyrinth cover
The Labyrinth screenshot
Genre: Role-playing (RPG), Adventure, Indie

The Labyrinth

Hit some slight road bumps for 0.9

Hey guys, another update on the new patch. There's some slight bumps in the road coming up to release. It's working like 90% but still has some issues I want to iron out before finally releasing it on the beta branch. I would rather release a stable version of the game on a delay than release a buggy version on time, so thank you all for being patient with me. Know that as soon as I get the version ready for deployment I'll post another announcement

Very close to patch 0.9

Hey all, another quick update on Patch 0.9. It's very close to release and I wanted to make this announcement that I'm going to finally actually utilize the testing branch of my game for this one! When the patch is ready for testing I'll put out another announcement.

I made the testing branch even easier to access, there's no useless password now. Simply right click the game, click properties, go to the betas tab and you should be able to switch to the testing branch automatically (if not try clicking "verify password" with a blank input).

Again, sorry for such a large span of time between these updates. I'm working hard to get this new patch playable, there were bumps in the road but it's coming along great!

Patch 0.9 is in the works!

Just a quick update to let you guys know what's coming. I'm currently working on Patch 0.9, it's a huge (and I mean HUGE) overhaul of my Listener code. Listeners are the backbone of the game, they allow all those neat interactions during combat to exist. I'm working on updating the code to make it more efficient, more robust, and more cohesive for me to work with in the future. Since the code is so engrained in the structure of the game already, this is going to take some time to work through. Once it's done it'll make it much better for me to use, but it also means there might be a bit of a stretch of time between when the update is ready for launch. Just wanted to update you guys to know where I'm at so far, I haven't abandoned the game, I'm really trying to get it to full release very very soon!

The Holiday Event has ended!

The holidays are over, and the snow has finally settled in the labyrinth. It's not gone forever, just for now! The holiday rollback has just a few changes:

Bugfixes



  • Fixed the Full Heal option on Combat Defeat not Restoring Mana

Changes



  • Spell Costs now more accurately display their costs relative to your Mana Cost Reduction. Mana Cost Reduction affects the base Cost of the spell, and the Cost Multiplier (if the spell has one) as well as the Minimum Cost (if the spell has one)
  • The Shadow Walker's Passive Shadow Retreat second upgrade no longer increases the Shroud duration but instead Restores 15% of his Maximum Mana
  • The White Mage's Passive Spell Weaver no longer increases Cooldown Reduction and increase Mana Costs with upgrades. When unlocked it grants Debuff Resistance on Heal. Upgrades increase the Debuff Resistance gained and additionally increase the Target's Main Stat by 20 for a few turns

Buffs



  • Reduced the White Mage's Active Divine Touch first upgrade total Heal to 3 turns from 5
  • Increased the White Mage's Active Divine Touch second upgrade Damage Reduction to 35% from 25%

Nerfs



  • Reduced the Master Archer's Active Signal Out Stun duration to 1 turn from 2

Small Holiday Patch

This is just a tiny patch to cover a couple bugs that I stumbled upon (thanks to friends and comments for pointing these out)

  • Fixed the Duelist's Titan Takedown first upgrade not working until you got the second upgrade
  • Fixed the Dragon Slayer's Drink Their Blood passive granting a negative heal
  • Nerfed the Necromancer's unique weapon, Spirit Stealer, Health and Mana Steal chance to 25% from 50%

The Holiday Update is Live!

Patch 0.8 - Holiday

The Labyrinth has become a winter wonderland! A new boss, new item room, and new items have been added for a short period!
Also, I've changed the way Status Effects reduce their cooldowns. Now the cooldown is based on the turns that the SOURCE applies the effect. So if an Enemy Stuns you for 1 turn, the Stun won't immediately remove when your turn starts, but when the Enemy starts their next turn

Bugfixes



  • Combat doesn't roll over an additional turn when it ends
  • Fixed Pierce Damage being reduced by Armor (surprisingly this was a difficult fix)
  • Fixed the Nature Guardian Overgrowth Revive applying even if he didn't buy the second upgrade
  • Fixed the Arcane Hunter's Mana Surge Infinite breaking the game
  • Fixed the Arcane Mage's Deeper Knowledge Passive granting less and less Maximum Mana every time you loaded the game
  • Fixed the Cannibalism Weapon Special (giving 50% Lifesteal but preventing other Heal types) making certain Heals not work (for instance, after-combat revives and full party heals on combat defeat)

Additions



  • Added the Holiday Room. It grants you 1 of the 7 new exclusive Holday Items. Each item has an effect and a holiday-themed style! These rooms are relatively rare, but can spawn at any point in the run
  • Added a new Boss, the Jolly Man. He's a Mage whose spells revolve around making your party smell nice! Each active spell (except his last one) has an effect and makes your party smell a certain way, like mint or hot chocolate or pine. He then casts Scent Elf to spawn an Elf enemy that has different abilities depending on the current scent! The Jolly Man can spawn at any point in your run, so watch out!
  • Added the Scent Elves and the Jolly Man's unique items! I won't go into specifics but they're all really really cool!
  • Snowflakes are falling! They shouldn't impact performance as they don't spawn too frequently, but you can disable them in the options menu if you wish

Changes



  • The background has a more blue tint to make things seem a bit more icy
  • Listeners that convert change types (for instance, converting Attack Damage Dealt to Spell Damage) now always activate AFTER all other listeners for the old change type. This now means things like Damage Buffs apply their increase to the damage before it's converted (there was an issue where the Marauder's Shatter wasn't dealing nearly enough damage because the Divine Damage didn't account for Damage Buffs)
  • Status Effects no longer reduce their duration when the Target starts their turn, but now when the Source starts their turn. This allows for 1 turn stuns/silences/disarms to take affect. As a result I've nerfed some stuns from spells/items as technically they last longer now

Nerfs



  • Reduced the Tower Knight's unique weapon, Warhammer, Stun Duration to 1 turn from 2
  • Reduced the Assassin's Sharp Blade Damage to 100% (65% initial + 35% upgrade) from 135% (120% initial + 15% upgrade)
  • Reduced the Ninja's Shadow Strike Pierce Damage to 115% (100% initial + 15% upgrade) from 150% (130% initial + 20% upgrade)

My game is currently in an IndieGala bundle!

For a few bucks cheaper than here you can pick my game up as well as a whole bunch of other indie titles! The bundle can be found here. The bundle will be running for 2 weeks (meaning it ends January 1st), and the bundle price WILL increase after the first day, so if you were waiting for another sale now would be the time to pick it up!

Patch 0.8 is live!

Patch 0.8

The Spooky Update is no longer with us! *sniff sniff* hopefully you played the game during and picked up the new items!

We're inching closer and closer to full release! This patch overhauls all passive benefits from spells, showing them in their Buffs/Debuffs so there's no more confusion as to why an enemy's attacks or spells did something different!

This patch introduces the final Warrior enemy. All of the planned Warriors are now in the game! Mages and Rogues both have one more, and Archers have two more left. Almost there!

I've also overhauled the Shaman. His abilities and concept is simple, he's a weak healer at the start of the game but can be one of the most powerful allies at the end. I made his spells more complex, but kept the original concept of him being relatively weak in the early game but once you get upgrades he can be incredibly powerful

Due to the major changes to Infinite/Passive spells, your old save might not load properly. If the game is unable to load (even if you force load), you might be unable to load and have to restart. If that's the case then I really do apologize!

Bugfixes



  • Fixed the Cursed Room stacking its debuffs if you quit and reloaded while in the Cursed Room
  • Fixed the issue where you can still get Revived even if you have a debuff that specifically restricts it
  • Fixed the Fear issue where enemies wouldn't target your units with attacks/spells
  • Fixed Listeners that would activate twice if you were both the target and the source of a change
  • Fixed the Marauder's Infinite Spell Thief not working properly

Additions



  • Added the Cursed Warrior. He's a Warrior enemy whose spells revolve around more traditional Warrior abilities. He has an assortment of both damaging, debuffing, and buffing abilities. He's part of the Cursed line-up of enemies, and as such his passives grant him a large buff to damage at the cost of losing health per turn. He has a spawn of 66, meaning you won't see him until you're two-thirds of the way through your run
  • I decided I liked the Cursed Room so much from the Spooky Update that I've decided to keep it as a permanent addition to the game
  • Added caps to Offhands. Now each type cannot go above a certain threshold (for instance, Clubs cap out at 50% Cripple)

Changes



  • Made the Cursed Room slightly less common
  • There's a new tab in the Statistics page in combat specifically for the overhauled Spell effects
  • I tweaked Enemy Infinite Spell numbers while working through them, not too much to warrent making a huge list to each small change. But I rounded off some numbers to make everything seem more balanced. I am putting all Player spell changes no matter how insignificant as those affect you much more directly though
  • The Shaman's Debilitate second upgrade now reduces the Duration of Buffs the Target has by 2 turns on top of the Debuff Duration increase
  • The Shaman's Mass Heal no longer has an upgrade to increase the Heal on the Main Target, instead his second upgrade now Restores 20% of each Allies' Missing Mana (half as effective for the Shaman himself)
  • The Shaman's Revive second upgrade now increases the Heal by 25% (for a total of 60% with all upgrades) if the Ally has at least 100 Mana and spends that Mana. If the Ally has less than 100 Health, the bonus Heal doesn't apply
  • The Blood Mage's Health Fountain now grants bonus Maximum Health based on Constitution instead of Intelligence
  • The Blood Mage's Soul Tap now grants +0.35% Missing Health Heal per turn per level instead of +0.01% Health Regen per Intelligence per level
  • The Marauder's Thief Infinite grants +2 Gold gain per level, but the Health Threshold has been reduced to 35% from 50%
  • Changed the Hunter's Eye Gouge Passive. I felt it was a bit overly complicated, so I streamlined the ability. It now grants a 35% Blind (20% initial + 15% upgrade) from 50% (25% initial + 25% upgrade if the Target had less than 40% accuracy). Its second upgrade now grants a 50% chance to Bleed by 20% for the duration
  • Changed the name of the Arcane Mage's Infinite Spell Soulsteal. Since Soulsteal is Mana recovery on Attack, the name was wrong. The spell is now called Spiritsteal, which is the term for Mana recovery on Cast (in line with what the spell actually does)
  • The Banshee's Infused Claws now Blind on Cast instead of on Attack
  • Changed the Elder's Spell names so they weren't as long

Overhauls



  • Overhauled all Passive/Infinite Spell effects. For all classes (allies and enemies), you can see these passive benefits in combat
  • Overhauled the Shaman. His main spells have stayed relatively the same but with some major tweaks here and there. His spell costs have gone up, I've made him more reliant on Mana by removing the Channel Energy Passive and moving it to an Infinite Spell that increases either Mana Regen, Intelligence, or Max Mana per level. In place of the old Passive Spell Channel Energy is Overheal (which used to be an Infinite Spell), which increases Maximum Health on Heal

Buffs



  • Increased the Templar's Mana Fountain Passive Maximum Mana per Constitution to 5 (3 initial + 2 upgrade) from 4 (2 initial + 2 upgrade)
  • Increased the Dragon Slayer's Open Wounds Infinite Missing Health Damage per level to 1% from 0.5%
  • Increased the Knight's Titan Infinite Maximum Health Damage per level to 0.75% from 0.5%
  • Increased the Arcane Mage's Deeper Knowledge Passive bonus Mana per Intelligence to 7 (4 initial + 3 upgrade) from 6 (3 initial + 3 upgrade)
  • Increased the Sharpshooter's Blinding Strike Infinite Blind to 35% from 25%
  • The Ninja's Evasive Infinite Spell Health Threshold increased to 25% from 20%
  • The Bandit's Quick Hands now Steals 250 Gold from 35

Nerfs



  • Decreased the Arcane Mage's Spell Amplify Infinite bonus Spell Damage to 35% from 50%
  • The Shaman's Death Hex Damage is reduced to 100% (65% initial + 35% upgrade) from 125% (75% initial + 50% upgrade)
  • The Shaman's Death Hex no longer deals Divine Damage, it instead deals Spell Damage but has an upgrade that grants a 50% chance to convert the Damage to Divine each turn
  • The Shaman's Revive initial Revive reduced to 35% (20% initial + 15% upgrade) from 50% (30% initial + 20% upgrade)
  • The Shaman's Spirit's Blessing no longer grants a % chance to make a Spell Cast free, it instead grants a % chance to reduce the cost by 50%

Extending the Spooky Update because I just fixed a major bug

Hey guys, I was gone for the weekend and noticed as I came back that there was a really big bug in the game where if you went into the Cursed Room, continued down and exited the game that it wouldn't work properly when you reloaded. I fixed this bug and decided to keep the spooky content in the game for a little longer to ensure you get the proper experience. Sorry for taking so long to fix this!