Tiny Rogues cover
Tiny Rogues screenshot
Genre: Shooter, Role-playing (RPG), Adventure, Indie, Arcade

Tiny Rogues

What I'm working on

Hello fellow tiny rogues,

many people have asked what my future plans for the game are.

Gotcha!

Let's take a quick look into the near future of Tiny Rogues and find out together what's all the way up on my list of priorities.

0.1.6


This is the next update for Tiny Rogues and here is the rough plan of what it will add and change. The first draft of this version is already being tested on the PTR beta branch right now. A few more versions will come to PTR. I hope to push 0.1.6 to default branch at the end of next week, maybe a few days earlier, maybe a few days later.


  • New reworked meta progression system! Almost all Blessings will have new effects and soul economy and cost will be adjusted. (The game's design philosophy of allowing skilled players to beat the game without any investment into meta progression will stay. This change affects players that enjoy or require meta progression, e.g.: people who want to feel super powerful and people who need a little bit of help to beat the game.)
  • A lot of bug fixes. Basically 100% of major bugs and 80% of minor bugs found in 0.1.5 should be fixed.
  • New changes to Doppelganger's passive ability.
  • Slight adjustments of enemy difficulty throughout the game. You can expect just some very slight tweaking of projectile speeds, projectile amounts, enemy movement speed and enemy amount. This will also affect some bosses.
  • A rework to how bosses go into enrage.
  • Changes to make Soul Pylon spawning more consistent.
  • There is also going to be a new change that make Mega Death's enrage phase more punishing, that allows me to reduce the health of Mega Death but keeping the fight very challenging. Some timings of the Mega Death fight will be tweaked to make the fight a fairer and better telegraphed in some instances. In some other instances the fight was too easy and it will be made a bit harder. (for example, the beams will rotate faster)




0.1.7


(in 2 - 3 weeks)

  • A new system called "Cinder" that allows players to apply modifiers to the game to make it more difficult. It will add 20 unique difficulty modifiers that can be applied to make the game more challenging and punishing.
  • A new system that acts as a sort of single-player ladder or streaking system which ties in closely with the Cinder system.
  • At this point "Hardcore" mode will be removed and moved into the Cinder system as a modifier.
  • I will look into implementing cloud saves in this patch.
  • More bug fixes
  • More balance changes


0.1.8


(in 3 - 4 weeks)

  • Official controller (gamepad) support
  • More bug fixes
  • More balance changes
  • If time allows it, maybe a few more traits, equipment items and new event rooms


After 0.1.8


I have not decided yet, what I want to work on after 0.1.8.
There might be one more patch, 0.1.9 that adds a little bit of content like again traits, weapons, equipment items and event rooms.

After that the game will take a short break of patching that frequently and I will work 1 to 2 months (hopefully before Christmas or New Year ) on a bigger expansion in which I plan to allow players to open the first of the 2 big doors that can be found in the final room after defeating Death and progress into a new floor with new enemies, new weapons, equipment items and many many new bosses. Work in progress title for this completely free of charge early access expansion is Tiny Rogues: Hellfire.


Thank you for reading and thank you so so much for playing the game.

If you want to interact with the lovely community come join the official Tiny Rogues discord:
Discord Link

Gotcha again!

If you want to support the game even more, always remember that leaving a positive review on Steam and telling your favorite content creators about Tiny Rogues helps me most.



PTR Beta Branch Update - v0.1.6

A little bit of information about how I will handle PTR updates:

  • I will keep PTR updates short and unprecise.
  • PTR will change very often, more often than the "default" version of the game.
  • I'll only post PTR updates when a lot of changes come to PTR beta branch. Small hot fixes might not even be mentioned.
  • Please be aware, PTR is literally a testing / beta branch, it can very well happen that runs will completely break, you get stuck or the game crashes. Be aware of this if you record video content on PTR.
  • In case of critical bugs, while I will try to fix PTR as soon as possible, PTR is not as high on priority for me as default branch, so it might take a while to get a fix. My plan is for the default version of the game to be as stable as possible.
  • All changes are subject to change, on the PTR even more than on the default version of the game.


Here the rough summary of what changed in the update from 0.1.5 to 0.1.6 so far:
(Real patch notes will be written when the changes go to default version)

Changes / Features:

  • Almost all passive skills (meta progression) "Blessings" have been reworked and their prices have been adjusted
  • Applied an experimental change to armory rooms which should give you more weapons with scaling that you actually want
  • Soul Pylons now always spawn in Floor 3, 6 and 9.
  • Before exiting a floor with access to a soul pylon, you'll now be asked to confirm to go to the next floor.
  • You can now scroll the status effect list. Also made the panels a bit smaller.
  • Equipment doesn't grant immunity anymore. The items Plague Doctor Mask, Thieves Boots and Dragonscale Greaves have been changed and now have new effects.
  • Pyromancy Flame has been nerfed, not because it is too op but because it didn't make sense when comparing the Pyromancy Flame to the Mojo offhand, which was more specific (Poison Damage VS Damage Over Time) but gave less of a damage increase. The Mojos effect has also been changed.
  • Knight now gains 8% more damage per armor point
  • Tipsiness is now 8% increased damage instead of 10% per stack
  • Buffed the amount of gold obtained from Petrified Hoards and Golden Treasure Chests
  • Reworded infusion effect consumables to make it more obvious they will work for multiple weapons and are not just applied to 1 weapon.
  • Silver Serpent Ring has a new effect.
  • Purging Stones now don't recover health anymore when used.
  • Soul Pickups now are animated slightly and got a particle effect to be more noticeable.
  • Energy Shrines now provide +1 stamina instead of faster recovery speed
  • Soul Pylon health scales a bit differently now (more appropriate health for each level they appear in)
  • Death has slightly slightly less health
  • Soul Pylons now don't attack immediately when entering the room
  • The bone projectiles of the mummy enemies in floor 5 are now bigger and easier to spot.
  • Warrior now gets 25% more melee attack speed up from 20% more
  • New resolution option for 1680x1050
  • Made it so the Inferior modifier appears less often
  • The Harp weapon was changed, it previously had 2 APS but repeated 2 times, now it has 4 APS but doesn't repeat anymore. This change makes the Harp a lot nicer on the ears.
  • Deck Of Cards, Enchanted Bow, Frostbane, Laser Gun, Laser Rifle, Salamandra and Soul Thief Dagger now deal "Magical" damage type and will benefit and use Mana
  • The damage type "Magic" was renamed to "Magical" to avoid confusing with the weapon type "Magic"
  • Updated descriptions of Cluckeye Bow, Flame Treads, Horn Helmet, Kitsune Mask and Top Hat to give players more numbers
  • The dexterity trait "Cull The Weak" now gives 10% more damage dealt per status effect on enemy instead of 25% more damage dealt if at least one status effect is on enemy
  • HEAVILY adjusted the Soul Economy. All bosses now drop more souls, especially early on.
  • The "XP bar" now is a "Lvl Bar"
  • The damage bonus gained from upgrading the weapon at the blacksmith is now slightly affected by the hidden tier system for weapons. This means that if you upgrade a weapon early on it might be just a little bit stronger for longer.
  • Buffed "Lethality" from 100% critical hit multiplier to 125%. Crit was a bit weak after I nerfed the amount of Luck rewards you find from bosses.
  • Diamond Ring is back from an OCD inducing journey and now grants 10% crit chance again up from 8%
  • Most daggers have been buffed
  • Charon has raised his prices and now charges more souls for items
  • All scepters have been buffed
  • In Mega Death's beam phase, the beams now rotate faster.
  • Mega Death has a little bit less health.
  • Mega Death now will wait just slightly longer before teleporting into the middle when transitioning into the "Storm Of Souls" attack. The indicator for this teleport has also been increased in size.
  • Spore Flail and Sun Vortex flails have been buffed
  • Zweihander has been buffed and now hits twice
  • "Sword and Board" is now a dexterity trait, the damage of the shield bash attack has been increased by a lot
  • The Skull Ring is now more common
  • Butcher Cleaver has been nerfed, it accidentally dodged a nerf after the latest change to bleed where bleed was buffed to deal double damage
  • The Amethyst Ring is now unlocked by default, meaning in the first run ever, you'll be able to take 2 hits before you die, not only 1
  • The Life Drain Scepter and the Lifehunt Scythe have been changed, they don't recover health anymore but now have a chance to spawn healing pickup on kill
  • Glass Cannon now makes it so you take +1 heart of DMG instead of double damage.
  • Ethereal dice now cannot drop when at MAX traits
  • You now have a little more time to dodge "Storm Enchanted" lightning strikes.
  • Health recovery rewards now spawn "smarter", looking at your health to determine their rarity. (means if you are low health you'll find more recovery rewards, if you are full health, you'll find less)
  • Added a new system so now traits can dynamically display description texts. With this change, proficiency traits can now give more accurate numbers on what damage increase you can expect to get from it.


Bug Fixes:

  • Fixed a bug where equipment effects weren't always applied correctly. This should fix items like "Maiden Dress" now working more consistently. (at least it did in my own testing, but this stuff is tricky)
  • Fixed a bug where if you revived while having "Arcane Potency" (health = 0), you were alive with 0 hearts. Reviving while on 0 maximum health now will provide soul hearts instead of normal hearts.
  • Fixed a bug where in later floors a reward promised a helmet reward but it always resulted in a body armor reward.
  • Fixed a major bug where you could "equip" items into the wrong slot by using drag and drop.
  • Fixed a bug where all orbitals, for example from Inferno Potion would be destroyed upon "death", even if the player then got revived.
  • Changed / fixed the way "health bonus" equipment recovers health to player.
  • Kitsune Mask and Storm In A Bottle shouldn't damage bosses anymore before cut scene has ended.
  • Fixed a bunch of typos basically everywhere. (Change does not apply to these patch notes)
  • Fixed a bug where the character panel was not closed when entering boss room cut scenes
  • Fixed a bug where Berserker Potion promised 15% increased attack speed but actually gave 20% increased attack speed (this is technically a nerf)
  • Fixed a bug where the Runestone event in floor 7 didn't give a level up as it was supposed to
  • Fixed a small wording issue where the Circlet description said "spell attack speed" instead of "magic attack speed"
  • Fixed a bug where the game didn't save after spending souls on buying new classes



Steam Integration Hotfix - V 0.1.5 V1

Fixed a major game breaking error where if the game wasn't able to initialize the Steam API successfully, after going from one floor to the next, the screen wouldn't fade back in, essentially making the game unplayable.

Early Access Release Patch 0 - V.0.1.5

Early Access Launch Patch Notes



Major new features



  • New boss fight: Mega Death
  • New class: Doppelganger
  • New room type: Taverns
  • 13 new NPCs that randomly hang out in the Tavern
  • New "Tipsiness" buff that increases damage dealt. Talk to the tavernkeep!
  • New hotkeys: You can now access inventory slots with 1, 2, 3, 4, 5, 6, 7 and 8. Can be used to consume items or swap weapons quickly. (Configurable in Options Menu)
  • New hotkeys: You can now consume healing items in inventory with "H" and consume all buff items with "B". (Configurable in Options Menu)
  • New passive ability for "The Hero" class
  • 7 new traits (3 strength based: "Boozer", "Sword And Board", "Berserk", 3 intelligence based: "Power Of Nature", "Spellblade" and "Quick Cast", 1 dexterity based: "Gunslinger")
  • 5 new equipment items
  • Weapons that grant or inflict status effects now show what the status effect does when holding shift.


Minor new features



  • Added a new transition animation that shows moving from floor to floor.
  • New option to hide the "Reloading...", "Reloaded!" texts.
  • New option to confine mouse cursor
  • New option to switch back to system / hardware cursor
  • Cleric Robe now provides additional health recovered on revive. Previously just slowed down mana degeneration speed slightly.
  • All descriptions that mention health or soul health got reworded to just say "Hearts" or "Soul Hearts".
  • The tutorial now explains how to use bombs.
  • The "Hardcode Mode" tooltip now displays progress towards unlocking it and already states what it does, while not being unlocked yet.


Enemy balance changes



  • Both King Ooze and the Mind Flamer felt a bit DMG-spongey, so their health got slightly reduced again.


Trait balance changes



  • Buffed Discharge, it now deals 30% more damage against bosses.


Other balance changes



  • Buffed "Shock" again, it now increases damage taken by 8% per stack, previously 5%.
  • All DoT status effects now tick 1 time per second. Damage has been adjusted accordingly.
  • Substantially buffed "Bleed" it now deals 100% more damage. Bleed previously dealt the same damage as burn but ticked only 1 time per second, while burn ticked 2 times per second. This was fixed, so now bleed is at the same power level as burn and frostbite.


Weapon balance changes



  • Increased APS of "Enchanted Bow" from 2.5 APS to 3 APS.
  • Increased the DMG of "Paperbomb Kunai" explosions. Now 300-350, previously 250-300. Reduced the explosion cooldown from 5s to 4s.
  • Increased rarity tier of "Buster Blade" by 1. Increases strength scaling from C to B. Reduced DMG from 150-175 to 125-150.
  • Increased DMG of the yellow card of "Deck Of Cards" but reduced the area of effect radius of the red card a bit.
  • Grenade Launcher, Laser Rifle, Machine Gun, Rocket Launcher, Shotgun, Sniper Rifle and Triple Machine Gun are now 2-handed weapons.
  • Increased DMG of Dragonslayer Bow from 750-1000 to 950-1000. Dragonslayer Bow now deals 30% more damage against dragons.
  • Increased the Zweihander's bonus DMG from strength from +1 to +5 per strength. Reduced APS from 2 APS to 1.5 APS. Increased DMG from 150-175 to 175-200.
  • Increased DMG of Compound Bow from 175-200 to 225-250.
  • Increased DMG of Chlorophyte Bow from 150-175 to 175-200.


Bug fixes



  • Fixed a bug where Floor 8, 9 and 10 weren't using the correct room reward table. The rewards you'll find "late-game" might be a bit different now. This mainly affected weapon rewards of late-game bosses, which are guaranteed to grant weapons of higher rarity tiers.
  • Fixed a bug where infusions didn't consistently give 100% chance to apply their respective status effect.
  • Fixed a bug where player area damage got destroyed on room completion, which looked a bit weird sometimes.
  • Fixed a bug where the "Limit Break" trigger applied from Buster Blade persisted between runs.
  • Fixed a bug where Treasure Rocks would auto-pickup loot and thus it looked like some rocks didn't drop an item.
  • Fixed a bug where resetting the save state would not reliably reset the Steam stats and achievements.


Pre Early Access Patch 3 - V.0.1.4 V1

Last small update before release on the 23rd, this version seems really stable.
PTR will continue to patch though.

New features



  • Tips for adventurers are now marked by a small icon depending on if you have ever read them before.
  • Added "Hardcore" mode. Hardcode disables all passive skill blessings from meta progression. You have to defeat Death 5 times before you can play on Hardcore mode.
    Hardcore mode doesn't give you any extra rewards, unlocks or content and will never. Look at this option as a reminder that the game is always beatable even without investing into any meta progression systems.


Changes



Class Changes:



  • The Ranger's passive ability has been replaced by a new ability. "Survivalist: Find an additional random consumable on boss room completion.".
  • Reduced starting strength of the Deprived by 1. The Deprived now starts with 1 strength, 1 intelligence and 1 dexterity.


Other Changes:



  • Locked doors now have a key hole.
  • Added heart icons into the descriptions of room rewards like blood chests and blood shrines.
  • Blood shrines can't kill you anymore.
  • Non-on-death effect area damage is now being destroyed on room completion.
  • When the player is instant-killed by the game, the damage number now says "INSTANT DEATH" instead of "99999999".


Balance changes



Meta Progression System Changes:



  • Coin Bag starting gift now grants 20 gold up from 15 gold at start of run.
  • Green Blossom starting gift has been replaced by a new starting gift. "Compass: While in inventory you will find boss rooms 1 room earlier.".
  • Ethereal Dice starting gift price has been reduced from 1500 souls to 1000 souls.
  • Blacksmith Whetstone starting gift has been replaced by a new starting gift. "Storm In A Bottle: Summons a storm that damages enemies for a short duration.".
  • Phoenix Pendant starting gift has been replaced by a new starting gift. "Tent: Fully recovers health and cures poison once. Can't be used in combat.".
  • Increased the cost of "Broken Hero Sword", it now costs flat 10 000 up from 9999. (Sorry Sifd, your save state will have to deal with the OCD inducing number for eternity.)


Equipment Changes:



  • "Enchanted Quiver" rarity tier reduced by 1. Now grants 15% increased bow fire damage up from 10% increased bow fire damage.
  • "Magic Quiver" rarity tier reduced by 1. Now grants 25% chance to trigger a refire with bow attacks up from 20%.
  • "Quiver" now grants 20% increased bow damage up from 10% increased bow damage.


Weapon Changes:



  • Increased the DMG of "Dragons Breath" from 50-75 to 100-125.
  • Reduced the DMG of "Blastbark" from 350-400 to 275-300. Increased the dexerity scaling from C to A but also increased the rarity tier by 1.
  • Increased the DMG of "Battle Axe" from 150-175 to 175-200. Reduced the time it takes between the first attack and the automatic second attack from 0.2s to 0.1s.
  • Increased the DMG of "Mechanical Crossbow" from 175-200 to 225-250.
  • Reduced the DMG of "Doom" inflicted by "Doomerang" by 25%. Reduced the DMG of "Doomerang" from 125-150 to 100-125.
  • Reduced the DMG of "Chakrams" from 125-150 to 100-125.
  • Reduced the DMG of "Flamarang" from 150-175 to 125-150.
  • Reduced the DMG of "Magical Boomerang" from 75-100 to 50-75.
  • Reduced the DMG of "Sawblade Boomerang" from 150-175 to 125-150.
  • Reduced the APS of "Thorn Chakrams" from 4 APS to 3 APS.
  • Reduced the DMG of "Twin Chakrams" from 100-125 to 75-100.
  • Reduced the DMG of "Vortex Glaive" from 150-175 to 125-150.
  • Reduced the DMG of "Wooden Boomerang" from 100-125 to 75-100.
  • Increased the DMG of "Chlorophyte Bow" from 125-150 to 150-175. Increased APS from 4.5 APS to 5 APS. Improved the homing behavior of the arrows.
  • Increased the DMG of "Ruby Wand" from 125-150 to 175-200.
  • Increased the DMG of "Muramasa" from 100-125 to 125-150.
  • Increased the low-end DMG of "Moonshine Greatsword" from 150 to 175.
  • Reduced volume of "Cluckeye Bow" and "Grenade Launcher".
  • Increased the DMG of "Grenade Launcher" from 250-275 to 275-300.
  • Increased the DMG of "Machine Gun" from 100-125 to 125-150.
  • Increased the DMG of "Revolver" from 150-175 to 175-200.
  • Increased the DMG of "Sniper Rifle" from 650-700 to 700-750.
  • Reduced bullet spread of "Triple Machine Gun" a little bit.
  • Increased the APS of "Harp" from 1.5 APS to 2 APS.
  • Reduced the DMG of "Magic Missile Wand" from 125-150 to 100-125.
  • Increased the DMG of "Razor Wand" from 125-150 to 150-175.
  • Increased the APS of "Rift Wand" from 2.25 APS to 2.5 APS.
  • Increased the DMG of "Spectral Blade Wand" from 100-125 to 125-150.
  • Increased the bonus bleed DMG of "Butcher Cleaver" from 200% more to 250% more.


Trait Changes:



  • Arcane Potency now limits maximum health to 1 heart.
  • Mage Blood now doesn't reduce strength of potions anymore.


Other Balance Changes:



  • "Close Range" threshold has been increased from "< 4 units" to "< 5.5 units".
  • "Power Potion" now grants 20% increased damage down from 30% increased damage.
  • "Berserker Potion" now grants 15% increased attack speed down from 20%.
  • "Mana Potion" have had their "slower mana degeneration rate" stat removed. Instead, they now spawn Mana Stars periodically while in combat.
  • The status effect "Amaterasu" has had it's duration increased by a lot.


Bug Fixes



Crash Fixes:



  • Fixed a crash that happened when FPS was uncapped and some GPUs ran the game on multiple millions of FPS. Thank you Jeyk for helping me figure out what the problem was that caused the crashes.


Bug Fixes:



  • Fixed a bug where the vsync setting would sometimes reset.
  • Fixed a bug where "Laser Vizier" of weapons wouldn't be turned off during game over.
  • Fixed that boulders / rocks that dropped wouldn't be destroyed on room completion.
  • Fixed that the "Statue of the Goddess of Sin" event wouldn't subtract gold.
  • Fixed a minor bug with the label placement in the player class inspector in character selection.
  • Fixed an oversight were if certain events killed you, "Defy Death" and "Revives" wouldn't be triggered.














Patch Manifesto and Highlights

Patch Manifesto and Highlights:



  • A lot of weapon scalings have been adjusted. The game now tries to follow a guideline, of giving "better" weapons better scalings, so that players can judge more accurately, which are "good" and which ones are "bad" weapons. This also means, some "bad" weapons that were clearly overtuned have been nerfed, but don't worry, in compensation I buffed the drop rate of "Epic" and "Legendary" weapons, so you will find better and more awesome weapons now.
    Internally, every weapon has a rarity or power tier, which goes "Common, Uncommon, Rare, Epic, Legendary". I tried to make it now so, that you can spot a "Rare" weapon by seeing "C - B" scalings. You can spot "Epic" weapons by "A" or "S" scalings. You can spot "Legendary" weapons by multiple "A" or "S" scalings.
  • Daggers have been completely reworked. They now aren't "Attack 3 times" attack-speed power houses, but try to be more of a "hit slower but deal critical hits" kind of weapon. Some effects have been adjusted too.
  • Big Swords have been reworked a bit. Most of them gained a new unique effect to stand out because all 2handed swords have quite similar behaviour.
  • "Discharge" trait has been reworked completely.
  • I fixed a major bug due to which, some bonuses from attributes (health, stamina, mana) wouldn't be always applied.
  • I made a lot of improvements to performance.
  • There has been some minor nerfs to armor items.
  • I buffed some of the later bosses and floors just by a little bit, because they were steam-rolled too easily.
  • A big change to how the meta progression currency "Souls" work. You now, cannot use souls, you've collected in a previous run in a next run. You will start with 0 souls. This change has been made because of a) lore reasons, your new character is a new character, it makes no sense they have access to previous souls and b) because it opens design space for me to give players more opportunities in the run to spend souls without getting too powerful just because "the bank" has been filled before, this is also important if you want to speedrun the game, you now don't rely on like - farming souls before you try to achieve a better run. This change also has the nice side effect, that people who don't like meta progression can still use souls during the run because effectively, souls are now just a 2nd type of gold.
  • Some might have noticed, that in later floors, if weapons were offered by a shop, the weapon could already be upgraded slightly. This behavior now also applies to weapons found in treasure chests and in armory rooms and should make switching weapon late in a run a bit easier.
  • A lot of the meta progression passive skills have been nerfed. The game became too easy too quickly. I don't want to go too much into detail, but obviously right now the game doesn't get harder, only you get stronger. After release, I will focus first and foremost on adding increased difficulty to the game, so that speccing into meta progression systems makes more sense for those who want to.
  • There has been a bug fixed, where "Poison" would use the biggest hit applied to calculate damage for all 10 stacks. This has changed and it's now an average of all hits that applied a stack. This is a big nerf to crit poison builds which were absolutely annihilating everything. In general, playtesting showed that critical hit builds were just too powerful compared to non-crit options, so I nerfed critical hit traits and equipment slightly - it is still very powerful.


Check out the complete patch notes here if you care: https://store.steampowered.com/news/app/2088570/view/5800096198459728060

Pre Early Access Patch 2 - V.0.1.3

Balance Changes:



Weapon Changes:



  • Nerfed attack speed of "Paperbomb Kunai" from 3APS to 2APS. Nerf damage per stack from 250-300 to 150-200 damage fire damage. Increase cooldown from 4 seconds to 5 seconds. Increase Paperbomb duration from 30 seconds to 60 seconds.
  • Increased range of "Apprentice Wand" from 50 to 90. Reduced damage from 125-150 to 100-125.
  • Increased range of "Crude Bow" from 90 to 100. Increased damage from 125-150 to 150-175. Reduce APS from 3 to 2.75.
  • Adjusted the "Wooden Sword" starter weapon to feel a bit more snappy. Reduced APS from 2.75 to 2.5 and increased damage of "Wooden Sword" from 100-125 to 125-150.
  • Nerfed "Wooden Boomerang" damage from 125-150 to 100-125.
  • Nerfed "Crescent Axe" damage from 225-250 to 175-200.
  • Buffed "Laser Gun" dexterity scaling from B to A and intelligence scaling from E to D.
  • Small behaviour changes to "Kunai". Additionally, "Kunai" damage got buffed from 150-175 to 175-200 and APS got nerfed from 3.5 APS to 2.5 APS.
  • Nerfed "Butcher Cleaver" from 2.25APS to 2APS and nerf it's strength scaling from A to B.
  • Buffed "Butcher Cleaver" "more bleed damage" affix from 100% more bleed damage to 200% more bleed damage.
  • Reduced APS from "Rainbow Staff" from 2.75 APS to 2.5 APS.
  • Reduced APS from "Mjolnir" from 2.5 APS to 2.25 APS. Increased damage from Mjolnir's lightning strike from 200-300 to 250-300. Increased cooldown from Mjolnir's lightning strike from 0.1s to 0.5s.
  • Nerfed the "Hand Axe" (warrior starting weapon) DMG from 175-200 to 125-150.
  • Adjusted and nerfed "Blowpipe". Dexterity scaling reduced from B to E. APS adjusted from 3 APS to 1.5APS but instead it now shoots 3 darts in a rapid succession instead of 2.
  • Nerfed "Shuriken" from 4 APS to 3 APS and nerfed the dexterity scaling from A to C.
  • Nerfed "SMGs" damage from 80-100 to 75-100 and nerfed the dexterity scaling from B to D. Increased reload time from 1 second to 2 seconds.
  • Nerfed "Candy Scroll" intelligence scaling from A to B. It now drops 5 candy pieces instead of 6 and spreads them over a radius of 5 instead of 4.
  • Nerfed "Fireball Wand" DMG from 100-125 to 75-100. As compensation, "Fireball Wand" will now always inflict "Burn".
  • Nerfed "Poison Throwing Knives" from 3 APS to 2.5 APS.
  • Buffed "Harp" damage from 125-150 to 175-200. Nerfed "Harp" intelligence scaling from B to C but buffed dexterity scaling from D to C. Reduced rarity by 1 tier.
  • The "Greatsword" has been removed.
  • New weapon "Moonshine Greatsword". Big sword weapon that deals Magic damage which means it profits from mana while still being a "melee" weapon. Scales with intelligence at an A level.
  • "Zenith" got buffed and now shoots a projectile with a random damage type and also inflicts the corresponding status effect.
  • Added a new unique effect to "Buster Blade", it now grants you the "Limit Break" status effect for 1 room after defying death, which increases critical hit chance by 100% for the duration of that room.
  • Added a new effect to "Zweihander", "Goliath: Adds +1 DMG per strength.". Increased "Zweihander" rarity by 2 tiers.
  • Added a new unique effect to "Katana", it now does an automatic additional empowered attack that inflicts Bleed when you successfully dodge enemy damage.
  • Reworked all "Dagger" weapons. They now aren't fast attacking weapons but try to focus more on dealing slower big hits. Some daggers have gained new special effects.
  • Buffed "Ceremonial Knife" dexterity scaling from E to C.
  • Buffed "Golden Skean" dexterity scaling from C to B.
  • Buffed "Soulthief Dagger" intelligence and dexterity scaling from B to A.
  • Buffed "The Hungry Blade" dexterity scaling from C to B.
  • Nerfed "Magical Boomerang" DMG from 100-125 to 75-100. Reduced rarity by 1 tier. Nerfed intelligence scaling from A to C.
  • Nerfed "Freezing Scepter" intelligence scaling from A to C.
  • Increased "Life Drain Scepter" intelligence scaling from D to C.
  • Nerfed "Mana Scepter" intelligence scaling from B to C and increase damage from 85-110 to 100-125.
  • Nerfed "Toxic Scepter" intelligence scaling from A to C but increase explosion radius from 4 to 5.
  • Nerfed "Blizzard Scroll" from B to C.
  • Buffed "Explosion Scroll" intelligence scaling from D to A.
  • Nerfed "Firestorm Scroll" intelligence scaling from C to D.
  • Buffed "Thunderstorm Scroll" intelligence scaling from C to A.
  • Increased the rarity of "Toad Plague Scroll" by one tier.
  • Buffed "Ex Mortis" intelligence scaling from B to A.
  • Removed dexterity scaling from "Firebomb Codex" and nerfed intelligence scaling from B to C.
  • Buffed "Spider Summon Tome" DMG from 100-125 to 175-200. Nerf APS from 2.25 APS to 2 APS. Increased the rarity by 2 tiers.
  • Buffed "Volcanic Codex" intelligence scaling from C to S.
  • Nerfed "Arc Staff" intelligence scaling from B to C and nerf APS from 2.25 APS to 2 APS. Nerfed DMG from 150-200 to 125-175.
  • Removed strength scaling of "Crimson Staff".
  • Buffed "Holy Staff" intelligence scaling from C to B.
  • Increased "Lightning Staff" rarity by 1 tier. Increased intelligence scaling from C to B.
  • Nerfed "Prism Staff" intelligence scaling from S to D.
  • Increased "Staff of Unlimited Power" intelligence scaling from A to S but nerfed DMG from 100-125 to 75-100.
  • Buffed "Vilethorn" intelligence scaling from C to B.
  • Buffed "Beetle Wand" intelligence scaling from D to B.
  • Increased "Blasting Wand" rarity by 1 tier. Buffed intelligence scaling from B to A.
  • Buffed "Blight Wand" intelligence scaling from A to S.
  • Increased "Bubble Wand" DMG from 75-100 to 100-125. Nerfed APS from 5 APS to 4 APS.
  • Reduced "Dragon's Breath" APS from 10 APS to 8 APS. Buffed intelligence scaling from C to S.
  • Buffed "Flame Wand" intelligence scaling from A to S.
  • Buffed "Flame Wand" intelligence scaling from A to S.
  • Increased rarity tier of "Holy Bible" by 1 tier. Reduced DMG from 225-250 to 200-225.
  • Nerfed "Holy Bolt Wand" intelligence scaling from C to D.
  • Nerfed "King Bible" DMG from 250-300 to 200-250.
  • Increased the rarity of "Unholy Bible" by 1 tier.
  • Nerfed "Leaf Wand" intelligence scaling from B to D.
  • Buffed "Ruby Wand" DMG from 100-125 to 125-150. Increased rarity by 2 tiers.
  • Increased rarity of "Shock Wand" by 1 tier.
  • Buffed "Slither Wand" intelligence scaling from C to B.
  • Removed dexterity scaling from "Spark Wand".
  • Nerfed "Tornado Wand" intelligence scaling from B to C.
  • Nerfed "Battle Axe" strength scaling from B to C.
  • Increased rarity of "Berserker Axes" by 1 tier.
  • Nerfed "Double Axe" strength scaling from B to D and dexterity scaling from D to E.
  • Buffed "Gimmershred" strength scaling from B to A and dexterity scaling from C to A.
  • Buffed "Stormbreaker" strength scaling from A to S. Removed intelligence scaling.
  • Nerfed "Tomahawk" strength scaling from B to C and dexterity scaling from C to D.
  • Increased rarity of "Poison Sickles" by 1 tier.
  • Nerfed "Big Chomper" strength scaling from S to A and increase rarity by 1 tier.
  • Reduced "Spore Flail" rarity by 1 tier.
  • Removed dexterity scaling from "Echoing Fury" mace.
  • Increased "Morning Star" DMG from 225-250 to 275-300. Reduced APS from 2.25 APS to 2 APS. Reduced strength scaling from A to B. Increased rarity by 1 tier. Increased range from 60 to 65.
  • The "Quecholli" explosion radius went from 4 to 6.
  • Reduced "Reinforced Club" strength scaling from A to C.
  • Buffed "Windhammer" strength scaling from B to A.
  • Increased "Halberd" DMG from 150-175 to 175-200. Reduced strength scaling from B to C.
  • Nerfed "Naginata" strength scaling from S to A and dexterity scaling from C to D.
  • Nerfed "Poleaxe" strength scaling from B to D.
  • Nerfed "Trident" strength scaling from A to C and buffed dexterity scaling from D to C.
  • Buffed "Broad Sword" DMG from 150-175 to 175-200 but redcue strength scaling from B to C. Additionally, small long range projectiles of it deal 25% of total damage down from 50%.
  • Nerfed "Falchion" strength scaling from B to C.
  • Buffed "Frostbane" strength and intelligence scaling from B to A.
  • Nerfed "Pirate Saber" strength scaling from C to D and dexterity scaling from B to C. Increased range of special projectile from 80 to 100.
  • Removed "Rapier" strength scaling and reduced dexterity scaling from A to C.
  • Buffed "Starfury" strength scaling from A to S.
  • Nerfed "Chakrams" dexterity scaling from B to C.
  • Reduced rarity of "Flamarang" by 1 tier.
  • Nerfed "Sawblade Boomerang" dexterity scaling from A to B and dexterity scaling from B to C. Nerfed "Sawblade Boomerang" DMG from 175-200 to 150-175.
  • Nerfed "Vortex Glaive" intelligence scaling from C to D.
  • Buffed "Blastbark" bow dexterity scaling from E to C.
  • Nerfed "Composite Bow" dexterity scaling from B to C.
  • Nerfed "Enchanted Bow" dexterity scaling from B to D.
  • Reduced rarity of "Helix Bow" by 1 tier.
  • Buffed "Longbow" DMG from 175-200 to 200-225. Nerfed strength scaling from D to E and dexterity scaling from C to D.
  • Buffed "Sniper Bow" damage from 100-125 to 125-150. Nerfed strength scaling from D to E. Nerfed dexterity scaling from A to C. Nerfed more damage multiplier at far range from 300% to 250%.
  • Increased rarity of "Snow Angel" by 1 tier. Nerfed dexterity scaling from A to B.
  • Removed strength scaling from "Storm Cloud" bow. Added intelligence scaling of E. Buffed dexterity scaling from D to B. (Scaling does not effect the lightning strike procc.)
  • Nerfed "Thorn Bow" dexterity scaling from A to C.
  • Buffed "Winged Bow" DMG from 150-175 to 175-200 but nerfed dexterity scaling from B to C.
  • Buffed "Buriza" strength and dexterity scaling from E to B.
  • Buffed "Demon Repeater" dexterity scaling from A to S.
  • Nerfed "Double Crossbows" dexterity scaling from A to D.
  • "Full Auto Crossbow" now has a reload time of 2 seconds down from 2.5 seconds. Dexterity scaling increased from C to B. It also changed a little bit, it now doesn't attack 10 times in a row but instead has an APS of 8 with a magazine size of 30. (previously APS of 1 and magazine size of 1)
  • Increased "Hellsingers" rarity by 1 tier.
  • Reduced "Pus Spitter" rarity by 1 tier and increased dexterity scaling from E to D.
  • Increased "Relic Crossbow" rarity by 1 tier.
  • Increased "Sling Pistols" rarity by 1 tier. Increased dexterity scaling from B to A but removed intelligence scaling.
  • Buffed "Grenade Launcher" dexterity scaling from D to C.
  • Nerfed "Laser Gun" dexterity scaling from A to C.
  • Buffed "Laser Rifle" dexterity scaling from C to A and increased magazine size (shots before reload) from 30 to 45.
  • Nerfed "Revolver" dexterity scaling from B to D.
  • Buffed "Rocket Launcher" DMG from 750-1000 to 900-1000. Increased rarity by 1 tier. Buffed dexterity scaling from D to A and buffed intelligence scaling from C to A.
  • Added +10% critical hit chance to "Sniper Rifle".
  • Buffed "Snow Cannon" DMG from 100-125 to 125-150. Buffed dexterity scaling from D to B. Increased rarity by 1 tier.
  • Buffed "Triple Machine Gun" dexterity scaling from C to A. Buffed "Triple Machine Gun" DMG from 100-125 to 125-150.
  • Buffed "Machine Gun" DMG from 75-100 to 100-125.
  • Nerfed "Kunai" dexterity scaling from B to C.
  • Buffed "Lightning Javelin" dexterity scaling from B to S.
  • Nerfed "Molotov Cocktail" DMG from 200-225 to 175-200. Buffed dexterity scaling from E to C.
  • Buffed "Paperbomb Kunai" dexterity scaling from C to B.
  • Nerfed "Throwing Javelin" dexterity scaling from B to C.
  • Nerfed "Throwing Knives" dexterity scaling from B to C.
  • Buffed range of "Poison Sickles" from 85 to 100.
  • Increased damage of "Death Sickles" from 100-125 to 125-150 and increased APS from 4.5 APS to 5 APS.
  • Nerfed "Thorn Chakrams" APS from 4.5 APS to 4 APS. Nerfed dexterity scaling from C to D. Nerfed DMG from 75-100 to 50-75.
  • Buffed "Gungnir" DMG from 150-175 to 175-200 and increased chain lightning range from 6 to 10.
  • Buffed "Dragonslayer Bow" DMG from 500-600 to 750-1000.
  • Increased radius of "Toxic Scepter" explosions from 5 to 7.



Enemy Changes:



  • Fixed a cheese where players could stand still in phase 1 of final boss attack 3.
  • Made some improvements to "bounce" behaviours of big enemies like "Death" or "Red Dragon" bosses.
  • Increase the radius of the "Minotaurs" shockwave when he dashes against a wall.
  • Increased the health of "Death".
  • "Exorcists", the minions Death have had their health increased. They now move smaller distances, which leads to more shooting on their side.
  • Death has had most "between attacks" wait-times reduced.
  • Death moves quicker to center of arena to prepare for a new attack now.
  • Some text indicators for Death's attacks have been shortened in duration.
  • The duration of Death's nova phase has been reduced by 4 seconds which means the best phase to DPS Death down has been reduced in length, this makes also the harder phase during the enrage a bit easier though.
  • Increased the health of "King Ooze" and "Mind Flamer" again as at the end of floor 9 most runs near Full-Build which made these bosses get bullied too much.
  • King Ooze trained in a hyperbolic time chamber and now is a bit speedier, waiting a lot less time between attacks and getting wailed on by the player.
  • The game isn't even out yet and the "Mind Flamer" is already sick of being bullied by drive-by adventurers. Increased movement speed of Mind Flamer. Mind Flamer apparitions now persist in the phases that follow the first attack. Mind Flamer apparition had their health massively increased. Increased the radius of Mind Flamers Psi-Lightning-Strike attacks.
  • Increased health of "Aboleth", "Cloaker", "Drow Hunter", "Flying Brain" and "Ooze" enemies in Floor 8 slightly.
  • Increased movement speed of "Flying Brain" and "Purple Worm" very slightly.
  • Increased health of most enemies from Floor 7 to Floor 10 very slightly (Floor 10 received "biggest" buffs but it's still only slightly).
  • Reduced time to live of "Death Knight" slam projectiles in floor 10.
  • Speed up activation speed of "Death Tyrant" laser beams in floor 10.
  • Increased health of "Kraken" a little bit because he is very much a big bullet sponge. Increased his movement speed very slightly and he bounces 1 less time in his first attack phase.
  • "Pharaoh" boss movement speed has been increased very slightly.
  • "Pharaoh" bounces reduced from 5 to 4 in first attack phase. Increased attack rate slightly in first phase.
  • Increased attack rate of "Fire Of Anubis" (spawned by Pharaoh boss) slightly.
  • "Raging Spirits" in floor 2 will now move faster and thus attack more often.
  • Made "Lich" boss in floor 2 a little bit faster and made him shoot just a few more projectiles.
  • Nerf the health of "Banshee" boss slightly.
  • Frozen Enchanted has been buffed, increased radius by 1 and increased spawn rate.
  • "Thorn Enchanted" attack rate has increased slightly.
  • Increased the spawn chance for Mimic rooms and Basilisk rooms.
  • Reduced duration and amount of projectiles spawned by the Zombie-Arms that are thrown when a Zombie dies.


Trait Changes:



  • Increased stamina gained on hit cooldown by "Relentless Assault" from 1 second to 2 seconds.
  • Nerfed "Adrenaline" trait from 50% more damage after taking damage to 40% more damage after taking damage.
  • Nerfed "Bloodthirsty" trait from 30% more damage to 25% more damage.
  • Nerfed "Lethality" trait from +125% critical hit multiplier to +100% critical hit multiplier.
  • Buffed "Momentum" from 12% increased damage per momentum stack to 15% increased damage per momentum stack.
  • Buffed "Decay" from +40 damage to DoTs to +50 damage to DoTs
  • Buffed "War Caster" from 20% more to 25% more
  • Changed "Opportunistic" from 20% more attackspeed to 30% increased attack speed
  • Nerfed "Single Out" from 30% more damage to 25% more damage.
  • Nerfed "Static Blows" lightning strike damage from 175-250 to 175-200 but increased radius by 0.5.
  • Buffed "Piercing Shots" trait from +1 pierce to +2 pierce.
  • "Arcane Potency" now grants 8% more damage down from 10% per soul heart.
  • REWORKED "Discharge" trait.
    New trait description:
    "Stops mana degeneration. When you attack at full mana, discharge all mana to deal massive area damage."
    Additional information: Discharge selects it's damage type based on your weapon's damage type. It can deal fire, cold, lightning or magic damage. Discharge gains additional damage and radius from mana consumed.



Meta Progression Changes:



  • Nerfed "Ambush" blessing from 4% more per level to 2% more per level (10% at max). It now lasts only 5 seconds not 10.
  • Nerfed "Finesse" blessing from 4% attack speed per level to 2% attack speed per level (10% at max).
  • Nerfed "Precision" blessing from 2% critical hit chance per level to 1% critical hit chance per level (5% at max).
  • Nerfed the 3 simple damage Blessings , from 4% per level to 2% per level (now 10% total at max). (regards, "Ash Forst and Storm", "Dirty Techniques" and "Ruthlessness").
  • Nerfed "Master Bomber" Blessing from 20% bomb damage per level to 10% bomb damage per level.


Other Changes:



  • Poison duration on player has been reduced by 1 room, from 5 to 4 rooms
  • Increase the expansion speed and radius of "Molten Enchanted" explosions.
  • "Green Blossom" consumable now grants "+1 stamina for 10 rooms" instead of "Doubles stamina recovery rate for 10 rooms".
  • Reduced the prices of items in "Spice Merchant" and "Kuo-Tao Shopkeeper" shops.
  • Big nerfs to Poison and Burn. Burn going from 50% of infliction hit to 30% of infliction hit. Poison going from 25% of highest inflicting hit to 20% of highest inflicting hit.
  • Nerfed "Frostbite" status effect from 50% of inflicting hit damage to 30%. (same as burn).
  • Nerfed the way stacking Damage Over Time effects work, instead of DMG being based from the highest hit, it now takes the average of the hits that applied stacks. This is a big nerf to Poison Crit builds.
  • The upgrade cost at the special "Soul Forge" in Floor 8 went up from 100 souls to 200 souls per upgrade.
  • The "Deprived" now starts with a "Plank Shield" which grants +1 armor and breaks after being damaged.
  • Increased rarity of Luck Potions and nerf Luck potions from 2 luck for 5 rooms to 1 luck for 5 rooms.
  • Luck pickups are now less commonly appearing in shops.
  • Fixed the conversion of "Mana Degeneration Rate" to "Mana Regeneration Rate" when allocating "Discharge" trait. It now takes the inverse of increases and multipliers affecting mana degeneration rate, effectively increasing mana regeneration rate.
  • If you have the "Discharge" trait, the character panel will now correctly display "Mana Regeneration Rate" instead of "Mana Degeneration Rate".
  • Armory rooms can spawn "limited to lategame" weapons 1 floor earlier now, additionally the weightings of rarity tiers have been adjusted, you should find more higher tier weapons. (this is a buff)
  • Nerfed "Wrath" potion effect from 20% critical hit chance to 10% critical hit chance.
  • "Shock" now applies 5% increased damage taken per stack instead of 10% increased damage taken per stack.
  • Nerfed the amount of gold the "Bandit" gets from their passive skill.


Equipment Changes:



  • The "Tower Shield" now reduces movement speed by 10% instead of 5% and grants only +2 armor down from +3.
  • "Buckler" shield now provides +20 health (+1 heart) instead of +1 armor.
  • "Knight Shield" now provides +1 armor instead of +2 armor.
  • "Steel Plate Armor" now applies -10% movement speed like the "Tower Shield".
  • "Mithril Armor" now grants less armor, from +3 to +1 but also grants +1 death defies now.
  • "Clover Pendant" (+1 luck) rarity went up by 1 tier
  • "Lightning Boots" damage and radius have been buffed
  • "Flame Treads" damage has been significantly increased


Bug Fixes:



Weapon Bug Fixes:



  • Fix amazon spear attack bug dealing only 7% of damage every 2nd attack
  • Fixed that the cooldown of "Paperbomb Kunai" did not work correctly.
  • Fixed naming of "Machinegun"s into "Machine Gun".
  • Fixed that "Deck of Cards" used to apply "Stunned" but Stun has been removed from game. Now yellow card deals bonus damage.


Enemy Bug Fixes:



  • Fixed the name of "Mjolnir" mace.
  • Fixed the Range descriptions of Big Swords.
  • Fixed a bug where weapon "Lightning Strikes" would not scale with area radius modifiers.


Trait Bug Fixes:



  • Fixed a bug where "Barbarism" trait would never apply ever.
  • Fix a bug where "Colossal Might" trait would actually give 100% more damage instead of the described "50% more" (this is a nerf).
  • Re-word "Constitution" trait description.
  • Re-word description of "Relentless" trait.
  • Fixed the description of "Single Out" indicator, it stated "20% more". (now got nerfed, so it now says 25%)
  • Fixed the status effect description of "Brawler" trait, it stated you gain 20% more damage, changed it so it accurately says 25% more.
  • Fixed a bug where the damage bonus promised by "Arcane Potency" damage per soul heart, didn't actually apply.


Other Bug Fixes:



  • Fixed the "Rune Stone" and the "Excalibur" event.
  • Fixed rounding stamina recovery time and stamina regeneration rate displayed values in Character Panel
  • Fixed spelling mistakes for items that grant immunities (not "imunities").
  • Fixed that the "Cross Pendant" that drops from Coffin Event was being hidden under coffin instead of on top of it.
  • Fixed a bug where "Spider Queen" could get stuck in arena walls and suffocate to death.
  • Fixed a bug where you could die to Poison while having the Glass Cannon trait.
  • Fixed displayed status effect names of "Ambush-Indicator", "From-The-Shadows-Indicator" and "Genie-Wish-Indicator".
  • Fixed particle effects attached to Spinner Weapons not pausing and clearing correctly when goin to next room.
  • Fixed a bug where the item panel of the "Green Blossom" pickup was moved somewhere to the top right.
  • Fixed that the "Tropical Fish" status effect was only active for 1 room instead of permanently.
  • Fixed on-hover outline of Pyromancer sprite in class selection.
  • Fix "window tab button" background darkening on hover.
  • Fixed that sometimes non-prompt text boxes would prevent player from attacking when hovering over the text box (often noticed after boss fights started).
  • Fixed the "Wizard Statue Event", which accidently used the behaviour of the "Golden Monkey Statue" event.
  • Fixed that the Wizard, Ranger and Knight statue didn't apply +1 level on inspection.
  • Fixed a small bug where the "Game Over" banner would glitch out for 1 frame when the camera was done zooming in and out.
  • Fixed a bug where some background colors of UI elements were just so slightly different from the supposed background color of the game.
  • Changed wording for "Deprived"-unlock from "unlock -" to "acquire all other classes".
  • Fixed gaining "From The Shadows" status effect from "Shadowsneak Dagger" even if spam attacking.
  • Tried to fix a bug where gaining the "Berserker Rage" status effect granted by "Berserker Axes" would lead to a short lagg spike. (will have to observe if it occurs again)
  • Fixed a bug where player could get stuck between "Sunken Ship" treasure chest and the shipwreck.
  • Damage Numbers have been refactored and now should never cause any lagg ever. (before, in rare occassions they could)
  • Refactored how the game queries internal stats. While most people with a good PC should have never noticed the useless calls done, some people with worse PCs (like me) sometimes had very very tiny lagg spikes in later levels when a lot of buffs and stats were accumulated.
  • Fixed 2 major bugs where the passive stats (health, stamina, mana) from attribute points, would not be applied correctly or not removed correctly (in case of negative attribute pickups).
  • Fixed a bug, where if an enemy was in "knockback"-state, it could be knocked-back again before the previous knockback has finished.
  • Fixed a bug where "Curse" didn't get removed after buying curse immunity at the Statue of the Goddess of Sin.
  • Fixed the duration of "Cursed Frenzy Shrine" effect.


Exception Fixes



  • Fixed an exception from Mana Display HUD element.
  • Fixed an exception that would occur when Dagger weapons were offered in a shop.
  • Fixed a bug where dying from Poison while having Glass Cannon would lead to an exception.
  • Fixed an exception that would occur when killing enemies with the fire trail of "Flame Treads".



Changes:



  • Made it so the game starts in windowed mode when first time starting it.
  • Players now can't collide with "enemy corpse parts" anymore which is a little less fun but also sometimes was a bit annoying when a big chunk of dead enemy blocked a door from being entered.
  • Adjusted minimum room sizes of Jungle (bigger), Volcano (smaller), Halls of Agony (smaller), and Death's Fortress (smaller).
  • Adjusted some room widths of event rooms to prevent room reward descriptions from overlapping.
  • Now, when you Block or Evade, you become invincible for half of normal invincibility duration to prevent being hit immediately after blocking or evading.
  • Purging Stones are now more common when you are cursed.
  • Antidote Potions are now more common when you are poisoned.
  • The character panel now shows "base attributes" separately from attributes gained by events and equipment.
  • Area damage (circular damage) now will not deal damage if the width of the shockwave is very small, making it fairer to predict when the shockwave of an enemy attack (e.g.: Cave Ogre Slam Attack) actually has ended or not.
  • The tutorial does now not require the player to open and close the explained menu panels anymore before proceeding.
  • Add a hint to tutorial that Dashing costs 1 stamina point.
  • The Bonfire in class selection screen will now put shame on your if you press the play button without having a character selected.
  • Added a tooltip above the "play button" to "select a character class" while non is selected.
  • Dialogue message boxes are now hidden when going Game Over.
  • While having "Resolute Technique" critical hit related traits like "Lethality" and "Precision" cannot appear anymore and vice versa. Note that "Swagger" will still appear as the guaranteed critical hit from Swagger circumvents Resolute Technique's effect.
  • Added the stamina point icon into many descriptions that mention stamina.
  • When upgrading a weapon, if the maximum level is reached that the used crafting way can upgrade to, the text "MAX!" will be appended to spawned feedback text.
  • Added an explanation to "The Hero" class, where it states that he will start with a random weapon from the tutorial after the tutorial has been completed.
  • Added the heart icon to more descriptions that reference health.
  • The phoenix now turns into an egg during her invincibility phase.
  • Reduced volume of "Spider Summon Tome" impact.
  • Changed the sound effect of "Comet Scroll" impact.
  • Reduced volume of "Laser Gun" reload sound.
  • Make some slight visual tweaks to "Rainbow Staff" beam attack.
  • Increase the pickup range of Souls by a lot.
  • The "Shooting Range" event now grants +1 level in addition to +1 Dexterity if the target is hit with a ranged weapon from a certain distance.
  • Revive count is now displayed in character panel "misc" tab.
  • Added missing armor icon to descriptions and texts that reference armor.
  • Added and improved indicators of "On Death Effects" of certain enemies.
  • The game now mutes itself when losing window focus (e.g.: when alt-tabbing) but be aware, the game still "runs in background". Can be changed in options menu.
  • Increased size of "X" markers for secret rooms on floor.
  • Fixed some typos of event room texts.
  • Added a new stat "Weapon Bonus Damage Per Attribute" which adds flat bonus damage to damage with weapons per dexterity, strength or intelligence.
  • The "Longsword" has been renamed to "Shortsword".
  • The "Shortsword" has been removed.
  • "Broken Hero Sword" gift placeholder has been removed and now the "Broken Hero Sword" is in the game.
  • Removed particle effects from Blizzard Scroll because snowflakes by itself are already noisy enough.
  • Reduced volume of Lightning Strike sounds slightly.
  • The mechanic that sometimes would upgrade weapons found in shops by default has now also been applied to weapons found from Treasure Chests and in Armory rooms. (this happens on later floors)
  • The minimum maximum health is now 20 (1 Heart), so when you get cursed at 1 heart, you are still at 1 heart.
  • Add a collectible for "The Hero" class which is unlocked by default.
  • The collection menu now displays "WINS" (times you defeated Death) per class.
  • Rooms will now wait for "On Death Effects" to despawn before completing.
  • The timer now stops when you defeat Death.
  • Added a version number display to Pause Menu.
  • There is now a resolution option for "3440x1440". Also, this kind of means the game supports ultra-wide now. I will keep an eye on this, would love feedback.
  • Meta progression currency "Souls" don't carry over from previous runs into new runs now. You will start at 0 souls each run.
  • The special shop keeper "Charon", who sells items for souls, is now more commonly found.
  • Removed 1-frame long skips on enemy death. This is sometimes used in games to give games more game feel. Personally I found, in bullet hell genre, this felt more like short lagg spikes.
  • When playing as the "Deprived" auto-equip is now permanently disabled so to not accidently equip a body armor, boots or helmet when going for the achievement.
  • Minimum age of actors / enemies is now 0.25s down from 0.5s before they can get damaged. (Mostly noticeable against bees.)



See you everbody on 23rd when the game comes out! I can't wait for everybody to get to play. But as you see from the amount of bug fixes and things like performance improvements, I really needed those 2 weeks.
Thank you for your patience and thank you for all the kind words and wishlists!

Pre Early Access Patch 1 - V.0.1.2

After the first big play-test with friends and also the first youtube content creators, I had a lot of things to fix and tweak.
I want to get into the habit of noting down my changes and then making patch notes, that's how real game developer do it, right?

Balance changes:



  1. "Paperbomb Kunai" secondary action now has a cooldown of 4 seconds.
  2. Weapons that use ammo now "unload" when unequipped.
  3. Nerf "Halberd" weapon attack speed and damage slightly.
  4. Nerf the strength of "Colossal Might" trait, now granting 50% more damage and 30% less attack speed.
  5. "Spinner weapons" such as Flails or Bibles now "charge" their damage value in an exponential curve from 0% to 100% depending on extended range in order to avoid the playstyle of spam-clicking to deal massive amounts of damage.


Visual tweaks and bug fixes:



  • Some weapon descriptions have been reformatted to reduce width of item panels
  • To reduce UI clutter, now when you compare items on the ground and then hover the weapon in your inventory, The compared item panel on the ground gets hidden.
  • Adjusted radius and expansion speed of sweep attacks from "Halberd" and "Energysaber" because they were a bit visually jarring to look at.
  • Fixed the status effect indicator for the passive skill / blessing "Ambush" not being applied.
  • Fixed a bug where the character panel tab buttons would glitch out, being confused about their supposed visual state.
  • Fixed a bug where when closing the character panel tab buttons label could disappear completely if the "flicker animation" on click has not finished playing yet.
  • Fixed that the option "Small Mouse Cursor" was enabled by default.
  • Fixed a bug where the "disabled image" (red X) would be behind disabled offhand slot and not in front of it when wearing a 2-handed weapon.
  • Fixed a bug where "Stage Progression Conditions" for example used to unlock the "Pyromancer", "Warrior" and "Cleric" classes, would require to progress 1 floor beyond what was specified.
  • Fixed multiple exceptions that would sometimes occur in character selection when selecting gifts.
  • Fixed some spelling mistakes and phrasing issues of the tutorial.
  • Adapted the "Random Dice Reward" description to say "Random Dice Item" instead of "Random Dice" in an attempt to trigger less people about grammar.
  • Reduced volume of "Bow Attack Sound" and "Crossbow Attack Sound" to make it less obnoxious to play with fast attacking weapons.
  • Changed the project settings so that the game now "runs in background".
  • Fixed a major bug where souls gained recently (which are internally not "applied" yet at that point) would respawn if tabbing in and out of the game. Also added a fail-save for souls applying when finishing "flying towards the bonfire".
  • Applied a fix to the movement behaviour of "Neptune" boss in his "bounce around arena" phase.
  • Slightly increased the health of these bosses: Neptune, Kraken, Phoenix, Red Dragon, Cerberus, Succubus, Mind Flamer and King Ooze.
  • Moved the camera options to the top of the "gameplay"-tab of the options menu.
  • Reduced default value of "Camera Aim Strength" to 25%.
  • Fixed that non-revealed and locked doors were interactable before being revealed (meaning, before room completion), this means you now only gain the information "is a door locked" or not after completing the room.
  • Fixed indicator radius of "Storm Enchanted" enemies not being the same size as the actual damage from the lightning strikes.
  • The version number display is now hidden while the options menu is open in the title screen.
  • You can now close Inventory and Character Panel with ESC key. This means at first, ESC will close all menus and only Pause the game when all menus are closed, requiring now 2 key pressed to pause the game if you have the Inventory or Character Panel open.
  • Adjusted dual-wield crossbows aim direction alignment with actual aim direction (again).
  • Made cursed shrines less common.
  • Tweaked the expansion speed and ease of "Cave Troll" enemy slam attack a bit.
  • Buffed "Flying Brain" enemy, they shoot lasers more often, move faster and have more health.
  • Reduced passive skill / blessing (meta progression) costs by a lot to make it less "grindy". Also reduce the cost of some weaker starting gifts a bit.
  • Fixed a bug where the collection button of the "Deprived Class" wouldn't update visually when the class got unlocked
  • Fixed a bug where the number of how many times "Death" has been defeated was not submitted to Steam to track achievement progress.
  • Darkened the color of equipment slot background icons to make it easier to see if an item is already equipped or not.
  • Fixed a spelling mistake in the description of "Poison Filled Jar" consumable.
  • Fix a bug where the dialogue boxes would not reset when being hidden, appearing in full size for 1 frame when a new message came up.


Changes to death effects:


I was not happy with how death effects treated players pretty unfairly. I reworked all but 1 enemy with inherent death effects to be more fair to play against.

  1. Reworked "Wisp" enemy death effect, now spawns a mortar on death, similar to how "Zombie" enemies in floor 4 work.
  2. Reworked "Blaze" enemy death effect (previously spawned a nova of fire projectiles), now spawns an exploding area of effect similar to the "Molten" elite enchantment.
  3. Reworked "Ooze" enemy death effect (previously spawned some random projectiles in nova on death), now spawns 3 slimy mortars that explode into more projectiles on impact.
  4. Reworked "Snake" enemy, removing the death effect (previously spawned poisonous projectiles on death), now instead leaves a short trail of normal small projectiles while moving.


New features:



  • Added a little skull indicator icon above doors that lead into boss rooms.
  • Added a panel which lists credits and acknowledgements in title menu.
  • Add a new small feature, "Tips for adventurers" which are signs that spawn in Spawn Rooms of floors and tell you about weird game mechanics. There are 10 signs, they are randomly shuffled but cycled through, so they don't repeat.