The new update V0.3.5 focuses on a simplified, clear talent tree that can offer new gameplay options with the help of selectable talents. This update is also a step towards bringing more transparency to calculations, values and active states in gameplay.
The new talent tree
The new talent tree is designed to be easy to understand and clear. It also offers new flexibility, as you have three trees that you can configure and change the active talent tree at any time. This means fewer talent tree resets are necessary!
As before, a maximum of 49 points can be distributed across the talents. Each talent node must be fully filled (with 5 points) to unlock the linked node below.
The 3 passives can be changed in each talent tree at any time. Passives are special changes, such as Iron Stand, Safe Distance, Glass Cannon and Phoenix. In addition to revising the existing ones, 6 more passives have been added. We already have more in the works that are in an active test phase and will be included in future updates.
Hero states in the game
It is important to us that players understand the game better and can recognize whether the hero has an effect or a special state.
In the game, permanent effects (as long as they exist) are shown with a gold border, short-term positive effects with a green border and short-term negative effects with a red border.
This means that if you have selected the passive “Phoenix”, you will see a corresponding icon with a gold border as long as this effect is still available.
If you are hit by a snowball mortar, you will see the slowing effect with a red border for 2 seconds.
The talent “Safe Distance” now also shows an icon if you are in a position that enables the damage bonus.
This opens up completely new possibilities for future passives or special properties on legendary items.
Revision of the hero statistics
Here too, there was a lot of confusion, especially with the representation of where the values came from. We have also completely revised this and standardized it across all values.
The change is as follows: if there is an underlying maximum limit, this is shown in gray. If the value has a base value, this is then displayed. Then all values from equipment, talents and attributes are summarized in "bonus". If a passive changes the value, it is shown as "change by passive".
The attributes have already been completely revised with additional information in the last update.
Standardization of directional and position-related movement
All types of movement now use the same technical movement scheme, so there are no longer any differences between mobile + WASD and mouse control.
This change was necessary because some blocking dungeon decorations could be overcome on mobile, while the position-based controls made it impossible to get past.
Changelog
Effects/hero status icons added in gameplay
Talent tree with 10 passive skills revised
Hero statistics and tooltips revised
Trap information and translations improved
Monster life and weapon damage adjustments in level range 1-10
Difference between direction and position-based movement fixed
Shop counters fixed in editor
Hero preview for league ranks fixed
Outlook
The next major update will include a revision of skills to cause more direct damage and, above all, to simplify touch and future controller controls.
Here, there will probably also be initial balancing changes to monsters, which have better movement patterns and behave more intelligently.
We also currently have a very lively discussion on our Discord server about improving league and PvP battles. We look forward to hearing your opinion!
The bug fix for preventing movement through obstacles in the last version V0.3.3 caused it to no longer be possible to walk properly over non-blocking dungeon decorations when using directional controls. This update fixes the problem and allows the hero to rotate instantly, even when facing a wall or railing.
Update V0.3.3
We have a small bugfix patch fixing an urgent problem with blocking dungeon components.
Happy looting! Oliver and Andra
Update V0.3.2 - Improved Tooltips & Controls
Dear community,
The new update V0.3.2 is primarily a preparation to fully support controllers in the future. In the next updates, we will gradually revise the navigation interfaces in the game and replace them with unified control elements that can also be navigated using controllers.
In addition, some tooltips have already been revised so that they are easier to see and are no longer covered by other interfaces. The tooltips in the hero information have also been expanded so that players can get more background information in the game.
Another important point is that we have corrected the bug that made it possible to walk past blockages or pass them by dodging on mobile devices. Please report dungeons that are problematic to us so that we can mark them as invalid.
What's coming with the next big update?
The next big update will include a revision of the talent tree. We have received and collected a lot of feedback in the Discord over the last few weeks and would like to give you more options to distribute your points better. As previously announced, we will also enable new offensive builds through this.
All changes in V0.3.2
Standardization of controls in preparation for full controller support
Tooltips improved and expanded
Various translations improved
Fixed a bug that allowed movement through traps
There's an offer!
You can now buy Tormentis 30% cheaper. Take your chance!
we are very happy to be able to provide you with the new update V0.3.0. From now on we will display the version in 3 digits, with the second digit being increased for major changes and extensions, while the third digit is adjusted for minor improvements and bug fixes.
Blacksmith: Reforging
Reforging allows you to improve your equipment. Reforging can only be done on items that have not yet been enchanted!
You can select a property for an item that you want to change. Once you have made your decision, only the property that has already been changed can be rolled out again. When reforging, you get the existing property and two randomly generated properties to choose from.
Legendary items have locked properties. These can also be reforged, but only the property value can change.
New Item Property: Resist Interruption
The original topic has already been raised several times that it is not good game design to have to use a certain skill or a certain legendary to open the chests. We agree with this and have worked out a solution that allows every player to open chests without interruption using the equipment.
The new property Resist interruption can appear on 6 types of items (head, shoulders, chest, hands, legs, feet) and can have a bonus of 10% to 20%. Each enchantment increases the value by a further 2%. This makes it possible to get a maximum bonus of 30% on a single item and not be interrupted with 4 items.
New creatures: Chicken & Golden Chicken
Since we don't yet have a creature in Tormentis that can fill rooms to their maximum capacity, there are now finally chickens! that can fill any room with 1 dungeon defense.
The white chicken can be purchased regularly in the dungeon shop for gold. The Golden Chicken is a variant with a few more life points that will be available as a special reward in the league.
Game News
By popular request, we have now embedded the latest news in the lobby. These currently refer from all platforms to Steam News, as this serves as a central information and discussion platform for us.
Interface in transition
You will already notice that the interface (UI) has changed slightly, has uniform and optimized sound effects, and the behavior of buttons and tooltips has also improved.
We plan to complete controller and Steam Deck support for Tormentis in the course of the second quarter. As soon as we have a version in which navigation through all menus works, we will of course let you know!
Turkish translation
We are very happy that we can now offer a translation to Turkish-speaking players. Many thanks to Talsung and his help in translating Tormentis into Turkish.
Full list of changes
Blacksmith - reforging added (will be unlocked with campaign 2.3)
new creatures: chicken, golden chicken (league reward)
Tormentis has its own cursor
linked Tormentis news on the start screen (lobby)
new property on items: resist interruption
auction house search expanded with new property
new translation: Turkish
deselection of items fixed when enchanting
adventure editor: selection fixed after element has been placed
offline mode: bug corrected that showed incorrect values for level and experience
translations improved
Update V0.2.2.0 - Movement & Adventure Improvements
Dear community,
As announced, we would like to introduce you to the next major update. In addition to the first part of the improvements to hero movement, some major suggestions that have been discussed in the Discord and Steam community over the past few weeks have also been implemented.
Movement
This update makes Tormentis more dynamic and allows you to react more spontaneously to situations. The often mentioned blocking of the hero has been reduced enormously, so that it no longer blocks a full APS duration as before, but only 0.25 seconds.
All animations have been adapted to the new duration, so that the hero's attacks feel much better. In addition, this short blocking allows movement between attacks.
Dodge
The dodge skill has been completely reworked because it looked very clunky in one movement. This has been changed so that you can activate dodge in a running movement and the heroes continue to move smoothly.
In addition, the cursor direction is now used as the evasion direction in the mobile version instead of the direction of view.
Dungeon Openings
As requested several times, the new update includes dungeon openings that count down with a counter before the time starts to run out.
Adventure Improvements
With the new update, it is possible to mark adventures as favorites, which are then displayed as the first adventures. There is also a new marker for new adventures, which are displayed with second priority 7 days after release.
As preliminary work, you can already see the fastest 3-star runs of adventures. These will soon be able to be viewed as replays.
List of all Changes
Improved movement
Shortened blocking by skills
Revision of the dodge skill
Dungeon openings with countdown
Adventures can be marked as favorites
New adventures receive a mark
Adventure top 3 star ranking
Dodge on mobile devices in the direction of the cursor
Auction house bidding dialog improved
Frozen replay window fixed
We have tested the changes very intensively. If you still notice small glitches in animations, please let us know and we will take care of it as soon as possible.
The rewards for the new season will be revised in the next few days with another update! An animal surprise awaits you!
Have fun with the new update!
Your Tormentis team Oliver and Andrea
Happy New Year & Roadmap First Half of 2025
We wish the entire Tormentis community a Happy New Year and look forward to many exciting moments!
To give you an overview of what will happen next with Tormentis, we would like to present our roadmap for the first half of 2025 with you today.
January 2025: iOS Launch
Tormentis will also be available on iOS devices at the end of January, an exact launch date will be published soon. We are very excited to give MacOS users the opportunity to crossplay on their Apple mobile devices.
February 2025: Hero Movement
The movement system is planned to be revised by the end of February at the latest. This includes 360° movement as well as a faster and better response to skills and movements. Also, skills can be canceled at the beginning of execution if you move during the execution and urgently need to change position.
If we manage it, we will split this change into two patches so that the first improvements and changes are implemented in January before the iOS launch.
April/May 2025: Guilds & Raid Bosses
Tormentis will receive a very large expansion, as guilds will be introduced in which you can summon and attack raid bosses together with the guild. This will be the first major co-op expansion for Tormentis.
This expansion is planned for the second quarter. Anyone who knows our mobile game Heroes and Merchants will already be able to imagine a little more about it. More information will be published in the coming weeks!
Other planned changes
In addition to the major topics, we want to restructure and expand the talent tree so that there are also sufficient opportunities to play offensive builds and great talents such as glass cannon can be used equally.
In addition, we also want to introduce the first interactive events in Tormentis, in which there is not only seasonal dungeon decoration, but in which players are required to participate and complete tasks.
In addition to the big updates, you also gave us some really great suggestions in Discord, some of which we would like to implement over the next few months!
There have been many small patches in the last few days, like version 0.2.1.0 today, which primarily introduces performance and graphics settings in the game.
The Android launch of Tormentis made it imperative to add performance options and additional graphics settings to improve playability on older mobile devices. Of course, we also wanted to make these options available to the desktop version, because they have been requested for quite some time.
We would like to take this opportunity to thank this great community here on Steam and on the Discord server. It is really great and very motivating to see how many of you believe in Tormentis and want to add ideas and suggestions for improvement.
That you can get an overview of what we are planning to do with Tormentis in 2025, we will publish a rough roadmap middle of January!
If you want to have a look at Tormentis, take your chance now! Tormentis is 35% OFF in the winter sale.
We wish you a happy and relaxing holiday and a good start to the new year!
Your Tormentis team Oliver and Andrea
Update V0.2.0.3 - Trophy Balancing
As announced, we have revised the trophy points that you receive or are deducted for winning or losing player dungeons.
The changes were made primarily to make the game more fun and to ensure that you are not put off by possible trophy losses. We want the game to remain competitive, but we don't want a situation in which players think about whether it would make more sense not to attack at all. The game should be fun and large amounts of trophies can be collected in a season!
Attacks are much better rewarded and defeats are much less punished!
We also no longer want to penalize “weak” dungeon designs - this means you no longer lose trophy points when you are attacked.
We have identified issues in the calculation of the effective dungeon level that result in dungeons being marked as easy because their calculated effective dungeon level is very low, even though they are hard to beat.
The calculation has now been revised so that the strongest 30% of the dungeon components now make up 75% of the effective dungeon level.
An extreme calculation example old vs. new: Level 50 players - max. 400 dungeon defense - 120 dungeon defense with level 50 monsters and traps - cleverly placed = very dangerous and insurmountable under level 30
Old calculation = effective dungeon level: 15.0
New calculation = effective dungeon level: 37.5
We have carried out very intensive tests with the new trophy rewards and the results look very promising. We will be watching very closely over the next few weeks to see what happens, how you play with the new trophy rewards and what your opinion and feeling of the game is after the change. This will probably happen with seasonal surveys.
Even though the season is currently running, this adjustment is absolutely necessary. In the future, we will make such adjustments when the season changes in order to have the same conditions throughout.
We are looking forward to exciting action, brave players and entertaining battles!
Your Tormentis team Oliver and Andrea
Update V0.2.0.2 - 4 new languages
We've added 4 new languages in beta status to support Japanese and Scandinavian players
Changes: - Beta language support: Swedish, Norwegian, Finnish, Japanese - Fixed a bug that occasionally caused framerate drops on lightning pillars