Wayward Souls: Curse of Shadow cover
Wayward Souls: Curse of Shadow screenshot
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Genre: Role-playing (RPG), Adventure, Indie, Arcade

Wayward Souls: Curse of Shadow

5/7 Update - Arena Revamps 2

More Arena revamps, this mostly completes the mode now except tweaks we'll make based on feedback. This update also has a bunch of fixes and small features.

1.0 Launch out of Early Access should be around the end of the month! The price of the game will raise to $15 at that point.


List of Changes



Arena

- New final boss at the end of Arena! It's based on the Shadow boss, except now he summons a new pool of Nightmare enemies
- The double bosses on final Arena floor will no longer die at the same time the other boss dies
- Summons removed for Duelist and Soulkeeper
- Gladiator Giant health reduced 900 -> 600
- Duelist health 700 -> 400
- Soulkeeper health 700 -> 500
- Arena second waves chance of normal spawn replaced with a chance for nightmare enemy spawn, single size
- Nightmare enemy spawns for Arena are now set to difficulty -2 (less enemies, but still a good amount). This is both for the third waves and the fourth wave boss support enemies
- Arena Floor 7 (Golems) difficulty is decreased from 8 -> 7 to adjust for the small size of the fighting space
- Arena's end floor now has 8 ammo crates instead of 4
- Arena chest coins reduced 5000 -> 4000
- Fixed a bug with the Arena Floor 10 (Catacombs) fourth wave that would prevent progress
- Extra Arena chest for Endless hats has been added to Floor 10 (Catacombs)
- Fix for chests spawning in Arena walls sometimes

Other

- Replay story off should disable the post final boss cutscenes
- Fixes for the 6 Gifts and Eternal achievements
- Retroactive check for the above
- Eternal achievement will also check for the Endless Crown and award itself if you have it

- Dead end warps should now not spawn directly next to fountains, entry rooms, and downstairs exit rooms
- Different modes should now have different grave sprites

- SECRET HAT

5/2 Update - Arena Redesign

Starting a big redesign of Arena mode, so it's more appropriately the final challenge of the first six characters. The next update will also add more Arena changes including a new final boss.

Arena may be a little buggy right now due to all the changes at once, let me know if there's any problems.

1.0 Launch out of Early Access should be some time this month! The price of the game will raise to $15 at that point.

List of Changes



Arena

- Arena floors now have one less wave
- 3rd wave of most Arena floors now do a nightmare only enemy group, of double group size
- Final wave of Arena floors now spawn two floor bosses instead of one
- Floor boss wave now includes a nightmare only enemy group to support them

- Arena now spawns 4 crates/urns per floor instead of 2
- Small fountain on each floor upgraded to the normal big fountain

- Arena Final Boss fights changed. Find out how!
- Gauntlet Bearer enemy summon time is now 4 seconds slower, so 33% longer than before

- Fixed an enemy spawning out of arena bug for Unterdrudges

Other

- Training Room 2 (with catacombs enemies) now appropriately spawns the forge and respawning urns

- Trying +100 per floor for coins in Gauntlet, up from +80
- Trying 5000 per chest in Arena, up from 4000

4/26 Update - Catacombs Training Room and More

Continuing twice a week updates until 1.0 Launch out of Early Access, which will be in May. At that point, the price will increase to $15.

This update has the training room change to add Catacombs enemies, along with a bunch of fixes and tweaks. Notably, the coins for the challenge modes increase a lot with this update.


List of Changes



- Training Room now gets the Catacombs monsters as soon as you beat Tower as any character

- Cultist Slime and other pets, like fire sprite scrolls, now work in Arena
- Renee Arn Wrappers (the new kick bomb) now no longer get nullified by the Aged Hourglass

- Endless Mode now adds 2 extra coins per floor to the coin chests. So 152, 154, 156... this gets more and more crazy as you get 100 floors in and beyond
- Gauntlet Mode now starts at 100 coins per chest, and adds 80 coins per floor. So 100, 180, 240, 320, 400, 480. This should make it give a lot of coins over time, if you can run the mode fast
- Arena Mode now gives 4000 coins per chest. This will give you 8200 coins if you can reach the end

- Adventurer Bomb now gets 9 charges, with 3 charges gained per ammo drop
- Adventurer Bomb's + version now has a 20% larger blast radius

- Thorned Servus (the Bearer summons) health goes down from 8 -> 3
- Baron now flashes red before his 3 hit charge attack
- Floor 14 of Labyrinth now has a warpback in the end room
- Fixed a room layout in Tower where the traps would often get blocked by statues
- Crusade (Gallus Mode) now allows graves to spawn, at the same rate and chance as Labyrinth
- Gold Shrine cost in Labyrinth reduced from 1000 base to 800

- Changed text for beating Gauntlet and Arena

4/22 Update - Loot on Minimap, Cheevo Fixes

This update has a couple features we wanted to get in for awhile, including loot showing up on the map, and some fixes and polish. This update should hopefully cover all of the previous achievement issues, let me know if any are still around.

Going to try to keep twice a week updates going until the 1.0 launch, which is now looking like early May. For the 1.0 launch out of Early Access, we will be increasing the price to $15.

Next up: Character and boss tweaks, some changes to Arena mode, and some additional small features.

List of Changes



- Loot drops (ammo and one use items) will now show up on the map as white dots if you didn't pick them up

- NEW! indicator for hats you've found, but haven't worn yet
- Hat list now properly previews alternate colors when toggled
- New hat

- New rare dungeon room
- Added moss traps to Mines floors

- Fixed an issue where mushrooms could spawn in the orc sky areas

- Sound and Volume meters in settings use graphical bars instead of text now

Cheevo Corner

- Hat Connoisseur now retroactively rewarded on character select
- Diamond Soul rewards properly on clear now
- Diamond Soul is now retroactive
- Possible fixes for Paragon and Wayward Souls cheevos

4/17 Update - More tweaks

Another update, we're mostly hunting bugs and making tweaks before the 1.0 launch to exit Early Access. This should be ready late this month or early the next.

When we hit 1.0, the price of the game will increase to $15.

I'm checking the discord and comments for feedback. Also doing a lot of playtesting coming up for all characters, and more tweaks to the Paladin bosses. I'm also thinking of an Arena revamp to make the later bosses more interesting. Other than that, it's mostly bugs and feedback for the next updates.


List of Changes



- More tweaks and fixes to the new tooltip system for standing still

- Dead end warps added to Gauntlet

- Warrior's Ophian Shield (the short parry window one) now has its damage area of effect increased by 12%, both versions

- Warrior Steel Plate now works properly for both versions. Before, the non-upgraded version was supposed to work on a chance basis, but this never worked properly

- Warrior Steel Plate non-upgraded version now adds a -20% penalty to energy regeneration. The + version removes this

- Warrior Magebane Gauntlets now has its chance to work removed for the non-upgraded version. This also never worked properly

- Gauntlet Butler health reduced from 900 -> 700
- Gauntlet Baron health reduced from 700 -> 600

- Title screen "press a button to start" now glows

4/12 Update - Small Fixes

Smaller update this time, though we're going to do another one mid-week. We're heading towards our 1.0 launch to exit Early Access, at which point the price of the game will increase to $15. I'll keep doing reminders of this leading up the to launch, so everyone knows about the change.


List of Changes



- Fix for monster cultists and some others using the player Cultist's void attack. This would damage other monsters, and disappear if the player stepped into it

- Tweaks for the Arena Library floors so that there's less chance of monsters getting stuck in bookcases

- New variants for the Moss trap rooms

- Fix to correct Rogue's tooltips
- Updated names for the tooltips

- Return to start teleporter added to one of the big shadow themed rare rooms

- Other misc room tweaks

4/9 Update - Tooltips

We're going to shoot for Early Access 1.0 launch late this month, or early next month. At that time, the price will increase.

We're next heading more into the bug list and also looking at player feedback.


List of Changes



- Mage's Cloudcast staff changed. The power attack no longer stuns, and has a smaller area of effect (80 down to 54). It now takes much less energy to use the power attack, from 2.3/2.0 to 1.4/1.1, making it the cheapest power attack option for the mage

- Standing still for a couple seconds will now display your current abilities, and what buttons are assigned to them

- Scroll of Light changed, the hitbox of it should now feel more accurate

- Shadow rooms in Arena tweaked, with some AI changes to make them hopefully teleport back into the rooms if they escape.

- New rooms added, including a new trap room mechanic

3/30 Update - Credits Level and Mouse Keybinds

New update that adds the credits level! We changed it so that you get it at a different time from the mobile version.

List of Changes



- New Credits Level accessible by beating the Paladin storyline, found in the menu

- You can now bind buttons to the mouse

- Fixed a bug in Arena where sometimes an enemy group would not spawn, making it so you could not progress. This usually happened during Faceless levels

- New hats

3/23 Update - Arena Adjustments

Getting back to uploading builds. We had a big delay with fixing the iOS version (same team for both, and it kept lingering on). Now we'll be finishing the PC version with the remaining changes and features we want to add, and launching 1.0

List of Changes



- Arena difficulty has been increased by two ranks, with the first floor increased by one rank instead. This puts it at higher than Gauntlet difficulty, by each wave
- New special wave types for Arena

- Paladin Silver Boss (F) now backstabs much faster, with a wider and longer hitbox
- Paladin Silver Boss (F) has a shorter cooldown for her poison bomb

- New rooms

- Gallus Prologue boss should now work properly

- Fixes for an Arena exploit where you could avoid the doors closing

2/15 Update - Paladin Bosses Part 4

Paladin's story mode is now compete, with a new boss added. We will likely tweak him after some feedback, but this should be the last boss-focused update. Next up: Remaining features and fixes before 1.0 launch!


List of Changes



- Paladin's final boss is now in the game
- Paladin ending can now be reached
- Paladin's story mode now has 21 floors

- Gallus Prologue boss now revamped
- Paladin's fountains now heal for slightly less, 6 and 3 for mini-fountains instead of 8 and 4. We plan to tweak this by having his fountains also give ammo for his abilities
- New fountain appearance for Paladin
- Paladin fountains now emit an attack that damages and stuns enemies

- Room tweaks

- Blythe, Gallus boss', and Paladin boss' sword now has 10% less range and arc width.