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Genre: Role-playing (RPG), Adventure, Indie, Arcade

Wayward Souls: Curse of Shadow

2/2 Update - Paladin Bosses Part 3

Paladin's story mode has been lengthened by a few levels, and he now has a new boss! This also contains some other features, such as new item icons, being able to go back a page in books, and tweaks to previous bosses.


List of Changes



New Paladin Mode Changes

- Paladin Story Mode extended to 18 levels, from 15
- New boss added. Looking for feedback on him, may tweak him to be more difficult

Paladin Boss Tweaks

- C's acid rune now works properly
- A ranged ability normalized to the other bosses' ranged speed
- Shorter cooldowns for R's poison cloud, A's lantern and ranged attack, C's shadow and acid, S's fireball and lightning,
- Shorter warmups and cooldowns for the charge attacks of A and S
- S's thinking slowdown removed

Misc

- You can now close multiple page books with Z, and go backwards and forwards in pages with the left and right arrows. C still goes forward a page
- Items have new, bigger icons in the pause menu
- Room tweaks, including Arena's Library section having less bookcases in fighting areas
- Some new tech things to support the new boss

1/28 Update - Paladin Bosses Part 2

The third set of Paladin bosses now are revamped, along with tweaks to the first and second boss encounters. After this we'll do more tweaks to them, as we work on the remaining bosses and levels for the Paladin storyline.

List of Changes



Third Boss Encounter

- C has big changes to her AI, reflecting the character a lot better
- S now more intelligently uses his abilities
- C and S now both react a lot faster, though S still has a 0.5 second wait before using a new move
- C can enter stealth and leaves it on attacks
- New moves for both bosses
- S sword swing slowed down slightly, from 0.2 to 0.25

First Boss Encounter

- M now doesn't use her short range attack when you're far away
- M's normal bolt is now slightly slower, 0.15 warmup and 0.25 cooldown -> 0.2, 0.3
- M's flame ability slightly slower, 0.7 warmup 0.2 cooldown -> 0.8 0.3
- M takes slightly longer to prepare her next spell
- W throw ability is now less fast, with a longer warmup and cooldown
- W now tries normal swings more often, and his charging jump less
- Range tweaks to W, you need to be further away for his throw ability to be used now
- W swing cooldown is from 0.25 to 0.35
- W's charging jump is now faster, with a shorter warmup and cooldown
- W takes slightly less time to use his next move

Second Boss Encounter

- R poison bomb is faster
- A ranged ability is now less fast
- A sword swing slowed down slightly
- A's charge is now slightly faster
- Some other tweaks, generally slight buffs to the difficulty of this encounter

1/26 Update - More Paladin Boss Revamps Part 1

Updating all the Paladin boss AI and movesets, starting with the second pair. I may also go back and tweak the first pair (possibly just lower health overall?), but currently I'm focusing on updating the second and third ones to be closer to the first.

My goal overall is to have the Paladin bosses require consumables/ammo to fight, but I may go back on this a bit. The second fight already probably requires less of this than the first, as it currently exists.

More updates soon! Going to do frequent ones until all the Paladin bosses are done.

List of Changes



- Arena Baron and Bearer now summon monsters appropriately

Second Paladin Boss Fight

- AI adjusted so they use different attacks at different ranges
- Enemy Flash Bomb now teleports
- Enemy stab only used when close up, otherwise she tries to dash around you first
- Poison Bomb has greater range
- Lantern has greater range
- Cooldown periods adjusted for many moves, some shorter and some longer

1/22 Update - Quick Fixes

Some quick fixes for a map generation bug with the pay shrines, and some Gauntlet/Arena boss tweaks. Another update coming this week!

List of Changes



- Map fixes for the pay shrine rooms causing dead ends

- Gauntlet Bearer health decreased 900 -> 700

- Gauntlet Baron now summons thorns properly
- Gauntlet Bearer now summons thorns properly
[Edit: Typed Arena originally, meant Gauntlet]

1/20 Update - Pay Shrines

Now you can finally spend your excess gold, even after running out of character upgrades to buy. Read below for details.

At least one more update coming this week, as we roll out the changes to finish Paladin's story. After that it looks like mostly cleaning up and some extra features and fixes before 1.0 launch.


List of Changes



- Pay Shrines added, you can pay 1,000 gold for one of 4 blessings
- 3 of the blessings are similar to the current blessing shrines, and stack with them for extra durability
- New Pay Shrine only blessing that gives you armored health
- The blessing that a Pay Shrine will give shows up in it as an icon
- If you use multiple Pay Shrines in a single run, the price will go up by 1k gold each time. So 1,000 for first, then 2,000, 3,000, 4,000, etc

- Pay Shrines can be found in the last floor of Catacombs, and about every 5 floors in Labyrinth and Paladin's story
- Pay Shrines show up in Endless mode at a 20% chance per floor, the same as normal blessing shrines.

- New rooms and other additions
- Room and map generation fixes
- More HATS
- Tweaks to make Adventurer's bomb ability more visible

1/19 News Update

Sorry for the delay! Holidays jumbled us up like usual, and after that we have been working on the remaining features for Wayward Souls 1.0 release. We should be hitting weekly updates again until we're ready to launch, currently planned for February or March.

I just posted a small build that paves the way for an update coming over the weekend, with another update coming out later this week. The next update will have the Pay Shrines. After that, we're posting the changes to the Paladin bosses and finishing up that mode.

Pay Shrines are like the blessing shrines, except you pay gold to use them. There is also an additional new buff type you can only get from these shrines. Each time you use another Pay Shrine in the same game run, it costs more. We added these as a way to spend all the gold you pile up after getting all the character upgrades.

Pay Shrines are planned to appear at the end of Catacombs, 5 floors in Labyrinth, as a % chance in Endless, and also in Paladin's mode.

When the pay shrines update is out, I'll post more details. We're hoping this ends up being a solution for the tons of gold people have, and also serves as a way to help those that get stuck or want to push further in Endless.

12/13 Update - Arena Mode and Sound Optimization

This update introduces a new game mode, and also reduces the total filesize and memory usage of the game by compressing the sounds. Arena Mode unlocks after Gauntlet, and is intended to be a greater challenge. Let us know what you think!

List of Changes



- Arena Mode added, in the Challenges Menu. Fight through continuous waves of enemies, with small bosses at the end.

- Arena and Gauntlet now gives achievements

- The last badge is awarded for beating Arena and Gauntlet

- Sound optimization

- Cultist Void now does 10 damage instead of 20, but stuns

- Rooms, hats, tweaks like normal

12/3 Update - Cultist Items and Memory Tweaks

This update adds new items for the Cultist, giving all characters a new set of items except for the Paladin. We've also been working on memory management and optimization.

The next updates will focus on the remaining features we want to put in, and finishing up Paladin. It's likely that Paladin will also get a new set of items at some point, but probably closer to when we finish his story completely.

List of Changes



- New selection of enemies added to the Training Room arena. Now you can summon both Mines and Castle enemies to fight

- New Cultist Dagger: Hits for 10 damage (the same as a shortsword), instead of the usual 7 damage of daggers. Backstab damage still does +10
- Dagger power attack loses the dagger throw completely, but does 12 damage plus a fast acting poison, 8 more damage over 4 seconds. Takes 3 energy (a full bar)
- Plus version has this power attack take 2.5 energy

- New Cultist Belt: You lose your vanish, but summon a slime copy of yourself. This copy is an invulnerable pet that lasts for 24 seconds, and you can summon 2 of them at a time. Each summon takes 3 charges. Max ammo is 7 for this item, instead of the usual 6 for belts
- Slime clones run around doing stabs for 7 damage. They can't backstab
- Plus version lets you summon 3 at a time, for 2 charges each

- New Cultist Vial: Summons a big void zone that explodes in 3 seconds. When it explodes, it will do 20 damage over a large area. If the Cultist steps on the void before it explodes, it will dissipate and not harm enemies
- Plus version explodes in 2 seconds instead of 3

- Leash range doubled for pets, so they will teleport to you less but lose out on less attacks

- New dungeons, hats, and pets

- New memory optimizations, the game should run even more smoothly now
- Fixed a memory issue that was causing a freeze

- Adjustments to how enemies react to stealth

11/19 Update - Mage Items and Training Room

This update adds the Mage's new items. It also adds a training room in the Extras menu, as a response to requests for having an easier way to test out the new items. The Training Room features an infinite forge, so you can keep using it until you get the items that you want to try out. There's also a drudge spawning room to the south.

Let us know if you have more requests for the Training Room, we can add to it in future updates. Also let us know what you think of the new Mage Items, we will likely have to tweak some of them further.


List of Changes



- Training Room added. Find it in the Extras Menu. You can use it with any character, it will just use the last character that you played as.

- New Mage Robe: Summons a lightning cloud that will zap the area 3 times, for 5, 10, and then 15 damage along with a strong stun. This takes 3 charges to use.
- Plus version: 4 zaps, for 5, 10, 15, 15

- New Mage Staff: Power attack is replaced with a short range attack that does 10 damage, but stuns, nullifies, and sends the mage flying backwards.
- Plus version: Power attack takes less energy.

- New Mage Book: A very slow moving projectile that can hit up to 4 enemies. The projectile will also nullify enemy magic and projectiles.
- Plus version: Hits up to 6 enemies.

- New rooms and other content
- New sounds
- Lots of work on a new mode, coming in a future update

- Special animation for Mage backdash

11/8 Update - Rogue Items

New Update! This one adds new items for Renee the Rogue, and then some fixes and changes. Coming up are the Mage and Cultist items, and also a new way to spend gold. We are also working on a new gameplay mode.

Let me know what you think of the new Rogue items! Depending on feedback, I have some ideas to tweak them.

List of Changes



New Rogue Items

- Dagger: This dagger has a 50% greater attack range than normal daggers, but attacks slightly slower.
- Upgraded: Loses the attack speed penalty

- Armor: Whenever you enter stealth, you get a haste effect for 50% of the stealth duration. This includes things like the Mirage Dagger and Hush Slippers.
- Upgraded: 70%

- Boots: Instead of doing an immediate stun, you will place a magical bomb on the enemy that will detonate in 5 seconds. The explosion will stun anything it hits, nullify enemy projectiles, and inflict 10 damage. This still works on enemies that have been defeated.
- Upgraded: Bigger explosion

Other Changes

- Fixed a bug that would make save files not work due to a faulty safety check

- Experimental change that makes the game load slightly more slowly, but also cuts total memory usage down by half

- Miner enemies now no longer instantly get out a new boulder if they no longer see you. Now they take about 6 seconds to get another boulder out. Formerly, using stealth in front of them would usually get you a boulder in the face

- New rooms and events