Woe cover
Woe screenshot
Genre: Role-playing (RPG), Indie

Woe

1.0 Update Released

WOE has left Early Access! The game is now beatable (trust me!) and a new tutorial has been added. Thank you to everyone who gave suggestions and encouragement during Early Access. I am thankful for your support!

WOE was a very satisfying game to develop and I was challenged as a developer in many ways. Some specific challenges include the real time combat, weapons with customizable upgrades, and randomized level layouts - all achievements I’m very proud of.

In the end, WOE did not achieve the original scope I envisioned for it. If it works out in the future, I’d like to add more content to the game. Please continue to leave your feedback, and I’ll be available on Steam or Discord to answer any questions you may have.

All the best in escaping this haunted mansion once and for all!

-Trevor

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v1.0.0 Update Notes

Features

  • New tutorial system

User Interface

  • Mouse now starts centered below title in main menu

Visuals & Sounds

  • New stagger event sfx
  • New “game start” sfx

0.9 Update Released

My hand raised the splayed shards aloft, and with each swing, the alien glint loosed bolts of terror that arced and sizzled across my fiendish foe’s flesh. Quietly, imperceptibly, a dark pleasure grew within, and the artifact found in me a new victim to ensnare…

-Trevor

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v0.9.0 Update Notes

Features

  • New unique weapon: “Storm Shards”
  • New Utility Item: Lightning Rod
  • New weapon abilities: Slow, Daze, Hobble, and Weaken
  • New damage type: electric damage bypasses armor to damage flesh below
  • New weapon upgrades: “Swift” and “Steady”

User Interface

  • Active monster status effects now show as symbols next to monster data display
  • Added slight colored glow behind items to help indicate item category
  • Better help now displays for utility items (Brimstone Cinders, Caustic Scales, Vermin Call, Landmine)
  • Updated help text formatting for many weapon abilities to provide clarity and tighter visual representation
  • Text showing current upgrades at upgrade stations (e.g., upgrades on a knife) now show at all times instead of on mouse-over event
  • Minor updates to player upgrade station UI
  • Reduced size of main information font to reduce screen clutter

Visuals & Sounds

  • Improvements to monster data display
  • Improved look of Maul attack reticle
  • New focus pickup SFX
  • New item put down SFX

Bug Fixes:

  • Fixed formatting issue for long weapon names
  • Fixed formatting issue with existing upgrade text shown in crucible UI

0.8 Update Released

New passageways lead to an abandoned operating theater, eerie shrine, disturbing gallery, and more. And all the while, a new foe stalks you from the shadows, slashing out with terrible, reaching claws, only to quickly disappear before your very eyes…

-Trevor

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v0.8.0 Update Notes

Features

  • New Monster: ???
  • New System: Sub Areas - discover the Operating Theater, Shrine, Gallery, and more
  • Host of new props

Visuals

  • Dead monsters now leave behind blood stains
  • New art for player upgrade station
  • Added crate variations
  • Player and monster highlight when behind foreground wall now fades in and out

Bug Fixes:

  • Monster movement now pauses when in-game menu open or player transitioning to another room
  • Monster armor layer now correctly fades out on monster death
  • Monster data display now correctly fades out on monster death
  • Wall segments now correctly block player line of sight
  • If stored mini map data does not sync with room dimensions, mini map now resets
  • Particle effects on upgrade resources in area map now no longer generate when player has no line of sight

0.7.1 - Quest Item Bug Fix

Contains fix for bug where quest keys not generated in rooms. Player must start a new game for fix to take effect.

0.7 Update Released

As you run down darkened corridors, lantern flickering low, the hallways shift and turn in the looming shadows, plotting your inevitable demise...

-Trevor

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v0.7.0 Update Notes

NOTE: Please start a new game, as old save data will either cause a crash or unexpected behavior

Features:

  • New level layouts and randomization
  • New sprint system - hold Shift to run, there are tradeoffs…
  • Sound: New pickup sfx for quest items
  • Art: New prop objects
  • Art: New sprites for bookshelf props
  • Art: New sprites for ammo pickups
  • Art: Minor updates to pickup art
  • UI: Minor updates to inventory and hotkey UI
  • UI: Minor update to menu button UI
  • Bug: Added fix for crash when player dies and attempts to return to main menu while landmine still active
  • Bug: Added fix for crash when delay damage dealt to monster that died in combat
  • Bug: Added fix for crash when DoT effect accesses bad array dimensions

0.6 Update Released

Cackling imp statues, a device to summon ravenous vermin, and a pernicious poison now all dwell within the dungeons below that loathsome house…

-Trevor

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v0.6.0 Update Notes

Features:
-- Three New Foci: Cowardly Imp, Mocking Imp, and Queasy Imp - vomit acid upon unwitting enemies
-- New Utility Item: Vermin Call - summon an insatiable hunger to devour your enemies alive
-- New Damage Effect: Poison - deals low damage but lasts incredibly long, it's best to inflict early in battle
-- UI: Added item descriptions to most foci, utility items, and quest items
-- UI: Now show filigree at corners of box containing item hover text
-- Bug: Fixed issue with item hover text not aligning correctly with item name

0.5 Update Released

Battered and forgotten chests yield new items of singular arcane interest and weapons of ruthless efficiency - an effective remedy for your feeble bravery…

-Trevor

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v0.5.0 Update Notes

Features:
-- Five New Foci: Gall Fetter, Watchful Shards, Grim Root, Wind Spur, and Immolating Lens
-- Two New Weapons: Scythe and Palm Gun
-- New particle effects for Brimstone Cinders and Caustic Scales (formerly Acid Rain)
-- New sound effects for blade swing, fire burning, and acid sizzling
-- Removed decimal value hit chances to simplify things - only whole integer hit chances now shown/used (e.g., 71.25% will no longer show)
-- Fixed bug where equipping weapon with shrapnel would incorrectly affect environmental and retaliation attack effects

0.4 Update Released

The discovery of a curious new contraption foretells the remapping of flesh and marrow, veins and nerves - a bizarre process that unlocks new powers with which to face the darkness…

-Trevor

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v0.4.0 Update Notes

Features:
-- New character upgrade system and currency
-- Nine new unique character upgrades
-- New particle effects for dropped upgrade currencies
-- Added help text to upgrade buttons for better clarity on upgrade details
-- Upgrade costs now show in red when player does not have enough upgrade currency
-- SFX added when picking up health potions
-- Multiple drops now possible from containers and monsters
-- Player dodge chance now shows in stat row
-- Improved visibility highlight for items hiding behind foreground walls

0.3 Update Released

Watch your step while exploring the shadows beneath the mansion, for even the filth and muck can take form in thirst for blood… Add a devious new item to your arsenal, and make enemies pay grievously for their missteps…

-Trevor

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v0.3.0 Update Notes

Features:
--New Monster: Larder Filth
--New Utility Item: Land Mine
--Additional sound effects added
--Art improvements

0.2 Update Released

A new foe lurks within the bowels of the haunted mansion, waiting to carve the flesh from your bones... See the havoc you wreak on monster bodies with new arterial blood spray... While dying horribly alone in the darkness, please also enjoy several new UI and quality-of-life improvements...

-Trevor

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v0.2.0 Update Notes

Features:
--New Monster
--Damaging monsters can now cause bleeding and the occasional arterial spray
--Gates now marked on mini map
--Subtle Xs now show where player attack produced no damage
--Shift-clicking in inventory will now equip and unequip weapons/utilities/foci
--Improved and touched up monster skin/gore sprites
--Small balance changes

Bugs Fixes:
--Fixed crash when monsters had more than one status effect
--Fixed bug where foci bonuses were not reset correctly after combat ended
--Fixed combat desync issue that sometimes occurred when battle began quickly after one finished