Hi! Today we're releasing a small update fixing a single issue reported in the Discord server.
Bugfixes:
Fixed weapon fire rate being inconsistent depending on framerate.
This change affects most weapons (except for beam weapons), increasing their actual fire rate to the expected values. Weapons with higher fire rates will see a more noticeable increase, and the lower the framerate you were playing on, the more noticeable the effect will be.
Update #11 - Graduation
Hi!
Today we're releasing an update bringing a new challenge, available after performing an Ascension.
"Graduation" is a tough quest, consisting of 6 lengthy floors and dangerous bosses.
It also includes the 2 bosses that got unlocked after finishing the main quest, so there's now a way to unlock their Bestiary entry.
Update #10 - New Enemies!
Hi!
Today we're releasing an update for the game, featuring the Drakes, a new kind of flying enemies!
New Content:
New enemies: Accursed Drakes, Frost Drakes and Blight Drakes.
Improvements:
Changed background color of the "Low Mana" warning to Purple (we tried using the weapon's color, but it was a bit too chaotic, and you should already know the weapon you're using anyways).
"Low Mana" warning sound is now different from the "Low Health" one.
Added different sounds when the Amulet, Dash and Skill are ready to be used again.
Bugfixes:
Fixed rare case where enemies would teleport non-stop accross the room.
Fixed reflection cubemap not working properly in some cases (it's only used on low quality settings).
Update #9 - Big update!
Hi!
Today we're releasing a new update for the game, featuring a bunch of new content that we hope you'll enjoy!
New content:
New weapons: Added 4 new starter weapons, unlocked right away:
Rod of Darkness
Mjölnir
Dragonfury
Plaguebearer
New room type: Gilded Treasure Chest. These treasures contain a random high level weapon, but you'll need to spend some coins to get it!
New dungeon type (campaign only): Onslaught dungeons. These are linear dungeons where you can only advance.
Added Photo mode to take nice pictures from weird angles!
Gameplay changes:
Amulets now have levels mid-run, the same as weapons. This level grants an increasingly powerful passive bonus (now unlocked by default).
Adjusted a bunch of unpopular perks to make them more interesting.
Kraz's Trance is now stopped ahead of time when the fight ends.
The stats screen now shows campaign upgrades.
Reduced fire rate reduction of the "Make sure not to miss" combat room modifier, so it doesn't feel that slow.
Improvements:
Added a "resume" indicator on the main menu when there's a game in progress
Music now changes when the boss is spawned in Gauntlet dungeons.
Added some memory saving measures. Should help limiting maximum VRAM/RAM usage.
Bugfixes:
Fixed stepping on lava while having barrier not unhiding the HUD.
Update #8 - Small bugfix/performance update
Hi!
We're releasing a small update today, bringing a number of small bugfixes and performance improvements done during the console port.
We'd like to apologize for the lack of meaningful content updates since the game's release. The main reason behind this drought is the console ports taking more time than expected, as the new consoles (PS5 and Xbox Series) aren't as compatible with the previous generation as one would expect, and had to be treated as a whole new platform, delaying the whole process.
However, the ports are almost complete and we'll able to resume work on new content soon. We've planned a new set of starter weapons (to increase initial weapon variety), a new enemy family and a new unlockable character. See you soon!
Improvements
Done several performance improvements to the "Town" theme.
Minor overall GPU usage improvements.
Bugfixes
Fixed wrong enemy spawn location in the "Town" theme.
Fixed fire damage buffs not being applied to enemies set on fire by Sirius' Blaze.
Update #7 - Minor improvements and fixes
Hi! Today we're releasing a small update with a few improvements and fixes to issues reported over the past days.
Improvements:
Weapon DPS values shown in character sheet, shop window, chests, etc. Will now show the final value, with stat buffs already applied. This means values will change depending on your current state, for example if you open the character sheet while jumping with the Bunnyhopper perk.
Improved "Very High" Antialias setting quality.
"Ziggurat Trial" mode now has a random theme on every floor.
Bugfixes:
Fixed some minor mesh merge issues.
Fixed beam weapons not stopping when the player dies.
Fixed Onos' ragdoll collision potentially causing player weapon model to disappear.
Fixed leaderboard scores not sending "Money found" values.
Fixed leaderboards having Experience Level / Floor values switched.
Update #6 - Chinese localization, performance improvements, leaderboards!
Hi!
Today we're releasing a new update bringing a few new features and some performance optimizations.
New features:
Added Chinese localization
Added Leaderboards for all classic modes (one leaderboard per combination of mode, character and difficulty)
Improvements:
Changed Classic Modes' select character screen button behavior a bit, so a game can be started with the A button instead of the X one.
PS5 controllers will now show PS button images, instead of Xbox ones.
Instead of being completely invulnerable, players can now lose health on the tutorial, but will stop at 20% health.
Added a number of aggressive optimization steps during level load. This reduces CPU and GPU usage, and should help improve framerate by up to 10% in big rooms and themes. However, this could lead to some visual problems in specific spots, so please report them if you find any.
Bugfixes:
Fixed some attacks targeting broken obelisks.
Fixed non-leveleable perks showing a level in some UIs.
Fixed minions auto-killed when defeating a boss counting towards achievements.