The Elf Maiden
Last seen
0Sampled 24 minutes ago · not a live figure
—of peak
All-time peak
012 Sep 2026
Last seen
0Sampled 24 minutes ago · not a live figure
All-time peak
012 Sep 2026
| Published | Title | Build |
|---|---|---|
| Sept 10 2026 - Small Update hit boxes from weapons should properly turn off after whirlwind when two handing a weapon · fixed a bug where the character would not transition into the swimming animation when two handing · the player should be able to properly stun a target mid animation when depleting poise · the parry effect should properly play and can now damage surrounding enemies, projectiles caught in the effect will… | 25241638 | |
| Small Update - Dec 13 2025 Holiday Decorations are up, Merry Christmas everyone! Outside of that, the new slime king is still being worked on along with some new dungeon mutators to mix things up each run. Stay warm and take care. | — | |
| Hotfix - Oct 15 2025 - Unity Security Vulnerability - Rebuilt game client with secured unity client from vulnerability CVE-2025-59789 | — | |
| Oct 04 2025 - Small Update - various conditional spawners have been added to the dungeon tileset - moved towards a general pooling system for certain spawning elements to optimize memory and improve performance - oil spills have been added to the dungeon tile, using any form of fire projectiles will light these on fire so be careful | 20254767 | |
| Small Update - August 01 2025 Hi Everyone, I hope this message finds you well. - More work has been done in regards to pooling enemy logic, this should result in less stuttering overall. More works need to be done in order to make the overall system thread safe. - A new rare enemy spawn has been added to the table, this is a high level mob that has access to all spells that the player can currently wield. This is part of a… | 19451673 | |
| July 09 2025 - Small Update - Laid down ground work and some multi threading capacity to environmental interaction - Small updates to the lobby - Implemented ground work for utility items that can be looted from slain enemies - Laid down ground work for puzzle interaction Work on the game has slowed a little bit (due to the fact that well, the Canadian economy is effectively collapsing along with the sky but it is what it… | 19156388 | |
| May 20 - Small Update - Laid down some primary systems for NPC pathing in town. Eventually some town NPCs will have a day/night cycle. - The dungeon will now reset on death - The third wave based dungeon level will reset upon exiting the encounter, this is to un-brick the encounter if the player accidently leaves. Various animations and art based assets for npcs in town are more or less ready to be implemented, even… | 18541618 | |
| March 30 2025 - Small Update - Player should no longer turn when in menu or dead. - Disabled the room blocker in the 3rd level when starting the waves Throwable objects have been giving the ability to damage enemies. Although there is none currently littered throughout the tileset, these will eventually be placed as I do a pass across the room sets and add different mobs that will encourage environmental interaction. | 17914476 | |
| March 10 2025 - Small Update Implemented some multi threading to some parts of the character controls and certain other behaviors (known issue, the player will continue to rotate when sitting down). The third floor of the first tileset has been placed. This is more of a single room wave survival format. Going forward, different levels of a tileset will generally have a different game mode theme and we will be moving to the… | 17666885 | |
| Small Update - Jan 07 2025 - Added Draugr Shadows to some of the rooms on level two. - Added two new rooms to the tile deck of Catacombs level two - Mobs should now cull when moving far enough away from them in an attempt to salvage performance for those who like to run past everything to clear the tile faster (like myself) | 16935015 | |
| Small hotfix Dec 07 - Fixed issue with chestbands not properly culling when equipping chest armor - Fixed an issue with hit boxes from enemies not properly triggering - Made some small optimization changes when despawning enemies that are too far away | 16669041 | |
| Nov 28, Update Notes As the holidays come to pass so does the seasons. Lobby area updated to reflect the current season, more decorations to come as time passes - fixed line of sight issues, mobs should no longer see the player through walls - enemies should now lose track of the player when breaking line of sight and will pursue towards the last known location of the player - field of view for enemies has now been… | 16574825 | |
| October 23, Bug Fixes - fixed some issues with not being able to sell to vendor - fixed issue with HotBar not loading initially with the first file load - fixed issue when mid cancelling whirl wind that the hit box would stay active | — | |
| Small Beta Update - May 19 2024 - Implemented internal mechanics to pick objects up in the environment (more implementation to follow) - Implemented rarity test art for item descriptions. | — | |
| March 04 Small Update - Inventory should no longer scramble (hopefully) as that was a known issue, - Weight will now effect certain parts of gameplay including movement speed and stamina cost on swings | 13639811 | |
| March 02 Small Update - Orbs should now correctly scale with player stats - Implemented shortcuts for weapon swings to allow them to quickly transition to the other hand when dual wielding (ei. attacking with the right hand will allow you to shortcut quickly to a left hand attack, soon there will be combo multiplier opportunities implemented to encourage proper interchanging between the two different hands for those… | 13623458 | |
| October 16 - Live Patch Notes - Added some festive decor around the main hub - Some sounds had to be removed due to issues with copyright (I bought them off of the asset store but they may have been pirated by the producer). Many of you may have heard about the recent news of Unity's current unstable situation. As it stands right now I'm considering my options thoroughly as to whether I should continue to maintain this game… | 12457373 | |
| Jan 10 2023 - Beta Branch Update - The new procedural navigation model has been instantiated. It's a bit rough but it will allow for real time dynamic smart navigation as environments dynamically change. - Keyboard Toggle has been moved into the settings sub menu along with volume control You can now dash, default key right trigger on xbox controller, or mouse 5 on keyboard, control customization coming soon. It's a bit broken… | 10288568 | |
| Sept 1 - Beta Branch Update My apologies for the long hiatus. This past month has been "interesting" to say the least. Level 2 should be available once the slime king is defeated. Simply head to the sewer gate on the top left of the first entrance to enter. Level 2 features some elemental variations to the slimes and a more linear trap filled room tile. As mentioned prior, each level will have various changes to the flow… | 9437084 |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 10 Sep 2026 | Thu | 23:24 | Sept 10 2026 - Small Update | 25241638 | public | 1 | — |
| 10 Sep 2026 | Thu | 22:58 | Sept 10 2026 - Small Update | 25241638 | beta | 1 | — |
| 13 Jan 2026 | Tue | 18:52 | No patch notes · unannounced build | 21483379 | public | 1 | — |
| 14 Dec 2025 | Sun | 07:19 | No patch notes · unannounced build | 21179889 | beta | 1 | — |