The Elf Maiden
Last seen
0Sampled 4 hours ago · not a live figure
—of peak
All-time peak
012 Sep 2026
Last seen
0Sampled 4 hours ago · not a live figure
All-time peak
012 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Hotfix - Oct 15 2025 - Unity Security Vulnerability - Rebuilt game client with secured unity client from vulnerability CVE-2025-59789 | — | |
| Game update | 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 | |
| Game update | 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 | |
| Game update | 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 | |
| Community | May 29th - WIP new Slime Models Some new models are on the way for slimes along with some specific game mechanics associated with them. On death, there will be a chance to drop the weapon or the skull itself as a temporary usable item which can then be picked up by the player to be used. The skull when thrown will explode like a grenade dealing damage based on the elemental attributes of the original slime and will compound o… | — | |
| Game update | 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 | |
| Game update | 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 | |
| Game update | 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 | |
| Game update | 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 | |
| Community | Devlog Jan 03 2024 - Introducing the Sun Priests Happy new years everyone, I hope you guys had a wonderful holiday. Later during last year I was able to find more time to spend on the project and have been working on introducing some new content and the overall story/lore of the game. Lore books will be dotted around the maps which will give insight to the events of the game The main undead faction of the game now has a name. They are known a… | — | |
| Game update | 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 | |
| Game update | 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 | |
| Community | Nov 13: Devlog, Introducing Zombies Hi everyone, I hope that your Halloween has been an enjoyable experience. The dialogue system and quests are under way along with a few more tid bits that we will see in the coming months. As you can see by the title, we have a new faction in the works. The Undead. They will feature a procedural tactical AI model along with the ability to cast spells and utilize weapons of various sorts. They w… | — | |
| Game update | 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 | — | |
| Community | DevLog June 22 2024 - Mounts, Day/Night Cycle, New Weapon Types I would like to thank you all for your continued interest in The Elf Maiden. As you can see by the header image, we have a fully functional mount system, something I've been wanting to add for a while. The catch? Simply defeat the first boss of the game and the mount is yours. Once I've finished laying down the rest of the quest system, being able to mount a noble steed in many environments wil… | — | |
| Game update | 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. | — | |
| Game update | 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 | |
| Game update | 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 | |
| Game update | 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 | |
| In-game event | August 26 2023 Live Branch - AI and Components Refactoring. - Added FPS counter - Various code refactoring - Implemented various environmental interactor systems There is a demo "secret room" for areas that will be proc generated in the future that will feature random elements to diversify the gameplay loop. I had noticed some complaints for performance issues during certain situations so I added an FPS counter as an additional item to help improve the… | — | |
| In-game event | April 06 2023 Beta Branch - Rendering Switch, gameplay tweaks. Hi Guys, I have switched to Unity's Universal Render Pipeline. Mostly for the ease of use when creating some cool new VFX for spells and other items. Water is messed up right now but we'll see some cool new post processing and environmental effects going forward. - New blocking animation that looks more stalwart - Increased the speed of the parry animation, it should feel more tactful - Swapped… | 10952525 | |
| In-game event | Feb 19 2023 - Beta Patch Update, video settings, new ui grafix - Added some video settings for window mode, resolution, and shadow quality - Adjusted dodge speed and duration - The player should be invincible during dodging - New home made inventory icons for spells have been made for some spell effects - Orb spells in flavors; frost, fire, and lightning can now be obtainable via chests New custom armor is still being textured along with the production of… | 10589258 | |
| Community | Devlog - Feb 06 - New Spells, Weather, Swimming Hi Everyone, Thank you for your continued patience with the game. I've got some cool new stuff to show. I've been working on a modular spell caster bridge that would allow me to use different spell objects in a more clean and less spaghetti code way to create new and interesting spell types. For example, I've developed a spell that casts lightning orbs that orbit around the player, dealing dama… | — | |
| Game update | 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 | |
| Community | Year End DevLog - New AI Navigation Model, Minions, Cave Tileset, Merry Christmas everyone and Happy New Year! I am now officially done my Cyber Security course which means more time to work on the game. One of the great things about taking the CS course was that I learned some good ways to write programs that are designed to work over network so hopefully that could potentially translate to some potential new features for the game at a later date. Anyways, I… | — | |
| In-game event | Sept 18 2022 - Live Branch Update Hi Everyone, Thank you guys for your continued patience as always. Production has been slow due to some real life circumstances but I hope to pick things back up soon. I'll also be heading back to school this winter but still plan to commit my evenings to the project. The second level has been released, this tile variant features other elemental variations to the slimes along with a more tight… | 9538842 | |
| Game update | 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 |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.