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Ignite the DepthsEventsIgnite the Depths Playtest Patch 1.01
Community

Ignite the Depths Playtest Patch 1.01

Ignite the Depths · published 10 Sep 2026, 22:36 UTC

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Hey everyone,

I'm dropping a patch that focuses on some of the early feedback we got, as well as some bug fixes. Thank you for all the feedback and reports. It's been overwhelming but it seriously awesome.

  • Skeleton Archer hitbox extended

  • Skeleton Archer kick nerfed, both speed and damage

  • Controller sensitivity default to 20%, rather than 1%.

  • Fixed Y axis setting not working.

  • Fixed Skeleton Knight orbs spawning out of bounds

  • Fixed an issue that would cause the game not to load after everyone readied up

  • Toggle sprint added to options

  • Main menu is now locked to 60 FPS, rather than unlimited

  • Some CPU optimizations regarding entities*

    *This is an ongoing process. I am well aware that the game is hammering CPU's. this is somewhat of a regression from builds prior and I am still tracking this down. I apologize if you had a bad technical experience.

  • Reduced the difficulty of the introduction to the game.

  • Added more ques to prevent getting lost in the beginning.

  • Fixed enemies being able to attack/shoot through doors.

  • Increased the reach of all weapons in the game

  • Reduced damage taken in solo by 20%*

  • Reduced health of enemies in solo by 15%*

    *Difficulty is something we're looking to make customizable in the near future, so for now the games difficulty is our middle of the road preset. I noticed that solos we're having a disadvantage in some aspects, so this tuning should keep it in line with the scaling for other player amounts.

  • Both Priest and Warrior are now using the damage threshold blocking from the Guardian, rather than a time limit. This introduces a UI element and a resource for how much damage you can block.

We are seeing other issues that we're not addressed in this patch. One of them being Pyromancer feeling too weak. This is more due a lack of tutorialization for mana. This is something I am working on addressing right now. But if you're reading this, Pyro is a builder and spender. Shooting fireballs generates mana orbs, more than it takes to shoot the fireball. That can chain into his other attacks.

Thank you and if I missed anything that you have reported, please let me know.

Marcus

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