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LarsGadiel›Events›Developer Q&A 2– Future Updates & New Content
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Developer Q&A 2– Future Updates & New Content

LarsGadiel · published 43 days ago

All eventsPlayers around this dateRead on Steam

Developer Q&A – Future Updates & New Content

Hello everyone!

I have some great news to share with you today.

First of all, LarsGadiel has had a fantastic launch, with very strong sales, an amazing reception, and overwhelmingly positive reviews. Thank you all so much for your support and kindness!

I'd also like to thank all the passionate players who managed to find a few bugs that slipped past me or simply weren't discovered before release. Thanks to your reports, I've been able to fix them quickly through the latest patches.

As I mentioned in the previous Developer Q&A, if the game sold well, I wanted to bring even more content to LarsGadiel. Today I'd like to explain my plans for the game's future.

As before, I'll do it in a Q&A format.


Did LarsGadiel really sell well?

Absolutely.

I've realized just how much love there is for Metroidvanias, especially after reading all of your comments.

During its launch week (including the launch discount), LarsGadiel sold six times more copies than Demonstier did during its own launch week.


Will you keep releasing updates?

Yes!

I'm still reading player feedback every day and taking note of suggestions that could improve the game.


What about Version 1.06?

Version 1.06 will be released this week.

It fixes several bugs and introduces a brand-new Character Status screen.

This screen is very important because it will become the foundation for the game's future updates.


Character Status?

Starting with Version 1.06 and continuing in future updates, Eloen's current limits will no longer be the maximum.

Health, weapon levels, attack power, ammunition capacity, and many other attributes will be expanded beyond their current limits.

Many players have also requested additional information on this screen, including:

  • A complete world map.

  • Your current location on the map.

  • Access to this information without needing to visit a teleport.

When Version 1.06 is released, I'll share more details about these features and several other important additions.


What do you mean by "breaking the current limits"?

Right now, the maximum health is 16 HP, but that will change.

The same goes for attack power and other character attributes.

I'll also be introducing a new Defense stat.


Are you adding new maps?

Yes!

I've already started sketching the new areas by hand.

These maps will feature:

  • New enemies

  • New bosses

  • New treasure chests

  • Plenty of traps

  • And lots of guaranteed deaths!


Will these maps be required to finish the game?

No.

They're designed as optional endgame content for players who love LarsGadiel and want even more challenges and new ways to develop Eloen.


Will these new areas be harder?

Much harder...

Or at least, that's my goal!


Can players access them from the beginning?

No.

You'll need abilities obtained in the final area of the game before you can enter these new maps.


Will the original maps change?

Very little.

Most of the changes will simply involve the entrances leading to the new areas.


Are you planning to add New Game+?

Yes...

However, before working on NG+, I'd like to finish adding all the ideas I currently have for this new content and tie everything together.


Will all the new content arrive in one big update?

No.

I plan to release it gradually, adding new areas over time so players always have something new to discover instead of waiting months for one huge update.


Will the new maps use the same visual style?

Of course.

However, there's something I'd like to mention.

These new areas were never part of the original NES version, so I have a bit more creative freedom when designing them.

That means you may see:

  • More enemies on screen

  • Larger areas

  • More complex level designs


Will all of this new content be free?

Yes!

Everything I'm adding will be completely free.


How long will it take to finish everything?

Honestly...

I have absolutely no idea!


Answers to questions from the previous Developer Q&A

JCB

"On a side note, please consider bringing the console EX content/changes for Riddled Corpses to the Steam version. Thank you."

A lot of you have asked me about this regarding my very first Steam game, Riddled Corpses.

The Riddled Corpses EX version was ported to consoles by Cowcat.

That version is very different from the original PC release and, honestly, I think it's a much better version. It includes 60 FPS gameplay, improved movement speed, Story Mode, and many other improvements.

Technically, I could update the Steam version to match the EX edition.

However, doing so would completely replace the original version that I created many years ago, meaning that original PC release would disappear forever.

We could always discuss it and even run a community poll on the Riddled Corpses Steam page, but I think it's important that everyone understands this.

I'd also need to discuss it with Cowcat first, and it would require a significant amount of conversion work, since the EX version removed all of the PC-specific features such as achievements, keyboard and mouse support, advanced options, and more.


urolif

"I had no idea you were doing assembly coding, that's really hardcore. Respect. What engine did you end up going with for this remake?"

Unfortunately, as I mentioned before, I don't have the level of Assembly programming expertise that only a handful of people still possess in 2026.

Fortunately, I had the help of the engineer DaleCoop, who worked extensively with the famous NESmaker engine, modifying it and creating exclusive modules specifically for LarsGadiel.

The standard commercial version of NESmaker simply isn't capable of creating a game like LarsGadiel for the Nintendo NES.

That's why I credited him in the NES version. His contribution to making the NES release possible was invaluable, and he absolutely deserves the recognition.

This port was developed using GameMaker Studio 2 (GMS2). The old GMS 1.4 engine I used for my previous three games has finally been put to rest.


If you have more questions or would like to know more about the game's development, feel free to leave your questions in the comments of this news post.

If I do another Developer Q&A in the future, I'll do my best to answer everyone.

Thank you all so much for your incredible support!

More from LarsGadiel

Other announcements

All events
In-game event30 Jul 2026Update 1.06 – New Improvements & Status Screen Added.Update 1.06 – New Improvements & Status Screen Added · Fixed a minor bug that caused some rooms to display incorrectly on the Laboratory area's teleport map. · Fixed a minor bug affecting the minimap in CRT Mode while exploring Icy Peaks . · Fixed a bug that could freeze the game on the death screen if a flying enemy reduced your HP to 0. · Updated the Valkyrie Statue dialogue. It no longer sta…LarsGadielGame update21 Jul 2026Update 1.05 – Valkyrie Statue Changes & Rooms AdjustmentsUpdate 1.05 – Valkyrie Statue Changes & Rooms Adjustments · The hidden Valkyrie Statue can now be used up to three times to reset your death count. · Improved the collision in the Valkyrie Statue room. · Slightly reduced the height of the double jump. · Closed an unintended route that allowed players to reach a much later part of the game by exploiting extra jump height. · Modified a room conta…LarsGadielGame update20 Jul 2026Update 1.04 – Improved Weapon Damage, Elemental Damage Protection & Multiple BugUpdate 1.04 – Improved Weapon Damage, Elemental Damage Protection & Multiple Bug Fixes · Reduced the collision area of the ceiling instant-death spikes. Since the double jump now reaches higher, it was easier to accidentally touch them. · Removed a ladder near the starting area. That room is intended to be one-way only. · Improved collision in the starting village, preventing players from jumpi…