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The Inducted PlaytestEventsThe Reaper, and Enemies That Fight Back
In-game event

The Reaper, and Enemies That Fight Back

The Inducted Playtest · published 22 Aug 2026, 23:21 UTC

All eventsPlayers around this dateRead on Steam

The Reaper

He picks one of you and marks you. From that moment he's not interested in anyone else — until you go down. Then he breaks off, walks to your body, calls up four guards to stand watch, and starts taking your soul.

You have thirty seconds. Hurt him enough and he'll drop it. Hit him hard enough to move him and he'll lose the thread entirely. Do nothing, and he finishes — and what stands up afterward is faster, red, and no longer needs to steal life from anyone.

Enemies that fight back

Most of this month went into making enemies feel like they're making decisions instead of walking at you.

  • Melee enemies now charge — they wind up, commit, and can be read

  • Ranged enemies hold their distance, reposition when their line is blocked, and stop shooting through walls

  • Enemies react to being hit instead of soaking it silently

  • Some ignore you entirely and go for your pylons — you can't just fight the crowd anymore

  • Bosses change behaviour as the fight turns against you

  • Blocked enemies now break through cover instead of shuffling in place

Crusader: Sovereign's Sunder

A new Solenne boon. Ground Smash now throws enemies backward instead of just hurting them. Take it more than once and it hits harder.

It's also the answer to a certain thirty-second problem.

The arenas

Solenne and Ashfold got proper skies, lighting, and atmosphere — they should read as places now rather than test levels.

Under the hood

Large performance pass on death effects — killing a crowd shouldn't hitch anymore

Health now carries properly between trials

Fixed enemies getting stuck at the end of their patrol routes

Fixed enemy damage and behaviour values not applying correctly

What we'd love to hear

This is still a playtest and feedback is the whole point.

Does the Reaper read clearly, or is it unclear what's happening to you?

Do you notice enemies going for the pylons while you're busy?

How does performance feel when a big wave dies at once?

Anything that felt unfair rather than hard

Known issue: the pylon counter on the HUD can show the wrong number. Fix is in progress.

Thanks for playing.

More from The Inducted Playtest

Other announcements

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The Inducted PlaytestGame update2 Aug 2026Three Trials, a Gold Shop, and a Lot of FixesThis is the first Playtest update in about three weeks, and it is a big one. The core loop is now whole: three trials instead of one, somewhere to spend your gold, and a long list of fixes from the last round of feedback. NEW A full run now takes you through three trials instead of one. Two new arenas, Solenne and Ashfold, join the existing one, each with its own wave rotation. Gold has a purpo…