Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
DemonschoolNewsDemonschool Devlog #0: Burn status
Community

Demonschool Devlog #0: Burn status

Demonschool · published 27 Aug 2024, 15:12 UTC

All newsPlayers around this dateRead on Steam

Like many tactics games, Demonschool has a number of status effects. Some of them are old standards. There's Poison, which reduces a character's HP by 1 per turn, or Stun, which keeps a character frozen in place until they are healed. Others are tweaks on effects we've seen elsewhere. Doomed, for example, kills the inflicted character within three turns unless they're healed, regardless of how much HP they have. Tethered is a Stun-like status that's only inflicted as long as a character is grabbed by an enemy. We also have the Possessed status, in which a demon rides your characters like a jockey, trying to move them into places where they'll take damage.

But today I want to talk to you about Burn. This effect came to be when looking at the firey enemies we had already created. They should have something special to them, right? So our first stab was this: A character with burn status slowly loses HP, just like with Poison.

How should we differentiate this status from Poison, then? The idea came to me when I had one of our characters - which was currently on fire - punch a desk. With the desk being wood, it felt like it should go up in flames. So we got the idea that Burn status could be conferred to objects.

Then I thought of Far Cry 2 and how that game in its earlier days would allow fire to propagate across the entire map if left unchecked. Why shouldn't Burn status communicate across everything in the battle, I thought?

We tried it, and it was ridiculously fun. Now, if your character is on fire and they hit an enemy, the enemy will also be set on fire. If you hit an object, that goes on fire too. If your burning character stands next to an enemy or even a friend, they will go on fire next turn. You can set the whole playing field aflame. The problem is, of course, you're slowly losing health as you go around setting everything ablaze. You want your characters to lose health at a slower rate than everyone else. So the thing to do is heal your character. They'll lose their burn status in the process, but you can always retrieve it again from the flaming surroundings. So a brawler/healer combo, running around the world setting things on fire and healing each other, can act like a (twisted) firestarter team.

Demonschool has equippable techniques as well. These allow you to customize your characters, giving them resistance buffs, new movement methods, and lots more (we'll talk about this in a coming devlog!). We use techniques in lieu of a traditional leveling system. It's more like customizing your build than gaining stats through straight experience.

Several of these techniques are related to status effects, such as immunity to poison or stun. One of them allows your character to heal while standing in fire. So just imagine the combined effect of fire propagation with fire heal. It's a pretty powerful technique when you can line things up.

Thanks for reading, stay tuned for more behind the scenes looks at the development of Demonschool, and don't forget to wishlist the game!

More from Demonschool

Other announcements

All news
In-game event14 Sep 2026Another little update for you all - now you can jump through time in NG+!Hey all! Another little update for you all - now you can jump through time in NG+! By accessing the planner you can choose a day and time to warp to, if you want to speed around the game to access specific moments. Because of how our flag system works, you can't go back in time, only forward. But still, pretty nice? This is only accessible after you've beaten the game once, of course. Here's so…In-game event25 Jun 2026The Steam-specific update, and Summer Sale!Hey all! It's summer sale time, so the game is 20% off for two weeks - to celebrate, we've added another small update. This one is specific to Steam, and contains two small updates: rich presence and Steam Timeline/Game Recording . Let's get into it. Rich Presence. This is the little thing that appears by your name when you're playing a game. So now, if you're sharing that information with frie…Community9 Jun 2026Demonschool DLC is coming this year!This DLC is focused on "puzzle battles," which present you with specific setups that must be solved within one turn. You are given a certain set of characters in specific positions, with a certain set of enemies in specific positions, and you have to essentially "solve" the board. This is for the players that enjoy the puzzle-y nature of Demonschool's battles - it will make you feel smart when…