
Hey!
We received a ton of valuable feedback since the Demo Release, and I can't thank you enough for your support, it really motivates me to do my best and make the game as good and crazy as I can! Here is some data since the Demo launched 2 weeks ago:
🚀 9 updates pushed to improve balancing, add new features, enhance gameplay, and fix bugs—directly based on player feedback.
⭐ +3300 wishlists
🎥 30 youtube videos from roguelike content creators showcasing the game worldwide—in English, Spanish, Russian, and German.
📝 41 reviews with a 92% positive rating!
💬 200 of you joined the Discord
🎮 some of my favorite streamers played the game live on Twitch—and enjoy it!
Here’s the changelog for 5 of the first Demo updates released so far! The UI/Menu Rework Update
Overhauled all the UI and Menu style, giving the game a much stronger personality
Maps are now bigger
There are now 3 different map skins
Balancing tweaks
Changed a lot of strings
Laser is now displayed below other entities
Spider minions are faster so it's now a bit easier to use their patterns for the player
The CUTSCENES Update + Many Visual Improvements + More
NEW FEATURE: Cutscenes !!
Implemented 4 cutscenes that happens at different step during a run
Improved the Dungeon Room visuals by adding a lot of new elements around the borders
Continue to improve the menu and UI style
New Enemy Spawning Telegraph
Added skin variants to certain enemy types
Attack Tags/Synergies are now displayed in orange instead of red/pink to avoid confusion regarding if they’re available to buy
Experimenting displaying “ATK” on attack icon (not sure if i’ll keep this change yet)
It is now possible to navigate the menu using de Dpad with a Controller (in addition to joystick)
Bugfix: Broken Legs Icon wasn’t displayed
Bugfix: Coop: locked icons in shop weren’t reset after a new run started
Bugfix: doing a new run with less players that the run before could have minor issues due to previous players not being entirely reset
Bugfix: start run screen could display green/red bonus/malus on Attacks due to previous run not being entirely reset
Update: Visual Enhancements and Bugfixes
Improved the visuals of the HP and XP Bar
Bugfix: stacked item count was not displayed (regression introduced in recent update)
Fixed a dozen of visual issues introduced with the recent major UI Rework
Improved the Start Run UI consistency
Update: enhancements
Uncollected souls don’t persist between waves by default anymore (but potions/chests/flasks still persist)
NEW ITEM: Necrotic Echo: 10% of uncollected souls persist between waves
New sprites for Potion and Chest Pickups
Accessibility setting: added a toggle to disable Screenshakes
Many enemies (all dashing enemies) now have a funny bouncy/jump anim while they walk
Visual improvement: the playable Spider character now have a fullbody sprite for Power Decoy and cinematics
Coop: in shop, the souls icon is now always purple (instead of based on player’s color) to avoid confusion
Bugfix: Pentagrams should no longer spawn partially outside the map.
Bugfix: some gameplay actions could still happen during cutscenes
Bugfix: equipped attack sell value could change while unselecting/reselecting them
Bugfix: Soul Flask was launching its sound effect 10 times on pickup
Fixed little UI issues
Many other little improvements
Update: enhancements
Sweeping Melee Weapon Rework: Improved the feeling and accuracy of those weapons (like Void Hammer)
NEW ITEM: Stone Block: 50% chance to prevent an enemy to spawn if it was spawning near a pickup
There is now a feedback when the player is inside a pentagram (red sparkle fx on the character)
Room Size stat is now displayed in blue as it can be positive or negative depending on player’s build
10% of noobs now display their ridiculous pseudonyms during waves
Wand Skull: more damage
Adept can now equip a Watercan as a start Attack
Adept: now has -10% Room Size
Shovel: nerf to 30% chance to generate a soul on hit
Necrotic Echo: 20% of uncollected souls persist instead of 10%
Optimisation: Pre-rendered some effects
Bugfix: some enemies, like Rogues, could still try to follow dead players or Decoy that already exploded
Bugfix: equipping a Map Item (that increase dungeon room size) could change the map skin for the next wave