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EricanskinsmonstersNewsLarge Update
Major update

Large Update

Ericanskinsmonsters · published 22 Nov 2025, 23:09 UTC

All newsPlayers around this dateRead on Steam

Hello all! The holidays are fast approaching and I have been grinding away on trying to figure out how to balance the combat and make it more challenging. This patch was an effort to bring more challenge and balance within the combat of the game! I did this in several ways and it's due to late game mechanics making some characters OP....which I'm fine with, as long as it's still fun.

Combat Changes:

Many mobs have had their hp armor/magic resist increased(too many to list and this includes bosses/mini bosses)

More difficult encounters replaced some of the weaker encounters. I left a mix of both to allow weaker players to choose their fights if they need until they get stronger. Not every fight is hard and not every fight is a breeze.

High level weapons were made slightly weaker. I threw out high numbers to see how they would do in the game but once they start to get amplified later...it became game breaking with non stop 9999 blows.

Tweak combat early game in previous patch to allow the solo start progression to be more interactive and made the owl bear slightly weaker.

Drippy is more balanced....even though he is an OP summon on purpose. He now will swap back with Erica normally and his turn timer now decreases after every action which unsummons him properly now when he reaches 0 turns.

World Changes

I noticed some saving glitches in the Tower of Trials which I corrected.

Removed ability of players to run in a lot of indoor locations. I felt this was needed to bring back the game to an atmosphere of exploring instead of rushing/sprinting everywhere as fast as possible. You are still able to sprint in most locations still that make sense.

Fixed bugs during boss fights where the combatants would be replaced and not show up visible until the player hovered over them. They now appear normally.

Added changes on how frequent encounters occur in some maps and added some specific encounters that will trigger upon player interaction.

Added a lot more minor dialogs and treasure to discover around the world including the dungeons. Most of the bosses no longer drop the weapons, but once you kill them...you can then purchase them in some of the towns. This includes the Fang dagger from the Broodmother and both weapons from Heloxodus. I added more spider webs to find/turn in for gold and more loot around the world to try and balance the free weapon takeaways. Buying/gearing out your team yourself is always more fun...so I didn't want to keep giving insane gear drops on bosses.

Future Updates?

I noticed a few locations where I wanted to change out some of the music tracks with some others I have been working on. So more songs/combat balancing/advertising/bug fixing as they pop up/developing for mobile once I get the time to rework the quest system so it works on mobile...and the map. It's gonna be a while, but the winter is long.

Thank you all again for your support and I wish everyone a happy holiday season! Game On!

Any changes/bugs/addition you would like to see? Feel free to reach me at [email protected]. Lost? Need a guide? The map I added/quest system/road signs, have scratching your head? I think I posted a guide on Steam, I also built one at https://smirksmilegringames.com/ericanskinsmonsters-guide/

- Eric

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