
Hi all,
So excited to finally have this game out. It’s been a blast making it, and I’m super happy with the end result. I hope you all enjoy it!
The game is 2.39$ at launch, and for now we will keep the free demo where you can try the game.
Here what’s new:
Gilded / Glacial / Ember Souls: some enemies spawn marked. Gilded drop bonus souls, Glacial burst into a freezing nova, Ember leave burning ground where they die.
Lantern Light: your lantern now radiates, and enemies inside take extra damage. Scales with Lantern Radius / Damage Mult.
Soul Spark & Soul Splinter: beam kills can throw a soul bolt or fork a splinter beam into a second target.
Reaping Hour: periodic sweep pulls every loose soul on the field to you. Portal gamble still applies while the portal is open.
Momentum: kills without taking damage stack a growing damage frenzy: lantern brightens, beams thicken. Resets when hit.
Expanded to 101 nodes / 207 ranks across 8 identities: Dash, Soul Shield, Bomb, Beam trunk, Summon, Soul Ball, Defense/Economy, and Reaping. Cheap early, deep commitment late.
2 new skill pillars: Soul Shield (orbiting wards that absorb hits, with size/radius/repulsion/nova upgrades) and Soul Ball (bouncing reaper ball with lifetime/radius/split/twin upgrades).
6 new passives: Dash Trail, Dash Damage, Summon Explode, Summon Elite, Bomb Freeze, Bomb Burn — all at the tips of their branches.
Progression, bosses, elites, roguelike & daily, tree mastery, reaping feats, plus hidden ones.
Account-wide, never go backwards, earnable offline and synced when Steam comes back.
New Achievements panel from the main menu: completion meter up top, Hide completed toggle, and stable sorting.
The final level is a cool final boss fight. Built for your full build. Come prepared. No spoilers.
Roguelike: a fresh run every time. No persistent tree. Draft your build as you play: pick one talent card after each level from 3 random options at varying rarities. Every run remixes battles.
How it differs from Story: Story is your permanent tree and curated campaign levels; Roguelike is ephemeral — the run is the build. This mode is meant to be hard, with 3 difficulty levels: Hard / Nightmare / Impossible, which set spawn pressure, revives, and reinforcement waves. Wins and streaks tracked per difficulty. Full-game only.
Daily Challenge: one seeded run per day, identical for everyone in the world, with its own daily Steam leaderboard. Resets at 00:00 UTC. Same draft-and-survive loop as Roguelike, 2 shots per day.
Unique background per biome and unique colour per level.
New VFX for all new skills and some previous effects.
In-battle UI: next-level hint after a clear, clearer cooldown/readouts, faster talent-tree camera.
Full talent tree rework to allow for the new nodes, including upgrade costs, rank caps, and several stat values re-tuned.
Enemy HP now flat within a biome (and +25% per biome), contact damage is 1 for all enemies except bosses & soul rewards still scale per level.
Full improved gamepad UI navigation in all panels, plus better talent tree navigation.
Let me know what you think if you play it!
Àlex