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Into EvilNewsINTO EVIL Update 1.4ea - The Iron Bulwark Update
In-game event

INTO EVIL Update 1.4ea - The Iron Bulwark Update

Into Evil · published 1 May 2026, 11:24 UTC · build 23469839

All newsPlayers around this dateRead on Steam

Greetings once again, dungeon delvers!It is indeed time for another content update to be released! Last time, spells and arcana expanded dramatically. This time, the update focuses on two comparatively mundane (but quite important) areas: shields, and the HUD!These have been the source of most remaining player pain points: shields felt underwhelming, and the HUD still had problems (I'm looking at you, "torch info obscuring the screen in a fight"!)Sound familiar? Well then, feast thine eyes:

Combat Changes

  • Shields are now more effective at guarding against many attacks, and are more resilient against strong blows..

  • When you attack after blocking with a shield, you now lunge forward (as if you had dodged or been running) in order to better take advantage of the enemy’s recoiling.

  • Shields now have a brief moment of “strong” guarding when you start to block. Intercepting blows in this moment costs less vigor, can withstand even stronger strikes without breaking, and will cause enemies to recoil more severely.

  • Energy now regains more slowly while you are blocking.

  • Dagger “heavy stabs” now run forward after parries and dodges in order to more reliably hit their targets.

  • Spear “retreating stab” lunge attacks now have more forward movement at their start, making them easier to hit with. Additionally, counterattacking with a spear after blocking with a shield now lunges forward instead of retreating.

HUD / Interface Changes

  • The on-player HUD is now slightly more condensed visually.

  • Item pickup details are now displayed in the corner of the screen instead of “on” the player as part of the interact prompt. (This prevents it from hiding objects close to the player… for example, in the middle of combat.)

  • An option to always display the current player’s selected Invocation (if any) and Carried Item in the corner of the screen has been added.

  • You now staunch bleeding by entering stealth instead of holding down the interact button. (This prevents bleeding from overriding other interactions/abilities that leverage the button).movement (for example, preventing access to a lever).

Other Changes

  • The Veteran’s “Vanguard” trait has been slightly adjusted: he is now passively better at blocking and additionally gains a brief burst of strength upon successfully blocking with a “strong” guard.

  • You can now discover shields with a variety of new mods.

  • “Better dodge” item traits have been split apart: now, you can discover modifiers that make you dodge more swiftly as well as ones that halve the vigor cost.

  • You can no longer be trapped behind gates.

  • Melee attacks now more thoroughly model the differences between swings, chops, and thrusts. This allows things like attacking through cell bars to be more intuitively modeled (where thrusts and chops are not obstructed since  the bars are vertical).

  • Wands now properly benefit from projectile-modifying effects.

  • Many items are now more appropriately reflective and have normal maps. (More changes here will occur in future updates!)


All in all, I think I have finally addressed all critical feedback on the core game experience, and all key systems are in place. (This is why the game's in Early Access, after all!) The game is still far from done, mind you - there's plenty of work left to do! - but I think pretty much all future updates can focus on content instead of polish and bugs!

(I've also started queuing up content for the game's next region - no spoilers! So, if these patch notes felt a little light that's why - I have to spend time working on the crazy giant future update!)

What's next, you ask? Well, I hope you are ready for some hurled weapons!

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