Build 25293203

build

Evox Ascension Playtest · beta, public · first seen

PICS live
2
Branches
1
Depots changed
Download delta
05:39 UTC
Time · UTC
Patch notes · published by the developer

[h1]Evox Ascension — Update 0.3.3[/h1]

On Steam

This update expands Forest Hollow's platforming and exploration, adds new fire and slime attacks, and improves water, foliage, maps and loading.

Save compatibility: This version requires a new game. Saves from 0.3.2 and earlier will not appear in Continue or Load Game in 0.3.3.

Forest Hollow and exploration

  • Reworked Forest Hollow's terrain with branching routes, elevated platforming, momentum-driven climbs and tucked-away reward spots.
  • Added Bouncecaps: animated mushrooms that launch you when you touch their caps. Upright Bouncecaps have solid stems and lower caps, so you'll need to jump onto them.
  • Added flexible log bridges that sag underfoot and rebound as you leave, alongside wooden platforms you can jump through from below.
  • Added Prize Blooms. Attack these pink flowers to reveal temporary Aspect drops, including Slime, Flight and Fire powers.
  • Prize Blooms replenish after death, Dragon's Vein travel or loading a save. A first-encounter tutorial explains how to use them.

Abilities and combat

  • The Fire Aspect now equips Fireball for Baby Dragon and Greater Fireball for Adult Dragon. Shots carry your movement momentum and break into fading flames as they travel.
  • Fire attacks can ignite enemies, dealing lingering damage and causing susceptible creatures to panic. Small slimes and Rhino Beetles fall to a single Baby Fireball.
  • Slime's new Gum Glob pins enemies' feet in place. Missed shots can settle into a short-lived trap that catches one enemy. Bound enemies can still attack if you get too close.
  • Fire + Slime's Bouncy Fireball now uses the shared burning and water-extinguishing effects while retaining its bouncing flight.
  • Devour is a dedicated Dragon skill, available independently of your equipped Aspect abilities.
  • Fixed interrupted Devour attempts leaving drops suspended in midair. Unfinished drops resume falling, and suction respects terrain.
  • Rolling hits now apply consistent stun regardless of speed: one hit for small slimes and Rhino Beetles, or two quick hits for ordinary wolves.
  • Bouncing on an enemy while rolling preserves your horizontal momentum without adding the enemy's movement speed.
  • Small slimes and Rhino Beetles now take two Baby Dragon claw hits to defeat. Updated downed and recovery animations make their stun state clearer.

Movement and camera

  • Hold Up while standing still to look above you.
  • Hold Down and press Jump to drop through one-way platforms, including log bridges and walkable waterfall tops.
  • Wall-running can resume after crossing a small gap in a wall.
  • Fast downward movement earned from a wall run is preserved instead of being abruptly cut to the normal falling-speed limit.

Water

  • Added pools and waterfalls with splashes, bubbles, moving waterlines and matching blue colours.
  • Carry enough speed to run across water, leaving a spray wake behind you. Slow down and you'll sink into the pool.
  • Underwater movement has gentler falling and reduced acceleration, with muffled sound while your head is submerged.
  • Pool water extinguishes fire. Trying a fire attack underwater produces bubbles and a sizzle without spending fuel; Blaze Roll and Blaze Bounce fall back to an ordinary roll.
  • Waterfall spray alone does not extinguish fire. Waterfall ambience fades with distance and stays quiet when the falls are offscreen.

Forest visuals

  • Added interactive grass and hanging vines that react as creatures pass through them.
  • Updated trees, bushes, ground colours and terrain shadows across the forest areas.
  • Tree branches sway in the wind and shed drifting leaves, with occasional leaves falling during calm weather.
  • Improved leaf outlines and layering, and fixed falling leaves streaking or disappearing during camera movement.

Maps and performance

  • Doubled map detail in both directions. Waterfalls, trees, bushes and bridges now appear as clearer landmarks.
  • Corrected map background colours so darker terrain matches its appearance in the world.
  • Gameplay stays paused behind the loading screen, preventing movement or damage before you're ready to play.
  • Reduced loading and menu-opening delays, and cut unnecessary processing in grass-heavy areas.
Per-depot manifest changes

Depot changes

All depots
DepotNew manifestPrevious manifest
51587911686348252037148045757739946696143728