Show/Hide Show/Hide

Riftbound

 
Riftbound Demonlore Expansion News!Mar 1, 2024 - Community AnnouncementsHello Summoner! After our previous update with the new fusion system and a short break over the holidays, we are now well into the year and working hard on the final phase of the Demonlore expansion roadmap! We have a brief update on this below. Before that, just a reminder to new players and demo players. For New Players: If you have recently purchased the game, please see the forums for instructions on how to access the free Demonlore expansion. You can still play on the older version for now (1.2.4) however all of the latest expansion content will only be available on the public test branch until the expansion is fully released. It's open to everyone that owns the game, so we encourage you to try it out! For Demo Players: The latest demo does include some of the new content and mechanics from the free Demonlore expansion. Keep in mind it is a few patches behind and doesn't have the latest updates to the veterancy system (or the new fusion system). Updated Roadmap! {STEAM_CLAN_IMAGE}/40431179/686bdad18401419d1a825cb056c4b2ab630f954b.png From The Developers Phase 3 of the roadmap is underway. We have had a lot of great feedback from players and are really happy with how everything is shaping up. The major aspect of this phase is the new Stage-5 and new major boss that will offer, bringing everything together for an epic main run. We have a good amount of minibosses and new enemies already, so during this phase we will also be shuffling around where they fit into the available runs to determine what has the best feel. Part of this will potentially include moving the first 3 main bosses to the end of each key run, and replacing them with minibosses to the main run. In addition to the items listed on the roadmap, there will also be another pass on polish and QoL features, including some requested keybind and controller changes. We look forward to more of your feedback as we roll out the next series of updates. One Quick Note: Above are our current plans, but, they are subject to change based on player feedback. ---------------------------------------------------------------------------------------------- Where to share your feedback Right here, in the comments of this post. On the Steam forum for our game. In the Discord channel. Thanks so much for your support! All of your feedback so far has helped shape the game, improve balance and make it more enjoyable for everyone. ⚡ If you enjoy the game please consider writing a Steam review, it really helps us small indie developers getting recognized in Steam. ❤️ Join Us! We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game! Join discord hereRiftbound - Elemental Fusion Patch v1.2.8Dec 4, 2023 - Community AnnouncementsHello Adventurer! Here is a the next patch for Riftbound. Thanks again to everyone on the Steam forums and Discord for the incredible feedback! This patch applies to the Demonlore update that is currently on the public test branch (check the forums for how to access it). From the Developers We know that plenty of players absolutely love obliterating enemies with spells, but we also know some players like to focus more on the units. The new mechanics in the Demonlore update have already gone a long way to improve this area (in particularly with veterancy bonuses), but we wanted something that focused more on synergies. So, we came up with a new Elemental Fusion system that works on top of the existing systems! Speaking of veterancy, new veterancy bonuses have been added to round out the system, and all elementals (except Aether-Types) now have level 10 special veterancy upgrades, from the mighty Super Punch to the heated Fiery Vortex! Based on player feedback we have reverted some aspects of the consumable system, notably Totems and Circles. These felt better as special items that you could obtain, and they were causing balance issues in mini-boss fights. So they will no longer be consumables and are only found in encounters as they were previously. The consumable system is still going strong however, and you can now find new types of potions to aid you in battle. That's not all for this patch though, there is a lot of other new content, a new miniboss, consumable changes (based on player feedback), new enemy modifiers and new mutators. Check out the patch notes below for the full details. New Elemental Fusion System This new system features 8 elemental runes that can be applied to the enemies in different ways. Some more simple than others. When the correct runes both exist on the enemy, they are consumed and turn into a fusion reaction which can apply its own effects and even apply different runes, There are also special runes that are more persistent and wont be consumed when they trigger a reaction, allowing you to trigger multiple reactions if you get the right combination of units. Here is a chart showing an overview of how it works: {STEAM_CLAN_IMAGE}/40431179/3f9751425466474b40ac0d48ff1b6f9b93f16e85.png Unlike many of the other new mechanics in the Demonlore update, the really nice thing about this new system, is that it even works in the Classic Campaign! What's Next? As we are nearing the end of tasks for Phase 2 of the roadmap, we plan to release an updated roadmap and move on to Phase 3. We are really excited to bring everything together with the new Stage-5 in the main run and introduce the final 2 characters. Phase 3 will also have a big focus on quality of life improvements, controller improvements and keybinding improvements, so stay tuned for those. ❤️ Thanks! A huge thanks to everyone that has been providing feedback. We are really happy with how the new Demonlore update has been received and are excited to proceed through the ro...Riftbound - Demonlore New Character Patch v1.2.7 - Earth & FireOct 26, 2023 - Community AnnouncementsRiftbound will be on sale during the Steam Halloween Sale Event! It will just be missing the first 2 days of sale due to Steam's 30 day between sale policy. Hello Adventurer! Here is a the next patch for Riftbound. Thanks again to everyone on the Steam forums and Discord for the incredible feedback! This patch applies to the Demonlore update that is currently on the public test branch (check the forums for how to access it). From the Developers We are excited to introduce two new characters with unique starter kits. It's been a lot of fun finding ways to add new mechanics and have characters provide a unique experience. This finally gives you a way to use your first set of keys as well! We have also implemented significant miniboss changes, there will be more balance changes to come, but the updated system gives us more flexibility in how we balance, and allows any boss to show up at any stage and have the power adjust as necessary. Please give us any feedback you can on your experience with MiniBoss difficulty. Check out the patch notes below for the full details, including new consumables and veterancy changes. This patch has overhauled the miniboss system in a number of ways: MiniBoss enemies now gain immunity to crowd control for a short time after using a crowd control spell on them (push, stun etc). We wanted to let players use crowd control on minibosses, but needed a way to balance it out. MiniBoss enemies now have ranks depending on what stage they appear in. You will see this as a prefix to their name (Harbinger, Tormentor, Dreadlord etc). You encounter higher tiers in higher stages and they have more health and deal more damage. New Character - Terrina Terrina is an earth themed “tank” character that starts with Stoneling + Metal elemental (no starter elemental choice). This character also starts with a new unique upgrade that plays around the tank theme, and starts with two tactics (plus can hold up to 4 tactics). We consider this one of the more complex characters to play, and it will require good use of the tactics spells to shift your units around the battlefield. This character can be unlocked for 600 Gems + 1 Wrath Key (this cost is permanently consumed). New Character - Incendria Incendria is a fire themed “phoenix” character that starts with Fireling (no starter elemental choice). This character also starts with a new unique upgrade, “Greater Flames of Rebirth”, and a Unique “Combust” tactic. We have added an entirely new mechanic for this character, allowing you to use the combust tactic to gain Fire Shards, these fire shards are consumed when you cast fire spells and can increase their damage significantly. This character can be unlocked for 900 gems and 1 Ruin Key (this cost is permanently consumed). What's Next? There is more to come after this patch as we focus on the tasks listed for Phase 2 of the roadmap. This includes some new MiniBosses and other content, as well continued balance adjustments based on your feedback. ❤...Riftbound - Demonlore Veterancy Patch v1.2.6BOct 3, 2023 - Community AnnouncementsHello Adventurer! Here is a new patch for Riftbound. Thanks again to everyone on the Steam forums and Discord for the incredible feedback! This patch applies to the Demonlore update that is currently on the public test branch (check the forums for how to access it). The focus of the next patch will be improvements to miniboss (Infernal) balance. Just a quick note, we have also included some extra patch notes below for the previous Demonlore update, because there were extra changes that you may not have noticed yet (such as Aqua Elemental now having a way to deal damage, and armor absorbing half damage). From the Developers The Veterancy System was included as an experimental feature that we thought would be interesting, and players have really been enjoying it! However, our first implementation was far from perfect, notably, most players felt that veterancy should be kept when you evolve a unit. The reason we didn't do this initially, is that we liked the added pressure of getting evolved units down really fast to try and get their veterancy up. Overall though, it just didn't feel right and didn't align with the whole idea of "evolving". This patch has overhauled the veterancy system in a number of ways: Evolved units now inherit any veterancy buffs from lower evolutions (Tier 2 gets Tier 1 bonuses, Tier 3 gets Tier 1 + Tier 2 bonuses). Most bonuses are capped at 5 levels per Tier. Veterancy choices are now spread out based on the units veterancy level (for example you will no longer just get Damage, Damage, Damage, Damage for the first 10 levels). Veterancy choices are now conditional (critical damage wont show until you have critical chance). We have added a range of new choices. What's Next? We still have more to come after this patch. One of the main focuses will be improving balance and adjusting the mechanics of mini-bosses (Infernals), and there are a few fixes and things to clean up (such as some evolution upgrade choices showing in the new Summon mode that don't have any effect). From there we continue to add the new content listed in the roadmap! ❤️ Thanks! A huge thanks to everyone that has been providing feedback. We are really happy with how the new Demonlore update has been received and are excited to proceed through the roadmap with you! The best way you can support us is by leaving a review on Steam, as this gets more attention to our game on Steam, and will give us the flexibility to expand the game even more into the future. Patch v1.2.6B Please note that the Veterancy System has been changed. If you have a run in progress you can complete the run and you will keep any existing veterancy choices you have made, but your next veterancy choices will use the new system. Veterancy upgrades are now given to higher tier evolutions, and are now capped per tier. Overall, compared to pre-patch, this means fully upgrade Tier 1 units will do less damage, Tier 2 units will do the same damage, and Tier 3 can do more damage. For example, previ...Riftbound's NEW Demonlore Expansion Roadmap!Sep 28, 2023 - Community AnnouncementsHello Adventurer. We are excited to share the Roadmap for our new free expansion! In case you missed the announcement... https://store.steampowered.com/news/app/1588340/view/6819068581452804944 In case you missed the deep dive... https://store.steampowered.com/news/app/1588340/view/6819068581438507585 From The Developers The roadmap represents the stages that the new content and features will be implemented as we work towards the full 1.3 expansion release. During this period we aim to keep the Demonlore expansion available on the public test branch for players that own the game. This gives you an opportunity to provide feedback and help shape the game. Let us know which aspects of the expansion you love, which you don't, and, well, any other opinions you have on the expansion!! "Demonlore" Expansion Roadmap to 1.3 {STEAM_CLAN_IMAGE}/40431179/bf9911792e35f64d82cc19011bac305df34231a4.png One Quick Note: Above are our current plans, but, they are subject to change based on player feedback. ---------------------------------------------------------------------------------------------- Where to share your feedback Right here, in the comments of this post. On the Steam forum for our game. In the Discord channel. Thanks so much for your support! All of your feedback so far has helped shape the game, improve balance and make it more enjoyable for everyone. ⚡ If you enjoy the game please consider writing a Steam review, it really helps us small indie developers getting recognized in Steam. ❤️ Join Us! We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game! Join discord hereRiftbound: Demonlore - NEW Free Expansion Deep Dive!Sep 26, 2023 - Community AnnouncementsHello Adventurers! A few days ago we announced our new upcoming FREE expansion! Below we have put together a deep dive by the devs, into our motivations and goals for this expansion. A full Roadmap will be announced in the coming days! In case you missed the announcement... https://store.steampowered.com/news/app/1588340/view/6819068581452804944 From The Developers We have spent the past several months working on the public test build of the expansion so that we could ensure everything worked well together. Now, you are able to play the expansion in its current state and provide feedback to help shape the final direction. Not everything is set-in-stone just yet, so if you have any feedback, be sure to let us know! "Demonlore" Expansion One Quick Note: Below are our current plans, but, they are subject to change based on player feedback. We aim to have this update available on the public test branch, and will keep it there before it is pushed to the live branch. Goals This expansion focusses on some key goals, with adjustments to existing features, and new features. Goal #1 - Don't hard-lock too many things behind progression Our initial implementation of the Roguelite mode locked too many things behind progression. You would unlock perks, earn gems to spend on those perks, unlock difficulty modes and so on. Looking back, this was simply not necessary. Players already have to earn gems to unlock perks, so why limit their perk choice? And if players want to attempt a harder difficulty, why not let them do it as soon as they like? All perks and difficulties will now be unlocked from the start (the whole perk system has also been overhauled, see more on that below). Goal #2 - Give players more rewards, more often We have adjusted the map generation so that there are fewer battles per stage, and each battle is slightly longer. In addition to this, encounters are now on the nodes, instead of on the path between the nodes (we may still have some special events on the paths). The end result of this is that you are getting more rewards between battles. Goal #3 - Give players a series of more interesting choices While we did have some choices in the perks you choose and rewards after battles, we felt that there was more we could do in this area. Before you even start a run you will now have choices that affect your run. Choose a character, choose your perks, choose your difficulty, choose your run type, choose your evolution mode (experimental). In battles we have made it so choosing when to use consumables is more important, and we are experimenting with a new veterancy system that allows you to upgrade your elementals throughout a run. Goal #4 - Give players choice over run length & variation Based on your feedback, we know that some players wanted shorter runs and some players wanted longer runs (this was split pretty evenly). We wanted to come up with a way to implement runs that could cater to both of these in an interesting way. We have kept the main...Riftbound: Demonlore - NEW Free Expansion Announced!Sep 21, 2023 - Community AnnouncementsHello Elemental Adventurers! We are excited to announce a new upcoming FREE expansion! Check out the details below! Stay tuned over the coming days, as part of the MIGW festival we will be: Sharing a developer deep dive Livestreaming gameplay with the developers Releasing the full Demonlore expansion roadmap! From The Developers The response to our first free expansion "Summoner's Path", which focused on adding the new Roguelite game mode, was extremely positive! We are grateful for the feedback everyone has provided. Your feedback, along with feedback from amazing content creators such as Sifd, Retromation, and Wanderbot, has been the driving force behind our goals for this new expansion. Play it Now! We have made the first build of the expansion available on a new public test branch. If you own the game (or purchase it), you can access it with these instructions: Right click Riftbound in your Steam library and select Properties Select the Betas tab From the dropdown, choose "Demonlore Public Test Build" This will switch you to the new build, and you can start playing right away! If there are any issues, let us know via Discord or the Steam forums. Important Note About Save Files: When you launch the Demonlore expansion for the first time it will make a copy of your Roguelite save data, keeping any meta-progression & gems you currently have. After this happens, progress you make in the old version and the new Demonlore expansion will be kept separate. This was necessary because of the amount of changes, but we didn't want you to have to lose any existing progression. Also, once you try the Demonlore expansion you most likely wont want to return to the old version =) Upcoming "Demonlore" Expansion {STEAM_CLAN_IMAGE}/40431179/0a50fbf169478eecf8a667a7564bc7344807b936.jpg Where to share your feedback Right here, in the comments of this post. On the Steam forum for our game. In the Discord channel. Thanks so much for your support! All of your feedback so far has helped shape the game, improve balance and make it more enjoyable for everyone. ⚡ If you enjoy the game please consider writing a Steam review, it really helps us small indie developers getting recognized in Steam. ❤️ Join Us! We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game! Join discord here Special Announcement Next Week!Sep 14, 2023 - Community AnnouncementsHello Summoner!! Hey folks, we just wanted to post a quick update! Over the past few months we have been collecting your feedback, and been hard at work putting that feedback into action. We are currently putting the final touches on our new roadmap, and we finally have things ready for our upcoming special announcement - next week on Thursday 21st September! Stay tuned! Join Us! We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game! Join discord here Share Your Feedback - Topic #4 - Bosses... (+ New Roadmap Soon!)Aug 10, 2023 - Community AnnouncementsHello Summoner!! New Roadmap just around the corner! We have been hard at work testing potential features and adjustments, as we put the finishing touches on our new roadmap. The new roadmap will be announced next month with a full, detailed writeup. We think you are going to love what we have in store! Meanwhile... For this step we are collecting feedback on Boss Enemies, particularly in the roguelite mode. This will help shape the game as we move forward and introduce new content, so be sure to have your say! For our upcoming roadmap, these are some things we are aiming to achieve: Support runs of different lengths Have a way to spend excess gems Add a new meta-currency Revise how consumables work Potentially add new unique challenge battles to runs Previous Topic (#3 - Perks) If you missed the previous topic be sure to check it out, we have had some great feedback already: https://store.steampowered.com/news/app/1588340/view/3644023772679909998?l=english New Topic #4 - BOSS ENEMIES! For this new topic we are discussing the boss enemies. In particular what you like/dislike about current bosses, and what other interesting mechanics you would love to see! Our current bosses were designed as multi-phase fights. You get the boss down to a % of health and they enter the next phase which changes their attack sequence and adds new attacks. Boss enemies are difficult to design in any game, and for the lane defense genre you have some additional challenges. For example, in an action RPG, you can telegraph a boss attack, which the player can notice and dodge - something that isn't really possible in a lane defense game. This was how we came up with the idea of the special Crystal Shield spell - something that you can use to protect your units and also reflect some boss attacks, despite not having a character to dodge with in this genre. Overall the boss fights become a balance of resource management, having enough attackers to fight off the minions that spawn with the boss, being able to damage the boss, and also being able to survive the bosses attacks. While we may make some tweaks to the existing bosses in the game, we are generally happy with their current state. What we are considering however, is adding an additional main boss, plus a range of mini-boss enemies. ------------------------------------------- We are quite happy with the current bosses, but there are some things we are considering, including: Some tweaks to existing bosses if needed, based on feedback. Adding a new boss enemy. Adding a range of mini-boss enemies. We would love to hear your feedback on Which existing bosses you like most and least (Troll, Reaper, Warlord, Lich). Which existing boss mechanics/attacks you like most and least. Any new mechanics you would love to see in boss fights (no matter how silly or crazy those mechanics may be). Where to share your feedback Right here, in the comments of this post. On the Steam forum for our game. In the Discord channel. Thanks so muc...Share Your Feedback - Topic #3 - PerksJul 11, 2023 - Community AnnouncementsHello Summoner!! We have been hard at work planning and testing features for the new roadmap, hopefully we will have more to show soon. For this next step we are collecting more feedback on Perks in the roguelite mode. This will help shape the game as we move forward and introduce new content, so be sure to have your say! For our roadmap, these are some things we are aiming to achieve: Support runs of different lengths Have a way to spend excess gems Potentially add a new meta-currency Potentially revise how consumables work Potentially add new unique challenge battles to runs Previous Topic (#2 - Mutators + Elites) If you missed the previous topic be sure to check it out, we have had some great feedback already: https://store.steampowered.com/news/app/1588340/view/3687933234120686774?l=english New Topic #3 - PERKS! For this new topic we are discussing the perk system. Currently there are 13 perks that are unlocked as you progress, and you can "purchase" these perks with gems you earn during your runs. Some perks offer minor improvements, while other perks have a more significant impact. We are considering adjusting this system slightly, adding extra ranks and potentially new perks. ------------------------------------------- Current Perks Battle Area - Start your run with 1 extra lane per rank Energy Pool - Each rank adds 5 to your starting energy Elemental Toughness - Each rank adds 25 max health to elementals Inquisitive Nature - Get one reroll on spell & upgrade rewards per rank Natural Healing - Elementals regenerate 5 health per rank every 10 seconds. Evolution Mastery - Each rank reduces evolution costs by 5 energy. Signature Spell - Start your run with a signature spell Fast Learner - Increase the amount of XP gained by 5% per rank Power Caster - Start your run with 1 stack of Spell Power per rank Scouting Ahead - Each rank gives extra information about upcoming battles and encounters Golden Luck - Each rank add 1% chance to find a rare spell Scribe - Each rank adds 1 bonus charge to consumable spells Veteran Heroes - Heroes start with 10 armor and 2% chance to evade per rank ------------------------------------------- There are a few changes we are considering, including: Unlocking all perks by default. Giving you access to all of them, and your only limit being the amount of gems you have to purchase perks. Putting perks into sets of 2, and making it so you have to choose one perk or the other. This would allow us to make individual perks more powerful (more ranks) and allow you choose the perks to suit your strategy. We would add a few new perks and make some adjustments with this change. The free "reset perks" feature would remain as-is. Adding some new perks and potentially remove some existing perks that no longer make sense. Changing/balancing existing perks. Note: We are also planning to have a separate way to spend excess gems. We would love to hear your feedback on Any new perks you would love to see/perk ideas you have. Your op...Share Your Feedback - Topic #2 - Mutators + ElitesJun 22, 2023 - Community AnnouncementsHello Summoner!! As we continue to work on our roadmap for the next feature updates, we are collecting more of your feedback on a range of topics. This will help shape the game as we move forward and introduce new content, so be sure to have your say! For our roadmap, these are some things we are aiming to achieve: Support runs of different lengths Have a way to spend excess gems Potentially add a new meta-currency Potentially revise how consumables work Potentially add new unique challenge battles to runs Previous Topic (#1 - Run Length + Stage-5) If you missed the previous topic be sure to check it out, we have had some great feedback already: https://store.steampowered.com/news/app/1588340/view/3721708329644548421?l=english Topic #2 - Mutators + Elites Based on feedback and discussions from the previous topic, we are in the process of planning the next series of updates. The community is split between wanting longer and shorter runs, so we are working on some ideas that may allow players to do runs of different lengths (both shorter and longer than the current run). As part of this we are considering having various runs, some which may have a fixed set of mutators and/or elite types that can appear. So, for this topic we are interested in getting your feedback on the mutators you have encountered and elite affixes you have encountered (affixes are things like Deadly, Energy Leech etc). ------------------------------------------- How Mutators + Elite Affixes currently work Currently during a run, we gradually add enemy affixes to the pool of affixes Elite & Champion enemies can spawn with for that run. This helps each run be slightly different and allow you adjust your deck since you know which affixes you will be up against. For mutators, there is an encounter where you can get a random mutator, and battles themselves can also have a mutator attached. Mutators occur more often in higher difficulties and can change the feel of the battle quite a bit. Mutators are also defined as Minor Mutator or Major Mutator, depending on how significantly they alter the battle. ------------------------------------------- There are a few ways we could incorporate mutators/elites affixes into new types of runs, including: Have a series of predefined runs of different lengths and mutators. E.g you might start with one of these mutators, and then the next one kicks in after the first boss. So when you start a new run, you would actually choose which one you wanted to do. Like above, have a fixed set of elite affixes that can appear in these predefined runs, so you know ahead of time what the affixes for each run will be. We could also have variations of this, where you get to pick from a small set of mutators at key points in the run (you must choose one). We like this idea as it allows you to know which mutators you will have in the run, but you get to choose which order you get them in. We would love to hear your feedback on Your favorite and most feared mutato...Riftbound - Crystal Shield Patch v1.2.4Jun 1, 2023 - Community AnnouncementsHello Adventurer! Here is a new patch for Riftbound. Thanks again to everyone on the Steam forums and Discord for the incredible feedback! Also, in case you missed it, check out our feedback post and let us know your thoughts, as your input will help with the direction that we take for future content: https://store.steampowered.com/news/app/1588340/view/3721708329644548421?l=english Tutorials New tutorials will show up throughout the roguelite run, covering various aspects of the game including Spells, Elites, Combos, Evolving and Boss fights. These will help new players, but also highlight anything that experience players may have missed. The tutorials are short and to the point, so won't get in the way! Bosses and Crystal Shield We have created a new Crystal Shield spell to replace the boss version of Spirit Shield. There are a number of changes involved in this (read the notes below), but one of the main reasons is that this allows us to balance the boss spell and standard Spirit Shield separately. In addition to this, the Necromancer boss has been updated, with more obvious visual effects when you successfully reflect a special attack. The effect of reflecting the attack is also more significant as well. Blocking Aura Blocking is one of the strongest enemy effects, so we have made it so it wont appear on bosses on Neutral and below difficulties. In addition to this, blocking aura and regen aura from enemies will not apply these statuses to bosses (it was never intended for the boss to be able to regain health). ❤️ Thanks! A huge thanks to everyone that has been letting us know how much you love the game and the roguelite mode. Reading these comments means so much to us! The best way you can support us is by leaving a review on Steam, as this gets more attention to our game on Steam, and will give us the flexibility to expand the game even more into the future. This isn't the last update, so keep the feedback coming, and we will keep improving the game! Thanks to everyone that has joined the Discord to share their feedback as well, you are all amazing! Below is the full list of fixes for this update. Patch v1.2.4 General The previously hidden Achievement “Master Summoner” has been removed, it was not intended to be available as yet and was for originally intended for an extra-hard level in the campaign (which was not needed since the existing hard mode is already very difficult). The Spirit Shield spell has been split into two separate spells, a boss version and a standard version. The standard Spirit Shield no longer reflects boss attacks, for now the other stats remain unchanged. A new spell Crystal Shield has been added as a new version of Spirit Shield that was used in boss battles. This new spell also features high damage reduction. Unlike Spirit Shield it does not have a chance to give energy on hit, however it as no energy cost. Note that Spirit Shield still exists as a separate spell but will no longer reflect boss attacks (only the ne...Share Your Feedback - Topic #1 - Stage-5 and your ideal run lengthMay 30, 2023 - Community AnnouncementsHello Summoner!! We are looking to collect your feedback on a range of topics, starting with this new series focusing on one topic at a time. This will help shape the game as we move forward and introduce new content! Topic #1 - Run Length + Stage-5 The first topic we would like to discuss in this series, is the length of runs in the Summoner's Path roguelite game mode (including a potential Stage 5). Currently a Summoner's Path run includes 4 Stages, each with one boss. Battles start with 3 waves and gradually increase to 5 waves. A full run can generally be cleared in 1.5 hours or more depending on various factors. There are a few ways we could adjust runs from here, including: Add an extra full length stage (Stage-5), with a new boss, and series of tough battles to get through. We could potentially also increase battles to 6 waves. Run length would increase by at least 40 minutes. Add a new stage (Stage-5), with a new boss, however as a "half-length" stage, roughly 3 very hard battles before the boss. Run length would increase by at least 20 minutes. Add a new stage (Stage-5), but this is an endless, go as far as you can for bonus score/gems type deal, with increasingly difficult battles. Run length could potentially increase significantly. Keep it at 4 stages, but add a new boss, and let you choose which boss to head for in Stage-4. Something more drastic, reduce it to 3 stages, have more randomization in which bosses appear in each Stage. Run length would reduce closer to 1 hour+ If we do add an extra Stage-5, it also possible for this to be an "optional" stage, allowing you to choose to end the run after beating Stage-4, or tackle Stage-5. We would love to hear your feedback on Your ideal run length, do you want shorter, longer, or think that 4 stages is already the sweet spot? Your opinion on the ideas above, or any variations of these, or even a completely different direction Where to share your feedback Right here, in the comments of this post. On the Steam forum for our game. In the Discord channel. Thanks so much for your support! All of your feedback so far has helped shape the game, improve balance and make it more enjoyable for everyone. ⚡ If you enjoy the game please consider writing a Steam review, it really helps us small indie developers getting recognized in Steam. ❤️ Join Us! We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game. This is just the beginning of very exciting times ahead! Join discord here Riftbound - Warlord and Hero Patch v1.2.3May 27, 2023 - Community AnnouncementsHello Adventurer! Here is a new patch for Riftbound. Thanks to the fantastic community for all of the feedback on the forum and in the Discord! Warlord The third boss battle was quite intense, but could also put you in situations that could take far too long to damage the boss. This combination of intensity and duration could result in a bit of an exhausting battle, so we decided to rework it, in particular the enemies that spawn. While it can still be an intense battle, it should now be easier to damage the boss. Note that higher difficulties have extra enemy spawns, so be on your guard when attempting this boss on higher than Neutral Godlike modes. There will be more changes to all bosses as we strive find the sweet spot of intensity, difficulty and duration, so we are thankful for any feedback you have. Classic Campaign The Classic Campaign will be receiving more changes in future updates, initially however, we wanted to take the edge off the difficulty in some battles, which we have done by increasing the starting energy. This will give you just that bit more to deal with the initial enemies that spawn. The above Warlord boss changes will also make the boss battle easier in the campaign mode. Heroic Upgrades A range of balance and functional changes have been made for heroic upgrades, including the addition of a new upgrade that provides more interesting damage options when trying to build DPS heroes. This is the first round of changes that we have for the heroic system and takes onboard a lot of feedback and suggestions, but there will be more in the future. Be sure to let us know which upgrades you are using and in what combination, as we would love to hear how you are using them as part of your strategy. Tutorials As previously mentioned, we plan to add some new tutorials to help introduce new players to the mechanics better along the roguelite path. This will be done in a future update. This isn't the last update, so keep the feedback coming, and we will keep improving the game! Thanks to everyone that has joined the Discord to share their feedback as well, you are all amazing! Below is the full list of fixes for this update. Patch v1.2.3 Balance (General) In the Classic Campaign, the default starting energy has been increased from 70 to 110 Warlord Boss health reduced from 5500 to 4900 Warlord Boss battle has been redone with different enemy spawns that don’t spawn in front of the boss (which made it difficult to damage the boss). The third phase has also been tweaked (removed 1 barrel throw and added 1 move to the sequence). Warlord Boss beam will now do more damage to enemies when it is reflected, increased from 1200 to 5000 (it is intended to kill enemies). Reaper Boss health reduced from 6200 to 5900 Summoner's Path Mode Your last selected run difficulty will now be remembered. A new Heroic upgrade has been added. Heroic Force is a stackable upgrade that increases critical damage by 20% per stack. This gives you new ways to build dam...Riftbound - Big Balance Patch v1.2.2May 23, 2023 - Community AnnouncementsHello Adventurer! Here is a new patch for Riftbound. Thanks to Wanderbot, Sifd and the community for all of the feedback that is helping getting balance and progression speed to a really good place. Difficulty Difficulty overall has been reduced. There are a few aspects to this, including fixing an issue that could cause large groups to spawn early in wave 1 (which was unintended and felt really unfair). A range of other changes reduce the difficulty on lower difficulty levels as well, including bosses. On top of this, you can now choose the lowest difficulty straight away instead of having to unlock it. In-Run Progression The progression during a run felt too slow, (Stage-1 in particular). So you now get more rewards and more coins to spend at the shop. We also try and put spell rewards earlier that can include evolutions and other summon cards, giving you more Summon's and Evolutions much earlier in the run (and more opportunity to get the coveted Stoneling). Meta-Progression The last patch did a good job to bring this closer to where we want it. We have have now made some further adjustments to make it a little faster again, as we love the idea of having more perks available sooner, so that even if you don't have heaps of gems to spend, you have more choice on where to spend them. This gives you more opportunity to try out different strategies. Tutorials We plan to add some new tutorials to help introduce new players to the mechanics better along the roguelite path. This will be done in a future update. This isn't the last update, so keep the feedback coming, and we will keep improving the game! Thanks to everyone that has joined the Discord to share their feedback as well, you are all amazing! Below is the full list of fixes for this update. Patch v1.2.2 Balance (General) The health of Lane Seals has bee increased from 100 to 300, to give you more of a chance to save them. Skeleton Defender armor reduced from 350 to 250 Warlord boss health reduced from 6100 to 5500 and armor reduced from 1700 to 1000. Troll Boss health has been reduced from 4800 to 4200, and armor reduced from 1350 to 1100. We felt this fight was taking longer than desired. Summoner's Path Mode Increased the speed that the end of run gem, stats and unlocks are shown. Reduce some delays that were causing the loading screen to take longer than it should. In a future patch we will add a continue button here so you can also read the tips. Evolution Mastery perk unlock requirements changed from 15 to 5 battles Signature Spell perk unlocked requirement changed from 30 to 15 battles Fast Learner perk unlock requirements changed from 45 battles to 25 battles Power Caster perk unlock requirements changed from 60 battles to 35 battles The Hero Training shop is now always unlocked (previously it became available after you beat the first boss). All lower difficulty options (Merciful, Tolerant, Lenient) are now unlocked by default so you can choose them straight away. The default starting...Riftbound - Faster Progression Patch v1.2.1May 16, 2023 - Community AnnouncementsHello Adventurer! Here is a new patch for Riftbound (aka, the "Retromation" patch) that addresses some feedback regarding the meta-progression being a little slow. Meta-Progression We don't want the progression to feel like a grind, and instead want it to feel like you are unlocking more choices at a fairly regular pace. To improve this, you now have more perk options unlocked at the start and you start with some gems to spend. The other perks are also easier to unlock, and you gain more gems from your runs. All of this combined greatly increases the progression speed, and gives the player more agency in choosing how to spend gems before a run much sooner. Game Modes Unlocked In addition to this, we no longer lock any game modes behind progression, so you can go ahead and try them all out right away. Keep in mind that each mode offers a significantly different experience: Summoner's Path: Rogue-lite mode with progression. Faster battles that require quick thinking and building a deck strategically. Endless Survival: Rogue-like mode, no meta-progression, but build your deck as you go, build a massive force against a lot of enemies and survive as long as you can. Classic Campaign: Slower paced at the start, eases you in. This picks up the pace after the first boss battle and becomes more challenging as well. Balance There are some balance changes here as well to ease off the difficulty of Corrupted Boars in particular, which can quickly surprise players that haven't encountered them before.. Below is the full list of fixes for this update. Patch v1.2.1 General Endless Survival and Classic Campaign can now be played without having to unlock them. Corrupted boar health changed from 220 to 180 Summoner's Path Mode You now start with 50 gems for perks by default (don't worry, existing players get a bonus 50 gems too!) Tolerant Godlike difficulty is now unlocked by default, so you can start on a lower difficulty Elemental Toughness perk now starts unlocked, (previously unlocked after 10 battles) Inquisitive Nature perk now starts unlocked (previously unlocked after 15 battles) Natural Healing perk now starts unlocked (previously unlocked after 20 battles) Evolution Mastery perk unlock requirements changed from 30 to 15 battles Signature Spell perk unlocked requirement changed from 40 to 30 battles Fast Learner perk unlock requirements changed from 50 battles to 45 battles Scouting Perk unlock requirements changed from 20 encounters to 10 encounters Standard battles now reward 15 gems (was 10) Dangerous battles now reward 30 gems (was 20) Deadly battles now reward 40 gems (was 30) Nightmare battles now reward 50 gems (was 40) Boss battles now reward 60 gems (was 50) Troll boss now spawns one less soldier in his third phase Join Us! We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game. This is just the beginning of very exciting tim...Riftbound Summoner's Path FREE Expansion Out Now!May 9, 2023 - Community AnnouncementsToday we have released a massive FREE expansion to the base game of Riftbound! To coincide with this, we have also put the game on sale, so it's a great time to try it out! {STEAM_CLAN_IMAGE}/40431179/cb0bf81de3c5e8e276d7b40d17983c383d02747c.png With new content including the new roguelite game mode, "Summoner's Path", we have introduced a large amount of new features and mechanics, with a high level of replayability to keep you entertained for hours on end. Be sure to check the new trailer on the Steam page for a look at the new gameplay experience. What's New! NEW Roguelite game mode, "Summoner's Path". NEW Endless Survival game mode, with multiple scenarios and mutators. NEW Character customizer. Customize your defenders and unlock cosmetics. Features! Twice the number of spells & upgrades. New status effects, including stackable status effects. New hero system with unique heroic upgrades. New encounter system for unique spells, upgrades & rewards. New perk system for permanent progression. New elite & champion enemy system with special abilities. New mutator system, that change game mechanics. New reward system tied to progress in each game mode, to unlock cosmetics. New enemies with unique abilities. Visual style and VFX improvements. Lots of quality of life improvements and balance tweaks. Thanks! A big thanks to all of the players in the Discord channel that offered their support and feedback, you have helped shape the expansion and we are really happy with the new game experience. Join Us! We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game. This is just the beginning of very exciting times ahead! Join discord hereRiftbound - Playtest Patch v1.1.9May 2, 2023 - Community AnnouncementsHello Adventurer! If you haven't heard about the new game mode update yet, be sure to check here first: https://store.steampowered.com/news/app/1588340/view/3655271993671627277?l=english Only ONE WEEK until the official launch of the massive Summoner's Path update! We are hard at work finalizing everything and squashing some final bugs. If you are interested in the game and looking to purchase, keep an eye out for our biggest discount yet, this will occur next week with the expansion launch. Below is the full list of fixes for this update. From the Devs It's been a lot of hard work, but we have had a lot of fun getting the game to this point. With the full release of this free expansion just around the corner, we are putting the final touches on. If you own the game you can play the expansion right now, with controller support and all 8 languages fully supported! Patch v1.1.9 General Translations for all languages have been revised and improved. Added a new game option that allows to you enable or disable the spell targeting line. Customizer A new music track has been added for the customizer. Fixes Fixed slot date and time showing in universal instead of local system time. Fixed an alignment issue with the Summoner’s Path title that occurred with some languages. Fixed an issue where Molten Hound was not showing its translated name. Fixed a bug that allowed you to pause when the battle ended. Fixed a bug that prevent Spirit Shield from getting the energy bonus Fixed a bug where enemies with armor weren’t flashing when being hit Fixed a bug where the Stunning Evolution upgrade was incorrectly stunning boss enemies. Fixed a bug where the Burning Evolution upgrade was causing enemies that were immune to burning effects to gain the burn status. Fixed a bug where extra spell card choices would not show when you had too many spells to pick, if you also had evolutions. Fixed some projectiles that were incorrectly blocked by Magic Barrier, including Jolt attacks, Blizzard spell, Pummel spell, Shocking intent nova, Static Orb, Wisps of War Join Us! We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game. This is just the beginning of very exciting times ahead! Join discord here Riftbound - Playtest Patch v1.1.8Apr 17, 2023 - Community AnnouncementsHello Adventurer! If you haven't heard about the new game mode update yet, be sure to check here first: https://store.steampowered.com/news/app/1588340/view/3655271993671627277?l=english This update includes a number of improvements to the playtest build, as we enter final rounds of bug testing and polish. If you come across any bugs, be sure to let us know so that we can banish them to oblivion! Below is the full list! From the Devs We are only a few weeks away from release of the new game modes, so our attention is on the final stages of bugs, balance, translations and polish. The full experience is currently on the playtest public branch, so be sure to try it out! Patch v1.1.8 General Initial pass of all translated content is now implemented. Adjusted how colliders scale on enemies that are scaled with various effects and mutators, to make it easier to use single target spells in close groups of enemies. Updated the Sunder and Shatter status icons Adjusted the portal bat portals to better handle fast enemies (like charging boars). Increased the width of the affix area on the unit info and boss bars to improve handling of various languages. Updated descriptions of original spells that had the FREEZE and BURNING statuses to use the new stacking number format such as BURNING(1) Increased the brightness of the spell gift effect in boss fights to make it more obvious you are getting a free spell to use. Original achievements that don’t have campaign mode requirements can now be unlocked in any game mode. Summoner's Path Game Mode Added some extra VFX for the Grand Entrance upgrade Added new VFX for enemies with the Unstoppable affix to be easily identified. Added new VFX for enemies with the Energy Leech affix to be easily identified Recall can now be used on waterbombs and totems (but will not give you energy) Endless Mode Updated the endless mode wave bar to show spell icons for consumable spells after wave 50 Customizer Updated the customizer button character icon Controller/gamepad support has been added to the Customizer Added a confirmation dialog when resetting a character in the Customizer Updated visuals in the customizer, including the selected part background in the to make it more obvious which part is currently active, and the character left/right arrows. Fixes Using Timeshift on an enemy that has grown due to the Personal Growth mutator will now restore it to the original size Fixed Illuminate spell missing the Dazed status tip Fixed the roguelite tutorial image showing non-localized flag Fixed various places mutator text was shown without formatted text. Fixed a bug where the combo splash screen could remain above the card choices in endless mode. Fixed a bug allowing you to cast heroic transformation on water bombs Fixed a bug that prevented elementals from hitting boars and hounds that were directly on top of them. Fixed Japanese, Russian and Chinese text showing through back of cards before they were flipped. Fixed an issue where ...Riftbound - Playtest Patch v1.1.7Apr 11, 2023 - Community AnnouncementsHello Adventurer! If you haven't heard about the new game mode update yet, be sure to check here first: https://store.steampowered.com/news/app/1588340/view/3655271993671627277?l=english This is a huge update that includes a number of changes to the playtest build, including a quality improvements, bug fixes and updates to the customizer. Below is the full list! From the Devs We are very close to release of the new game modes, so most of our attention has turned to quality improvements, testing & balance changes. This update opens the playtest up to the full Stage-4 run, and implements the reward systems and controller support. Note that this update includes a progression reset for the new game modes, but this is the only time we should need to do this. This was necessary as there have been a lot of changes to the systems, balance and data storage. Any resets in the future should be limited to run-resets if any unanticipated significant changes occur. Patch v1.1.7 General Controller/gamepad support has been implemented for the new game modes. Title screen save slots have been updated with Summoner’s Path data. The Endless Mode and Classic Campaign game modes are now locked until you have attempted at least one run in the Summoner’s Path game mode. Classic Campaign will be unlocked however if you already started the campaign before the new game modes were added. This is intended to emphasize that Summoner’s Path is the new primary game mode. Increased the power of the ragdoll effect for Conflagrate and Conflagrate Rare spells. Pushing spells like Tactics (retreat, advance, sidestep) can now be used on an elemental that is evolving. Added sound and effects to enemies when teleported by a portal. Reaper Boss reap attack now shows a targeting indicator on the target tile to make it easy to identify where it will land. Reaper Boss now has a height line to help identify which lane/tile it is in. Added a new game option “Evolve Card” which allows you to set it to always on or gamepad only. This determines whether the Evolve Card is shown in the spell toolbar (since you don’t really need it if not using a gamepad as you can click directly on the unit you want to evolve) Added a new game option “Custom Characters in Battle” which allows you to control which cosmetics will show in battle. Options include “Off, Random, Heroes Only, On” Added a new game option “Custom Characters In Battle (Limit)” which allows you to limit the number of custom elementals in a battle (for performance on low end systems). Removed the character style option since all characters now use the new Toon style. The sword carried by Ender enemies can no longer be taken by recyclers. They don’t like the taste. Warlord boss default health changed from 8600 to 6100 as he generally lasts longer than other bosses because of his abilities and how enemies are spawned. Increased the scroll wheel sensitivity for the game options screen. Moved customize button to right side. Updated the look of...