
Source of Madness
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Save on new rogue-like Reignbreaker with our latest bundle!Mar 18, 2025 - Community AnnouncementsCalling all rogue-like fans! We have some exciting news! Reignbreaker - a high-octane medievalpunk action rogue-like from Studio Fizbin - has just launched! Peep the launch trailer 👀 To celebrate, we’ve bundled it with some of our best games to give you an even bigger saving! On top of the 10% launch discount, if you already own Source of Madness, you’ll also snag an extra 12% off the price! Cool, right? Head over to https://store.steampowered.com/app/2129810/Reignbreaker/ to claim your discount - and get ready so SMASH THE SYSTEM! 💥Slumbering Patch and New game trailer!May 29, 2024 - Community AnnouncementsGreetings and salutations! I am happy to announce that Midnight Horde got an alpha trailer and Source of Madness got lots of fixes and improvements! Okay back to the actual Patch! Major Changes Exiting the safe save scene now saves the run so if it crashes you should be able to replay from there anyway. But not if you die or exit the run. Monster melee combat overhaul Monsters & Combat Monsters should be slightly stronger and faster with their limbs Monster attack timings are now much faster, but their attack window is shorter which should give more interesting fights. Added some more monster classes to difficulty 1 that only existed on difficulty 2 before Changed how force is applied on attacks that should result in fewer super jumps Limb damage can now propagate 0 damage to the main body instead of 1 which nerfs some lower level attacks that are smaller than 5. Nerfed hp on laser fliers Player Fixed pooling jumping and landing special effects issue Fixed bloodmancer ability issue Improved movement animations to be more snappy Hurt effect now scales correctly with ultra wide resolutions Removed Lovecraft as a first name Fixed bug where you got a different name and stats than shown in the character selection World Infinite spawner in forest of lies now dies after spawning 50 monsters First scene in loam land now uses correct post effect Loam land is slightly less blue Bug final boss was missing a post effect NPCs now grab the post effect the player uses to make the text talk camera change less jarring Other Widescreen support for transitions and main menu and character selection scene Improved snappyness of the character selection scene Spotlight in character selection now works better Fixed control mapper localization for left and right in French Fingers crossed I did not break anything with my fixes, but if so, let me know! You can wishlist the next game here. https://store.steampowered.com/app/864170/Midnight_Horde/ //PerNew patch soon!May 19, 2024 - Community AnnouncementsGreetings and salutations! I'm working on a new patch and if you would feel so inclined, you can help me test it. I will combo this patch with announcing the first trailer of Midnight Horde, once the patch is ready to set live. To try the patch, you need to join the patch testing branch with the password: "iwouldliketobeatester". Let me know what you think and if you find major bugs. Here is the changelog: Major Changes Exiting the safe save scene now saves the run so if it crashes you should be able to replay from there anyway. But not if you die or exit the run. Monsters & Combat Monsters should be slightly stronger and faster with their limbs Added some more monster classes to difficulty 1 that only existed on difficulty 2 before Player Fixed pooling jumping and landing special effects issue Fixed bloodmancer ability issue Improved movement animations to be more snappy Hurt effect now scales correctly with ultra wide resolutions World Infinite spawner in forest of lies now dies after spawning 50 monsters First scene in loam land now uses correct post effect Loam land is slightly less blue Other Widescreen support for transitions and main menu and character selection scene Improved snappiness of the character selection scene Spotlight in character selection now works better Fixed control mapper localization for left and right in French Always appreciate a wishlist on my new game https://store.steampowered.com/app/864170/Midnight_Horde/ I wish you the best //PerBalance and Monster NinjasJul 11, 2023 - Community AnnouncementsHello there! So you might have seen the other news post about the beta branch, I did some more work on it and think it is ready to be released into the wild. Hopefully these changes result in a bit more challenging but fair game. Changelog Reworked monster melee punching system. Improved readability of torch platforms against the moon boss. Balanced monster limb to monster main body damage propagation. Lowered damage increase on further difficulties. Lowered final boss hp on further difficulties. Lowered laser beam fliers hp. Reworked aoe damage abilities to do less damage to the monster main body. Improved readability of monster spiderweb projectile. Moon boss hp should end up behind the death screen now. Lowered amount of spikes on the hedgehog monster. Moon boss platforms {STEAM_CLAN_IMAGE}/38049580/14f18e801f0abcabf2524a2ddfbf9b089c33cce8.png This is a balance patch but I also spent a bit of time reworking the melee system for monsters. I made them pretty weak at one point because they had a habit of lifting off like a rocket sometimes. The solution was to basically stop the monster in its track for one frame before it performs the next attack. This allowed me to boost up the attack velocity by a lot without breaking the game or monster. So this should result in more intense monster fights. Obligatory next game Link https://store.steampowered.com/app/864170/Midnight_Horde/ Thank you for playing and let me know if you find broken things in the patch. Cheers PerBalance patch in the Beta BranchJul 2, 2023 - Community AnnouncementsHi everyone! So I have done some balance work and tweaks based on feedback in the reviews. Mostly adressing early game cheese with some aoe weapons and nightmare difficulty boss hp. This patch is not live in the main branch but exist in the patchtesting branch. The main part is that I have nerfed and reworked how much damage dealt to a limb is propegated back to the main body of the monster. Hopefully this will mean that it is harder to cheese monsters, but also that it will result in more body parts being blown off and a bit more challenging early on. On top of this I have removed the damage propagation on some aoe weapons that dealt low damage per attack but ended up being a bit too OP when you hit all of the different body parts at the same time. Though I did not nerf this on bosses and elite (big ones) because that would make the game too hard. I have lowered the hp and damage scaling in the two other difficulties and balanced the final boss HP for those difficulties. I have also lowered the HP of flying beam monsters. One big monster buff, is that I have increased the velocity and force of monster punches, this might break the monster in some cases if I have over done it. So please help me test it to find out if I need to dail it back. But I do think they are more fun to fight with these force values! To test it out, join the patchtesting branch with this password "iwouldliketobeatester" in the properties -> beta section. Please give me feedback in this thread if you find broken things or if you simply like the update. Also check out and wishlist Midnight Horde. https://store.steampowered.com/app/864170/Midnight_Horde/ That is all, Cheers PerHotfixes and smaller changesFeb 27, 2023 - Community AnnouncementsYou no longer need to beat a difficulty to access the difficulty altar and all difficulties. Fixed Bug: Ambience Volume slider not working General menu alignment improved Prevented damage flashing on some inanimate objects "Cannot unlock skill" text was not localized Well Being + New Game!Feb 19, 2023 - Community AnnouncementsGreetings and salutations! I have a secret announcement to make! MIDNIGHT HORDE! It is a game I have been wanting to make and have been sketching on for quite some time! Midnight Horde is a gothic horror casual action game with rogue-lite elements where you battle thousands of enemies. Discover the secrets of the castle and upgrade weapons and fortifications to keep darkness at bay. Please check it out, Wishlist it and help me shape it! {STEAM_CLAN_IMAGE}/38049580/aed5c62e10f56e1c11f795b1bb5b40b1a3bf3f0d.png So now on to the real thing, this Patch is pretty big and I have been working on a lot of fixes and quality of life content. I hope you will enjoy the changes and will help me find new bugs. Major Changes Removed cast time for all spells including Teleportation Dash. Cooldown Reducing stats now works for Charge Spells. Aim line has been added (can be disabled in the General Menu). On damage flash feedback for players and monsters. (Can be disabled and tweaked in the General Menu). On damage/cast impact freeze frame (can be disabled in the General Menu) it is extremely short but can give more weight to attacks and damage. Elemental Enemies no longer cause Poison or Burn status effects on touch and instead cause them when they hit you with a melee attack. Charging no longer slows you down. {STEAM_CLAN_IMAGE}/38049580/f2ff7a7c0f45ded823ad3702f66725eab4f29e55.jpg Monsters & Combat Added 4+ new Monster Challenge rooms The Great Fireball Ring is now chargeable. The Fireball Ring is now Chargeable. New Hood: Hood of Storm. New Ring: Ice Spikes Ring. New Hood: Ice hood, Spawns a minion that shoots freeze projectiles. New Trinket: While airborne cooldown buff. New Augment: Electric Turret New Augment: Ice Turret Force Push now blocks projectiles. Changed how Kings Ring works, now shoots mirror projectiles like before. Nerfed Krampus The main body of a monster will now receive slightly more damage from its limbs when you damage its limbs. The monster dies when the main body loses all of its hp. Some punch areas of melee monsters have been increased. {STEAM_CLAN_IMAGE}/38049580/302a8ea8a4b8a512f5fef0980613a6b33bd58b38.jpg Player You can now lower the drop chance of unlocked items in the Skill Tree. You can unlock a node that allows you to pick from all classes at the character selection. Added more Legendary Item effects. Tweaked added more stats to Cultist Hood. Removed Friendly Fire from Pyromancer dash ability. Improved Tutorial. Bloodmancers Orbs lech intervals are a lot slower to not be so stressful when it leches life. World Improved visuals for Tower of knowledge to make it easier for new players of what unlocks are important. Blocked ceiling for Final Boss Room. Other Improved camshake from Fire Bombs. Fire Bombs improved visuals. You can now disable Damage Numbers in the General Menu. Removed Playfab analytics. Removed opt out of analytics, because playfab is no longer in the game. Keyboard support on by default in multiplayer now. UIScale shou...Asus minor updateJan 7, 2023 - Community AnnouncementsOkay updated to 1.1.3 minor changes but properly tested this time.Reverted ASUS hotfixJan 5, 2023 - Community AnnouncementsReverted ASUS hotfixMinor ASUS patchJan 5, 2023 - Community AnnouncementsUpdated gifs to behave better for ASUS AURORA effectsPhysical Release!Dec 23, 2022 - Community AnnouncementsSource of Madness gets a limited physical Nintendo Switch release in January! It will be quite special being able to hold your game and it is childhood dream coming true! So if you want something more tangible of Source of madness you can order it on superraregames.com A total of 4,000 copies total will ever be printed, which go on sale on January 5th at 6pm GMT (10am PT/1pm ET) - available worldwide exclusively at superraregames.com. Steamdeck Verified!Sep 9, 2022 - Community AnnouncementsI am happy to announce that Valve has confirmed that Source of Madness now fully support the Steamdeck! {STEAM_CLAN_IMAGE}/38049580/31d1226ce2a662155bcb6c2879902966caadc4d2.png Why not send us a screenshot of it on your steamdeck to celebrate? It would make us very happy :) Regards PerMultiplayer player mapping changedSep 7, 2022 - Community AnnouncementsWe now let you pick between 1-5 players in the menu, instead of automatically assigning all connected controllers at the start of a game.UI scale interaction with tooltip fixSep 6, 2022 - Community AnnouncementsIn some extreme cases the tooltips can grow outside the bounds of the screen when max UI scale is set. To fix this it now is moved slightly upwards based on the number of line of texts it has if it is in the lower part of the screen.Minor bug fixSep 2, 2022 - Community AnnouncementsBug fix: Found an invisible monster in new game ++Mini fixSep 2, 2022 - Community AnnouncementsBug fix: Multiplayer was not localizedMultiplayerSep 1, 2022 - Community AnnouncementsGreetings and salutations! We are happy to finally release our secret project, a local multiplayer versus mode! You can play it online with Steam's "Remote Play Together" system! We are now also fully supporting the Steamdeck! New Content 5 Multiplayer maps Modified spells for multiplayer Death Match Versus Mode up to 5 players Modifier settings for multiplayer {STEAM_CLAN_IMAGE}/38049580/54a4bd5b957e221c76b92e3068867ca9dcf0a27a.png Multiplayer Map: Lake Map: Harbor Map: Water Beam Map: Ice Cave Map: Yith Multiplayer Spell: Modified Melee Slash Multiplayer Spell: Modified Fireball Multiplayer Spell: Modified Great Fireball Multiplayer Spell: Modified Ice Lance Multiplayer Spell: Modified Ice Sphere Multiplayer Spell: Modified Eye of Cthulhu Multiplayer Spell: Modified Flame Lance Multiplayer Spell: Modified Lightning Lance Multiplayer Spell: Modified Ice Dagger Multiplayer Spell: Modified Arcane Burst Multiplayer Spell: Modified Kings Ring Multiplayer Spell: Modified Bamboo Burst Multiplayer Spell: Modified Force Push Modifier: Start Time Modifier: Restart Time Modifier: Number of resurrections Modifier: Cooldown Modifier: Damage Increase Modifier: Speed Modifier: Number of Dashes {STEAM_CLAN_IMAGE}/38049580/e10d057a3a1a72260bd25f8c10a26a117b1caa2f.png Other Changed how the Skill Tree focuses on a node between maximum UI Scale and normal mode Increased Text size in inventory UI and Tooltips Changed Max Min UI scale range from -2 to 1 to -1 to 1 instead Increased Gamepad Joystick UI navigation from 5 to 10 inputs per second {STEAM_CLAN_IMAGE}/38049580/f964e96902c4a918a1da4169e90632ca2ee6bbc1.png {STEAM_CLAN_IMAGE}/38049580/e10d057a3a1a72260bd25f8c10a26a117b1caa2f.png That is all for now, cheers! Patch: Back from SummerAug 15, 2022 - Community AnnouncementsGreetings and Salutations Items, bugs and UI readability. In this patch we have improved UI scaling and readability when you zoom in to improve readability for smaller screens like the Steamdeck. We have also done some balancing and a lot of bug fixes. PlayerItem: Augment Storm Turret Item: Augment: Frost Turret Item: Ring: Ice Spikes Increased base speed slightly Removed Curse: Playing with Fire Balanced Poison Bomb Balanced Force Push Balanced Fire Bomb Balanced Gem Ring OtherMassive rework and polish on scaling up UI for smaller screens Increased default text size in some areas like the save zone Bug FixesChanging back difficulty did not enable the path to Act 2 Upgrade to allow blood and money to drop worked incorrectly Items no longer fall down in Character Selection menu Prologue in the Loam Lands, materials had different light settings Aim towards mouse was accidentally on by default for gamepads in some scenarios Icemancer was still used instead of cryomancer in some scenarios No auto-select in General Menu I hope you all had a nice summer. Per After SummerJul 1, 2022 - Community AnnouncementsHello, We are almost done with a new quality of life patch that will improve game balance, fix bugs, perfomance and text readability on smaller screens. This patch will hopefully be released once we return from Summer holidays in August. One known issue is that it is very hard to see the spell slots on the HUD on the lowest settings and this will be fixed in that patch. See you later alligatorPatch: InsanityJun 20, 2022 - Community AnnouncementsGreetings and Salutations This is our first big post launch patch, it contains fixes and two new difficulties that can be enabled in the tower of knowledge once you beat act 3. These difficulties also come with a host of new enemy designs, some that will also be added to the rest of the game. We have also added a fan made Turkish translation of the game. New ContentDifficulty 2 and 3 has been added New monster enemy classes Turkish has been added Death stats has been added Monsters & Combat2 new Difficulties Improved monster spawn variety Final boss damage area is now more visible Improved visuals on monster melee attacks Improved Stilt legged monsters Damage spikes now scaled Damage spikes have mostly been removed from difficulty 1 New Monster Class: Hedgehog New Monster Class: Beam flier New Monster Class: Carbuncles New Monster Class: Inferno New Monster Class: Fester New Monster Class: Mistborn New Monster Class: Insane beam flier New Monster Class: Insane fire flier Balanced the game {STEAM_CLAN_IMAGE}/38049580/491dac4b7f6a0ab2c7fad7993de452c56a68768d.png Player On the death screen there are now stats The death screen is now a prompt that allows you to exit the game instead of continuing Lifesteal now scale with item tier Changed playing with fire curse to now have a chance to drop a fire bomb on casting a fire spell OtherIcemancer has been renamed to Cryomancer Implemented a gamma slider for the graphics menu You can now disable HP bars {STEAM_CLAN_IMAGE}/38049580/24e3ab29a2543ef2aa86859a1814c54647bdde3c.jpg Bug FixesStatus effects from Trinkets now scale with item tier Dark Gateway now scale with item tier The final boss died after destroying one of the tentacles in a certain order Sewer levels had a buggy stone that is now fixed You could fall of a platform in ToK Spell casting could break if you if you picked up a spell while being max charge Quality name not set at start That is all for now, cheers!
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