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Tower of Kalemonvo

 
ToK v1.2aApr 29, 2025 - Community Announcementsgreetings adventurers we're back again on this exciting day, for it is patch day! i've been hard at work cleaning things up, and this will hopefully amount to a better and more fun experience for you all. there's still stuff to do, but that's for the future. for now, please enjoy this update! so: ToK v1.2a: General: -All spells can be upgraded to level 7 now -Many spells had slight adjustment to their manacost and requirements in order to create a smoother level-up curve. This usually meant -/+1 Manacost or -/+ 1 Intelligence to read -Freezing Strikes spell duration is now always 60 seconds -Fireshield spell Manacost increased and duration decreased for all levels -Shocking Discharge DMG increased for all levels -When in fullscreen: if you pause the game, the mouse cursor will not be locked to the game window -Two more beneficial Obelisk effects have been added added -The game now "supports" 5540px wide resolutions. I don't recommend it, but you could play the game in this way if you wanted -Added a "Smaller UI" toggle in the Game Options (required if you want to play on Ultrawide). It makes the ingame UI (Hotbar and Inventory, etc.) smaller -Added a "Force Walk" hotkey, bound to Left CTRL by default (if you have something bound to that already, your hotkeys will be reset). Holding Left CTRL as you walk will make the player character ignore any interactables. This is useful if you are using a bow, as you will walk to your target instead of stopping to shoot at it. -Changed a lot of stuff for level generation. This should hopefully resolve all crashes on level generation due to your OS being upset at a spike in CPU usage when the dungeon is finalizing. -Potion drop rate changes. Slightly more HP potions in the early game. However, the later you go in the game, the fewer of them you'll see. This won't kick in until the Upper Halls, at which point their droprate will slowly shrink down. You'll still have more than enough to beat the game with, but now you wont have enough spare potions to fill a shipping container with. As always, this sort of balancing is something that is likely to be changed based on player feedback, so let me know if the game is being too stingy. -Improved Final Boss behavior in melee, as strikes on him would sometimes miss due to incorrect distance calculations -Changed Summon Death Particles -Barrels can now decide to randomly spawn a bunch of harmless bugs upon destruction. -Crossbow items now use the proper model when dropped to the ground -Buffed various Unique Items -Can now re-issue the Final Blow and Multistrike Combat Arts if you are in the process of walking towards the previously selected target Golden Goblin: -Ignore Evasion is now obtainable through the Goblin -Fixed rare spell issue where the Goblin would assign invalid Spells to an item -Fixed +All Stats sometimes not working on a Goblin item Bug Fixes: -Fixed error in optimization which would not turn off some lights at proper times. The game should perform sligh...Update v1.1h2Apr 13, 2025 - Community Announcementsahoy! fixed a few more bugs that i didn't want to sit on. unless anything else crops up, i will begin focusing on doing some larger sweeping changes to map generation and balance. so: Content: -"Give 'X' Mana for every 10 Hits taken" is now changed to "Give 'X' Mana for every 5 Hits taken". The mana values were also increased. Getting this item modifier from the Golden Goblin will also guarantee 2 Mana or more. This effect is applied retroactively through your saves - if you drop the item, the description will update to reflect this change. -+Armor% and +Dodge% modifiers on items are increased across the board. Goblin modifiers are also increased even further. -Conqueror Eithne Frostfire will now drop twice the amount of items as before. -Changed some Golden Goblin logic. If the Goblin does not detect any patterns in the type of items you fed it, it will output the third given item. The Goblin will otherwise try and find any pattern it can based on the item type, as it did before. The Goblin will also try and match the Elemental Damage types present in your items. Previously it has a great preference to outputting Hallowed Damage modifiers instead of other damage types. -Padded Shirt items changed from item-level 1 to item-level 2, increasing the values of the modifiers they can receive. -Buffed a few Unique Items, namely Skinned Visage and Incarne's Magnet Bug fixes -Fixed issue with Right-Click to Equip deleting an item if you attempt to equip the item into a locked slot. -Fixed rare Dungeon generation issue thank you for reading! as always, more to come! as always, feel free to voice your thoughts and tell me your experiences! you can reach me here on steam, through email at [email protected], and through the game's Discord server here best -osur Update v1.1h1Apr 10, 2025 - Community Announcementsahoy! here's an actual balance patch for once! there's bugfixes a plenty, but i also took some time and made some tweaks to the early levels in order to slightly ease new players in. that and some slight improvements to melee! so: Content: -Added a new UI button that lets you teleport to the entrance of the level. The rules for unlocking this button are the same as teleporting to exit. This means that you'll be able to teleport to both entrance/exit as soon as you discover the exit. This also means that certain areas (Bloodguard fight, Aibek's room, the Blood Coven Arena, etc) have the same effect - meaning you can't teleport out of those encounters. -Tweaked the Armor damage reduction/amplification formula a bit to be more lenient when the player has low (or no) Armor stat. This means in the very earlygame, the enemies wont hit as hard. They still hurt, though! -Changed the Potion drop formula a bit more to be more forgiving in the early game. In addition, Named enemies will spawn more potions on death in the early floors of the Tower. -The Faceless and Mammoth Wings got slightly nerfed. The Faceless will be slightly easier to hit, and have less accuracy themselves. The Mammoth Wing will deal slightly less damage. -Vedomot's Sword 'Lashing Claw' now only resets its damage on a missed attack, or if you attack using another weapon. If you switch attacks and don't attack, the damage will remain. As before, this damage persists through saves. -Lashing Claw max bonus damage is now 50 -Slight changes to 'The Top' floor in an effort to improve FPS and reduce crashes. Bug fixes -Fixed a bunch of Arena bugs such as: enemies being invulnerable, being unable to teleport out of the arena, being unable to teleport on the floor if the arena isn't complete, being stuck in the arena despite completing the requirements needed to leave, etc. -Fixed minor UI issues with the save file delete buttons -Fixed incorrect collider on certain doors in the early game -Fixed Firetrap causing FPS drops if you cast a lot of them on the same position -Fixed rare issue with swapping items in the inventory causing an item to be placed at an invalid position thank you for reading! there will be more balance patches after i review the player feedback on this patch. if melee felt too hard for you before, try it now and report back! as always, feel free to voice your thoughts and tell me your experiences! you can reach me here on steam, through email at [email protected], and through the game's Discord server here best -osur Update v1.1fApr 6, 2025 - Community Announcementsahoy! as before, here are some bugfixes and minor changes collected since the last version. so: Content: -Changed how quicksaves work. The game will from now on generate a maximum of 10 quicksave slots, and the 11th one will replace the 1st. -Secret level will spawn much more often. -Slightly tweaked potion droprates in an effort to prevent situations where a run can have very few potions, while in another you're swimming in them. Potion droprates and drop RNG will continue to receive slight changes over time. -Slightly reduced max Lifesteal and Manasteal % that can spawn on items. Your current items wont be affected. -Paladin Camp 'event' will no longer destroy all the items left on the ground before the 'event'. -Slightly buffed Ember Shot Combat Art. Damage increased by 2 and manacost reduced by 1. -Slightly nerfed Piercing Shot Combat Art. Manacost increased by 1 and requirements increased by 2. -Changed Bestiary UI to highlight the name of the selected enemy -Final boss now deals extra damage to summons Bug fixes -Fixed 'Secret Level' text on the final screen not being accurate to whether the Secret Level spawned -Fixed dungeons sometimes spawning a door leading nowhere -Fixed error where you could get the reward from Dargan without clearing the Armory -Fixed a pathing error in Upper Halls -Fixed an ugly texture in the doorframes of Upper Halls -Fixed UI issues with key rebinding sometimes not showing the correct key you bound to -Fixed UI issues with delete save button collider being too big -Fixed minor UI issues with save texts -Fixed being able to play the Idle animation when dying under specific circumstances -Fixed final boss sometimes freaking out if he attempts to stun a summon -Fixed death screen sometimes staying after respawning -Fixed issue where you could incorrectly equip an offhand item, at which point the item will detect it shouldn't be worn, causing unusual behavior and item deletions -Fixed issue with assigning invalid spells to a Golden Goblin item i have begun doing a more complete balance update, and it will be released once ready. stay tuned! thank you for reading! as always, feel free to voice your thoughts and tell me your experiences! you can reach me here on steam, through email at [email protected], and through the game's Discord server here best -osur Update v1.1dApr 2, 2025 - Community Announcementswelcome back! this is just a quick collection of the few changes applied to the game in the last ~24 hours. once all the critical bugs are solved, i'll get on to balance and address some of the more common points. so: Content: -Slightly changed damage calculations dealt to player when they have no (or very low) armor. This means the very start of the game will be a bit less punishing. Will tweak these values as we go. -Buffed some uniques (Anteh's Mace, Gakmarok Amulet), and fixed Cape of the Necromancer not applying its effects properly -Slightly more optimization on dungeon generation, most notable for Upper Halls -Golden Goblin no longer takes Goblin items as input. Goodbye Giga-Goblin gear! Bug fixes -Marking will no longer give free potions if you save-load spam in front of him -Fixed Hurl Weapon being disabled if you interrupt the animation by taking damage right as your character returns to a one-handed animation -Fixed certain props in Armory blocking items -Loading between saves will no longer mess up your spells if certain conditions were met -Fixed screen staying blue If you loaded a different save during the special encounter at the Paladin Camp -Improved some minor UI issues in the Key Rebinding Menu and Help Menu -Fixed some issues with the metal bars on the arches -Fixed some issues with certain props (the bookshelves, some tables, some papyruses) causing FPS drops -Minor localization fixes there will most likely be one or two more patches within the next short period, after which i will get down to addressing feedback, tweaking the balance, and implementing a lot of player requests. once that is done, it's on to more content! thank you for reading! as always, feel free to voice your thoughts and tell me your experiences! you can reach me here on steam, through email at [email protected], and through the game's Discord server here best -osur Update v1.1cMar 31, 2025 - Community Announcementsahoy! i'm back with some more critical fixes. i have another rather large list of fixes to go through, but this was mission critical so i wanted it to reach your hands as soon as possible. thank you everyone who submitted bugs or provided feedback. i will slowly grind down this bug-backlog, and once that's done i'll start with the big balance changes and content update. just because the game's released doesn't mean i'll stop working on it. i've got many plans and many things to do! stay tuned. so: Content: -Starter sword now has +1 Attack Rating on average -Manticores will now have a bit more windup when attacking, both with the tail and with the horns -Changed how the Navigation Mesh is generated. For the few of you who had issues getting to Upper Halls, this should fix it. If not, please let me know. -In Halls of Pain, the final lever will also lower a wall behind the golden chest, allowing you to loop back to the start room if you so wish. Bug fixes -Fixed a few Key Rebinding issues. There's still two more bugs, but they're not that bad so they can wait. Your rebinds should save if they didn't before. If not, please let me know. -Fixed a few errors with getting stuck or being unable to attack when dealing with Shield Bash or Block. Let me know if you encounter this error again. -Putting the Tome of Perplexing Secrets in your backslot weapons will no longer make it disappear -Removed item duplication glitch -Fixed the Fate Binders unique not increasing the max HP of new summons, and messing with their max HP after loading a save -Fixed rare item disappearing error where if you cheated your way into having item cross-dependency, the items wont drop (and get deleted) when loading a save -Fixed mimics becoming immortal when loading a game with active mimics who have you targeted. -Fixed fake-walls in Lower Dungeons 2 -Fixed being able to shift-click when Phantomized. As a consequence, you can no longer cast a lot of Combat Arts when Phantomized. -Fixed broken font in CN for ending screen(s) -Fixed Save-Overwriting not removing the extra metadata file -Fixed Airshield and Fireshield being stuck or having incorrect timers if you switch between then (or cast them in unusual ways). As a consequence, you can recast Airshield at any time (so it works like Fireshield) -Fixed some errors with Orb Colors sometimes not returning to red. i will push out a few more updates to address critical bugs - thank you for your patience! as always - you can reach me by mail at [email protected], or by the steam community discussion boards. or come say hi in the discord, which is linked on the steam store page. best -osur Update v1.1Mar 29, 2025 - Community Announcementsahoy! i hope you are all enjoying your time with the game. it's still very surreal that the game is out, however my work is not done! a quick update featuring a lot of bugfixes. - There was a memory leak w/ the shop and some inventory shenanigans. it should be fixed now. - Fixed issue with the Goblin in the Skeleton Pit causing issues if you saved/loaded a bunch With these two fixes, I hope that this will be the end for the most commonly reported crashes. If you experience a crash, kindly do let me know. These are my top priority right now. -Attempted to mitigate the issue with people getting stuck after taking damage. I haven't experienced this issue first hand, but I added a failsafe to make sure you don't get stuck. If you do get stuck after this update, please let me know! -Fixed some dungeon generation error where you couldn't enter a room if some specific conditions met -Fixed inability to bind the 8 or 9 keys -Fixed minor issues with some item descriptions. -Fixed minor issue where the "you're dead" filter would stay on after starting a new game -Charging clears your current target, so you will not immediately attack an enemy after charging More to come, but I deemed the crashing fix too important to keep waiting. As always, please report any issues you find to me, and feel free to give any suggestions or feedback!Tower of Kalemonvo is out!Mar 28, 2025 - Community Announcementsas the title indicates, the game's out you can totally buy it and play it! how very exciting i hope it was worth the wait and i hope you'll have fun with it! as always please let me know your thoughts, suggestions, feedback and report any bugs you encounter it's been a pleasure to work on this for these last 5 years and i hope you will enjoy the game as much as i enjoyed making it! i expect now that i'll have plenty of bugs to fix! it's not even been 12 minutes and already there's two on the list. i'll retreat to the dev mines after a well deserved nap. please hit up either the steam discussions or kalemonvo discord for any bug reports or suggestions you may have. best wishes and thank you for reading -osur COMING LATER THIS YEAR It's no secret that Tower of Kalemonvo was inspired by the first 2 Diablo titles. If you share that early-Blizzard nostalgia, then you may also want to check out the upcoming Castillon. https://store.steampowered.com/app/2483570/Castillon/ This strategic base-building + tower defense games pulls inspiration directly from RTS titles like WarCraft 3, as well as the many tower defense custom maps found in that same game. Expect to see influences from the likes of Diablo and DOTA also creep their way into this title! Be sure to add Castillon to your wishlist so you don't miss out on the upcoming demo, or release in late 2025. -Graeme (2 Left Thumbs)Demo Parity UpdateMar 22, 2025 - Community Announcementsgreetings with the game releasing soon, i thought it would be smart to update the demo to the latest version. this demo is basically 1:1 with the real game, except it will stop at the end of the Halls of Pain. everything else is as it is with the full version. so, if you were curious about the quality of the game, try out this demo and see if it's something you'll be interested in. there's too much changed since the last demo update to warrant fully detailed patch notes, so the TL;DR is as follows: -Added support for Serbian, PT-BR, German, and Simplified Chinese. (if you find any errors with any languages, let me know!) -Improved item icons, sounds, and UI in various places - namely spellwheel stuff -Rebalanced shop a bit to give slightly stronger items. Also more likely to have rings/amulets -You can compare items in the shop -Changed NPC text-boxes a bit. They should feel better to use now -Changed potion droprates a bit -Fixed a ton of bugs with mapgeneration, player movement, player getting stuck casting, etc. -Books show requirements when on floor -Added another bow item -Fixed a bunch of errors with Chain Lightning -Fixed some errors with potions and how they get picked up if you have a full inventory -Middle Mouse is rebindable -Added some options in the menu with regards to Combat Arts -Fixed movement for summons -Ton of various fixes and balance changes for almost everything. that's it! now i'm off to fix some bugs with serialization. see you in 6 days! ToK will release on MARCH 28thFeb 7, 2025 - Community Announcementsgreetings! Tower of Kalemonvo will release on MARCH 28th! how exciting! it will be priced at $15 USD. rest assured i will make sure that this game is priced accordingly no matter where you are. i hope it will be worth the wait, and i hope you will all enjoy the game as much as i enjoyed making it. there's still work to be done so i will return to the development pits to make sure everything is as polished as i can make it. until then, don't hesitate to write me. you can find me in the official discord linked on the page, in the community pages here on steam, on social media under the handle @kalemonvo, and by mail over at [email protected] until next time, -osur 2025 Publisher SaleFeb 7, 2025 - Community AnnouncementsToday kicks off the big 2 Left Thumbs Publisher Sale! Explore the full event page to scope out loads of discounts, free games, bundles and more! {STEAM_CLAN_IMAGE}/39217323/c11f237f089d5f895f0e8ba5921ebf80e931d8ee.png How about a FREE game?! Croak Crusader: Spawn of the Spore Spectre launched TODAY, and is available 100% for free! https://store.steampowered.com/app/2997920/Croak_Crusader_Spawn_of_the_Spore_Spectre/ This free title introduces the general gameplay, protagonist and antagonists of the upcoming (paid) release, Croak Crusader: the Champion of Canada. Be sure to add that to your Wishlist! https://store.steampowered.com/app/3152060/Croak_Crusader_the_Champion_of_Canada/ COMING SOON Very VERY soon! Novus Orbis is a combo-based roguelike deckbuilder, set to release into Early Access on February 10th. There's already dozens of hours of content, and the game will only be getting deeper and more varied from here! https://store.steampowered.com/app/2437330/Novus_Orbis/ NEW UPDATES A collection of games have all timed free updates and big announcements for this event! WizardChess WizardChess is a chess-like tactical roguelike with a near infinitely replayable amount of variety and depth. And today takes us a step closer to FULLY infinite replayability, with the addition of Daily Runs! https://store.steampowered.com/app/1274210/WizardChess/ Starground At the end of 2024 Starground revealed a planned development roadmap. Today sees the Brewconomic Cropdate, adding animals, fishing, potion brewing, and an improved Space Hub. https://store.steampowered.com/app/2793380/Starground/ Magenta Horizon In addition to making the awesome art for this sale, solo-dev Maddison Baek has crafted new community items for Magenta Horizon! Play the game to earn Trading Cards, and unlock awesome profile backgrounds and other Steam goodies. https://store.steampowered.com/app/2109060/Magenta_Horizon__Neverending_Harvest/ Schism Schism has a new update dropping Feb 10th that adds some end-game content, and enhanced controller support. Keep your eyes peeled for that! But the BIG news here, is that Schism is leaving Early Access MARCH 10th!! There is no discount now, so as not to conflict with that launch discount. https://store.steampowered.com/app/2084300/Schism/ Tower of Kalemonvo While this classic-style hack n slash ARPG isn't out yet, it did just receive yet another demo update. The name of the game right now is polish, preparing for our newly set released date of MARCH 28th!! https://store.steampowered.com/app/2351860/Tower_of_Kalemonvo/ FOLLOW ALONG Follow 2 Left Thumbs on social media to stay up-to-date on all the latest games and news. 👇 Bluesky TikTok Instagram YouTube Discord Twitter LOGO UPDATE I'm burying the lead a little here. But as a part of this event, I'm also debuting a redesigned 2 Left Thumbs Publishing logo - made by Fiend Folio artist RedRachis! {STEAM_CLAN_IMAGE}/39217323/1ab9828dfbe3c3048406567c415743dbbc017f35.pngUpdate v0.32Feb 2, 2025 - Community Announcementsgreetings! welcome to the first patch of the year! the polishing phase is well underway and i have gathered enough changes to the early game to warrant a demo update. take a look! ps: release date announcement by the week's end - see ya then! Update v0.32 General: -New Walls for Lower Dungeon levels. They look more like walls and less like clay blobs! https://i.imgur.com/m0CZNuS.png -Athanasi got a bunch of new animations and had his model made slightly more buff so he isn't too similar to Kira -New two-handed-sword animations (if you manage to get lucky and get one from the shop!) -Various small UI improvements -Added a display-option dropdown in Video settings, allowing for Fullscreen, Windowed, and Borderless Fullscreen -Added a 'Credits' section in the Lore tab in the Main Menu -Changes to lights, such as the Lights from named enemies or certain ingame objects. They will not appear on the minimap, and the Light from a named enemy will disappear on death -Improved the 'Frozen' visual effect when an enemy is affected by cold damage -Tweaked the NPC speech-boxes a bit -Various new models, from lecterns to crossbows -Players will no longer be able to move as much when they are hit-stunned. Hit stun animation lengths were shortened to compensate for this change. -Changed how the colors/textures of capes are calculated. Capes should look nicer now. -Added another few Unique items Balance: -Increased loot from named enemies slightly. -All weapons are now less likely to roll +Health and +Mana modifiers -Added some new modifiers for Armor and Shields -Added a new Item type, the Seer Skull -Very slightly reduced attack speed of all ranged weapons -Wands are slightly more likely to hit enemies that are closer to you, but have a giant penalty to hit enemies that are very far (think in terms of over a screen-length) away. -Spellbooks now drop half as often -Increased requirements of a lot of higher tier spellbooks, such as Chain Lightning, Poison Circle, Annihilation. -Slightly increased the requirements of a lot of the most-used spells, such as Ice Spike and Chain Lightning -Chain Lightning bounce search radius size decreased slightly -Changed the way a Unique Item is chosen as a potential drop. Now the Unique Item drop pool will favor items matching the level they are found in, meaning you will see higher tier Unique items. -Nerfed the stats of the Wounded Paladin's Shield slightly, mostly focusing on the Dodge amount -Named enemies will not be slowed with the same slow strength as normal enemies, meaning that slowing effects both last less and are weaker on Named enemies -Enchanter's Lifeblood pools spawn slightly more often and provide stronger modifiers to items -Various enemy buffs. Maulers have more HP and more attack speed, Cult Apprentices attack faster, Bloodsoaked Guard is a bit stronger overall, Flaming Skulls deal slightly more damage, among other minor buffs. -Despair mode now turns off the Health-Outlines for enemies -Shop will be more like...Update v0.31aDec 19, 2024 - Community Announcementsgreetings! today i have for you some bug fixes for the demo, along with some touchups that the full game has gotten. most of the content is just addressing some bugs and doing some slight balancing, so nothing particularly interesting, but i didn't want this update to be delayed with the approaching holidays. Update v0.31a: General: -New Potion item visuals -Unique items more likely to drop in general, and much more likely to drop from Rare (Golden) Chests -Buffed a few Unique items and added several new ones. -Arrows have a greater penalty to hit at extreme ranges -Embershot Combat Art costs less and deals more damage -Slightly improved Crossbow walking animations -Slightly buffed the tier of items in the shop -Added more combinational item names -Added a soft cap on the amount of mimics that can spawn from the mimic room on Floor 1 -Summons' HP buffed slightly across the board -Slightly increased the attack range of enemies with two handed weapons -The Spell Wheel buttons (Add/Remove) now play a sound when clicked -Music should loop more cleanly now Bug fixes: -Unique Staves and the Unique Robes no longer have a chance to lose affixes on dropping then due to an item spawn/re-creation bug. -Summoned Snakes no longer take double damage from arrows and fireballs -Summoned Units are now properly tracked between levels -Fixed a scary error where the Halls of Pain would sometimes spawn a massive tier 2 Named Sun Cult Warrior instead of the default tier 1 variant -Fixed an error when trying to place a Leather Brigandine item from the shop into an Enchanter's Lifeblood -Dying while casting Multistrike will now properly kill you -Fixed issues with the Spell Wheel buttons causing some problems if you load a game with a full Spell Wheel -Fixed an issue where if you learned a spell to max level and had a leftover book in you inventory, the book might not update properly to reflect it can't be used -Changed the way all projectiles are handled in the game, preventing certain projectiles from not being destroyed if you load a game while these projectiles are active -Fixed issue where spells would sometimes not have a description if you mouse over the spell slot icon in the hot bar Should you encounter any bugs or have any feedback, please do not hesitate to reach out to me! thanks for reading and i wish you all an early merry christmas and happy holidays! -osurUpdate v0.30nDec 3, 2024 - Community Announcementsgreetings! yet another small update to patch some things up. included within it is a bit of content that is a result of changes happening beyond the demo's borders that i don't want to keep out. before the update however, some of you more perceptive players might see that it is currently Q4 2024, which was the original release plan for the game, and yet the game isn't out yet (and not only that, but the release date now reads Q1 2025)! to give an update on the situation - the game's content is basically finished. some enemies still require updates to their sounds, achievements need to be finalized, some scripts need a cleanup and there are a few dangling bugs left to resolve, but all the hard work is behind me now. the goal was to get it all done a bit sooner, but some things ended up taking longer than intended and for that i apologize. within the month, i will wrap up all the written dialog and tooltips to send over to localizers. when that's finished, i will begin the testing phase where i make sure all the content and balance is up to snuff. once i'm knees-deep in testing and if all is well, i will announce a release date, open up testing a bit to selected users, then prepare to press the big release button. the price at this time still stands at $14.99 (with the price adjusted based on regions, ex: South America), and the game will contain no monetization/microtransaction/whatever shenanigans whatsoever. there were many questions for controller support as well. it's something i will attempt to tackle after the game is released, since i do not want to add more work to the pile that would delay the release any further. so to wrap this up - it's almost ready, and i kindly ask for just a bit more patience to make sure everything is right. i hope it will be worth the wait. anyway, onto patch notes: Update v0.30n: General: -Added a few more item modifiers. The ones you will most likely come across will be "X% to Refund Mana on Cast" and "X% to Slow Enemies when Taking Damage" -Spear damage range from 1-8 to 2-8 -Two Handed Staff and Fetish Idol more likely to roll +Elemental Damage -Multistrike Attack Speed bonus buffed greatly. -"Locking" a slot in Inventory is now more clear - the image is larger and it has a tooltip now. -Enabled some optimization fixes. The game should perform much better on lower end hardware. -Fixed some typos and minor UI changes. -Changed how the color of Robes is determined, so Magic Robes will look nicer on the player model. Bug fixes: -Fixed bug preventing Magic Spears to be equipped sometimes -Fixed Magic Scimitars not requiring 11 Agi -Fixed Skeleton Archers walking animation -Fixed some Spellbook issues when dropping certain Spellbooks. -Fixed some spells not damaging Summoned Units as well -Fixed the health-outlines not working properly for some units. -Fixed Artam taking more Mana Potions than he should -Small changes to how Attack Speed descriptions (Slow/Normal/Fast) are calculated. Two-handers with bonus Attack ...Update v0.30mNov 20, 2024 - Community Announcementsgreetings! another small update on the way to fix some more issues. included in this update is also a bit of new content that i wanted to gauge the balance of. here goes: Update v0.30m: General: -Added a new special room that can spawn in Lower Dungeons 1. Good luck! -Added the Summon Knights spell as an available spell. The book doesn't spawn normally (it's a higher item-level than the demo levels), however you can still find it in the shop -Added a few unique items Bug fixes: -Fixed missing material for certain weapons -Fixed issue with some descriptions being unable to be unlocked in the bestiary -Fixed an item duplication bug with Right-click-to-equip when trying to equip to a locked slot. -Vedomot properly walks back to the middle of her cell after the player exists her range. Still investigating claims of her escaping her cell somehow... -Fixed description issues with certain spell levels. -Fixed some more typos and font issues. as always, thank you for reading and playing! -osurUpdate v0.30jNov 15, 2024 - Community Announcementsgreetings! this is just a collection of the last few updates, including one now. no new demo content, just some fixes! more content is on the way, fear not. Update v0.30j: Bug fixes: -Fixed issue with Silver Skulls not saving properly -Fixed issue with Unique Item descriptions sometimes not showing Dodge/Armor values in inventory -Fixed issue with the Demon Twins sometimes dropping an extra book -Fixed issue with Spell Wheel sometimes not keeping proper spell order when loading a game. -Fixed Sun Cultist Warriors not being able to handle auras. -Fixed some issues with Increase Spell Casting and Unusual Damage Range item modifiers -Fixed issue with spell level overflows where if one were to get a spell over max level and lose a spell level, it would incorrectly reduce levels. -Fixed description issues with certain spell levels. -Fixed a couple of typos and font issues. as always, thank you for reading and playing! -osurUpdate v0.30hNov 4, 2024 - Community Announcementsgreetings! we meet again so soon! i won't make a habit of it and we'll make this quick. many, many people have been asking for health bars. i don't like health bars. in fact, one might even say i despise them. however, i understand their use. to that end, i'll be conducting this brief test: enemy outlines will now be colored depending on the enemy's remaining health, with a green outline indicating full HP and a red one indicating low hp. i consider this to be a compromise, and i openly declare this to be a test. with that, i ask of you, the brave adventurer reading this, to let me know your thoughts on the matter. try out the new version, leave the health outlines toggled on (you can toggle them off in both the menu and ingame under the options) and form your thoughts on the matter. love it? let me know! hate it? let me know! neutral? let me know! depending on the results (and how i feel about it after a few days have passed), things may or may not change. so, the update: Update v0.30h: General: -Added a toggle (On by default) for enemy outlines to reflect their current health -Weapons are more likely to roll +Stats magic modifiers -Munzekonza's Unique Weapon now has a different set of modifiers. If you have a previous save, the item will not reset Bug fixes: -Fixed minor bugs on toggling enemy outlines -Fixed minor UI errors with tooltips not having any padding near the edge of the screen on large resolutions -Fixed more names/descriptions being incorrect -Fixed weapons losing their Increased Cast Speed buff on certain occasions. thanks again for your feedback and for your interest in the project -osurUpdate v0.30gNov 1, 2024 - Community Announcementsgreetings and a happy late halloween! thanks to Splattercat's lovely video, the demo has seen a big uptick in players! with this uptick came another, this time with the amount of bugs! this update is a small one to address these -let's get right to it. Update v0.30g: General: -Added a new special room that has a pretty high chance to spawn. I'll leave it as a surprise! -You can no longer cast spells to interrupt the 'Taking Damage' animation, which also fixed some annoying bugs causing players to be stuck in an animation -Small font color change to indicate to players they are able to Middle Mouse Click to instant place/remove potions from Hotbar Bug fixes: -Fixed Icefloor permanently slowing players if several were stacked on top. -Fixed Icefloor slowing enemies for incorrect lengths of time -Fixed Twohanded weapons not saving certain modifiers (Spellcasting speed, increased DMG range) -Fixed a bunch of issues with Item names. As before, an item which generated in the previous patch will have its name fixed if you drop it out of your inventory. There also might be some changes in how an item description is phrased, since all item descriptions have been prepped for localization. -Thunderdisks now properly disappear on loading i have been receiving and looking through all feedback, ranging from potion droprates, to a possible "belt" component in the hotbar, to reducing the UI size, all the way to streamlining how Combat Arts are used - I encourage you to write your thoughts even if you feel like they have been mentioned. Your feedback helps the game improve and i welcome your thoughts on even things you believe do not require a change. I will spend the next month or so looking through any possible changes based on this new wave of feedback. thanks again for playing and for your interest in the project -osurUpdate v0.30eOct 24, 2024 - Community Announcementsgreetings! i am pleased to see i have successfully survived Next Fest, and i didn't drown in bug reports. with that comes the fabled and customary post-event patch, where i mess with the balance a tiny bit and correct some bugs! let's get right to it. Update v0.30f: General: -Reworked the way item names are generated internally to prepare for translation. There will be several new variants of item prefix/suffixes, but everything should work the same on your end. Since items now regenerate their names when they are picked up or dropped from the inventory, items found in a save made before this update might have their names change. I also cleaned up some errors in previous item names, such as "Shocking" being a name used for both +Lightning DMG and +Resistance to Lightning. -Basic wands are now less likely to roll +DMG, but can now roll +HP and +Attack speed. Higher tier wands unchanged. -Added new voice for Moon Cult Brides. Their previous voicelines were from another character not present in the demo. -Changed animations and texture for Sun Cult Warrior. -Sun Cult Warrior and Mammoth Wings now reduce their attack cooldowns when they enter a walking state, making them more dangerous to kite. -Added a small visual indicator for the center of the Firetrap spell. Firetraps also expire after 60 seconds. Bug fixes: -Thunderdisk no longer bounces off Great Snakes -Dying when spamming Shieldbash will no longer leave a collider on the respawned player which hinders movement -Icefloors now dissapear on loading a save game, and no longer leave holes in the navigation system if they expire as a save is loaded -Fixed a few logic errors which will improve FPS when mousing over enemies in certain conditions -Fixed errors in Chain Lightning which caused performance issues on some PCs. -Fixed error with Firetrap which would drop FPS if enough were present. -Fixed Manasteal enemy modifier not being assigned. -Fixed error where if you begin the game as Athanasi, cast a spell, then load another save of playing as Kira, you would break spellcasting animations. that's it for now. as always, please let me know should you encounter any bugs or if you have any thoughts or feedback to share! -osurThe Bestiary Update v0.30Oct 8, 2024 - Community Announcementsgreetings and well met friends, this post comes a bit early than the expected 2 months - you have the Steam Next Fest event for that! i wanted to roll out a new build to fix a bunch of issues and add some polish where it was needed most before Next Fest came around - which brings up the following: Next Fests are usually entered when a game is close to ready! indeed, we're almost at the finish line- there's only a bit of content missing before entering the final polish stages. this also is a nice point to announce the price of the game. after much deliberation, i have decided on USD$14.99 or whatever your regional equivalent. i have also gotten many reports of how recently released games tend to be incorrectly priced in many non-US or non-EU countries due to the price not being properly converted and ending up being too high. i will do my best to make sure the pricing is accurate and that no region is priced out. if you feel your region is one of these mentioned, i encourage you to write me and let me know your thoughts on the matter. until then, have this patch to sate your needs! Update v0.30: General: -Added the Bestiary. It is a collection of all the enemies you have slain this far and a bit of lore about them, and can be accessed by clicking on the book button in the menu. -Added a lot of player speech when dealing with Alchemy Tables and similar interactable objects. The player will properly vocalize when an action yields no results. -Added a Combat Arts skill for the Bow, Ember Shot. -Added more named enemy modifiers, such as Reflect Projectiles. Ranged enemies also now have access to Lightning Aura. -Projectiles such as arrows, wand projectiles and fireballs now use a different collision system, making them more accurate to the player's intention. -Mammoth Wings now have slightly more HP, damage and accuracy. -Increase the values of the "Chance to Blind Enemy when struck" modifier across all levels -Improved inventory click cooldown to prevent items from being double clicked unintentionally. This will get tinkered further with more player feedback. -Made certain trap rooms more dangerous. -Added several more Unique items. -Buffed old Unique items such as Smiter and Munzekonza. Summons: -Changed Summon unit behavior and increased the default attack rate. They should behave a bit better now. Snakes also know how to open doors now. -Enemies that are detected or detect a summoned unit but not the player will properly react. This also fixes the issue of ranged units sometimes detecting a summoned unit when they shouldn't, such as through walls. -Summoned units have blood splatter on taking damage. -Summoned units no longer aggro to targets that are not yet deemed hostile, such as Vedomot. -Summoned units no longer have incorrect damage resistances when fighting special units such as Vedomot. -Summoned units no longer disappear when returning to previous levels. -Fixed issue where summoned units might linger after dying. -Upgraded some spell des...