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Tower of Spirit

 
0.8e versionFeb 27, 2024 - Community AnnouncementsIt's been a while! I'm still working on the game on my spare time, so obviously the game is not ready for the 1.0 release but we are slowly approaching this big milestone. This patch has a lot of stuff, major bug fixes and a new feature called Transfer which makes the Break mechanic more game changing. Next patch is coming next month with big quality of life changes so stay tuned! Main Menu Title Screen has been reworked entirely. Hope you’ll like it! Character Selection now displays all the information about the character you choose. You won’t start a new run without knowing his stats and capacities (it was about time!). Meta Progression Permanent upgrades are gone! The meta progression in Tower of Spirit was not very interesting, as it only provides flat stats bonus. Plus, the game’s overall balance suffered a lot from it. A new system is coming next patch, more on that below. Combat New Transfer mechanic! Whenever you perform a Break, your character can transfer his free turn to another character of your group. It means so much synergy and strategy can be deployed and experimented with. Please note it does not change the rest of the turn order, so it is possible with a transfer that a character play two times in a row. And of course, if he’s able to perform a Break as well, he can play more or transfer to another character! Reworked the VFX when a break is triggered. Characters Increased Pejius and Reyna' speed. Kora’s passive has been reworked! The counter attack is gone and that’s for the best, since it caused countless game breaking bugs regularly. The new passive gives Kora a flat 25% critical chance on all her attacks. Pejius’ passive has been simplified slightly to accommodate the rework of the burn status effect (see below). All his attacks apply burn status and that’s already enough considering his potential with the new burn effect. Added a unique visual effect when Krouet’s Passive capacity is triggered. Enemies Decreased several enemies' speed. Status Effect Burn has been completely reworked! New effect : Increase damage received by 1 per stack of burn. Some status effect’s descriptions have been changed slightly for greater clarity on the effects applied. Status effect’s tooltip now displays the visual of the status. Emblem Whenever you find a new emblem and have enough emblem nodes to equip it, the emblem is automatically equipped. Increased Thief Crest emblem’s trigger effect to 10 or 20 Gold if upgraded (previously 5 or 10 Gold if upgraded). Added new and specific visual effects when Thief Crest is triggered. Bug Fixes Fixed an issue with specific emblems which prevent the game to continue whenever you reach the second area. Fixed an issue with camera settings which could cause some visual and performance problems over time. Fixed an issue with several UI elements not properly triggering sound effects when the player interacts with them. Fixed an issue related with Biggy whenever it was rolling which prevented the channeling VFX...0.8d versionDec 3, 2023 - Community AnnouncementsEarly Access 0.8d Version Hello everyone, This new patch will bring mostly quality of life changes and bug fixes (game breaking bugs should be gone with this new patch!). This month I will keep doing just that, before moving on to the last part of the content for the game next month. My goal is to release the game by the end of January 2024, so the end of Tower of Spirit is near! Defense Changes: + Defense is now common for the entire group of characters. The amount is the sum of all characters' defense stat. I believe this change will help emphasize the way the player's group of characters work together, similarly as the HP and MP pool are handled since the beginning. No changes regarding enemies’ defense, it is still handled individually for them. + Defense UI for the player’s group has been significantly changed to reflect this. {STEAM_CLAN_IMAGE}/42387116/0a8bde3c8abf58a5cd33f9b3da270d1efe17bb2c.gif Tutorial Changes: + Tutorial panels have been reworked entirely to reflect last gameplay changes (including those below) and give clearer information about the game specific mechanics. {STEAM_CLAN_IMAGE}/42387116/1403824f437714d24cc2ba9d72b88df8923c69f4.gif Combat Changes: + Lower turn’s resolution speed for enemies and add specific moments for poison and burn damage when they are triggered to improve clarity. + For the same reason, the way the enemy's group attacks are displayed is changed. The proper amount of damage is now shown with the next move icons (previously, it required to mouse over the icon to display the numbers). + Reduced Bee’s speed from 18 to 11. Emblem Changes: + Increased amount of gold granted by Dwarfen Emblem whenever you gain a new emblem from 8 to 15 (from 16 to 30 when upgraded). + Emblems pop out from your inventory when their effects are triggered. Bug Fixes: + Fixed an issue where the Debug Console could be called by players (sorry guys!). + Fixed an issue during loading the next area of the game which can break the game loop. + Fixed an issue where trying to return to the main menu could freeze the game indefinitely. + Fixed an issue where some tutorial parts were not properly shown to the player. + Fixed an issue with Rolling Strike capacity tooltip not showing proper number for damage. + Fixed an issue where the amount of damage displayed in the tooltip could be different from the amount shown for the enemy intent. =============================================================================== Thanks for the support!0.8a Patch NoteOct 18, 2023 - Community AnnouncementsEarly Access 0.8a Version General Changes: Added a proper loading screen. Added new transitions between Main Menu and Levels. Break VFX is slightly changed to be more readable. {STEAM_CLAN_IMAGE}/42387116/772c7cf0051727ae976832b49f91692807b85d6f.gifTower of Spirit: 0.8 version is here!Oct 14, 2023 - Community AnnouncementsHere we are, Tower of Spirit 0.8 is out! With this update, I wanted to some quality of life changes and added some content to the existing areas of the game before moving to the finishing line of development. Most important change is the addition of mana recover whenever one of your character perform a basic attack. It should definitely speed up combat and improve the flow of the game. And we have two new enemies! General Changes Basic Attack now restores 2 mana (MP). It should dynamize combat a lot and encourage people to use character’s capacities more often and not just to deal with critical situations. Add an extra tutorial panel to reflect this change. Added some animation and feedback to the turn order UI each turn passed. Added 2 new enemies to the game, one for each area (Despair for the Dark Cave and Bublo for the Scarlet Forest). It should definitely add some variety to both areas and unique battle scenarios. 10 new battles with unique configurations including the new enemies. Fixed an issue with Kora’s basic attack VFX. {STEAM_CLAN_IMAGE}/42387116/e5b8bc03b2ce30fb2261b38f41a7f263643bfa4a.gif Balance Changes The Fury Boss: Lower Damage from 8 to 7 Lower Defense from 16 to 14 Lower HP from 300 to 280 The Plant: Lower Damage from 12 to 10 Lower Defense from 5 to 4 The Obelisk: Lower Speed from 15 to 12 Where is 1.0? So yeah, I said I'm getting closer to the full version of the game. No precise release date yet, but I'd like to finish Tower of Spirit's development by the end of the year. More on that later. Thanks for the support!New content and updates are coming!Sep 24, 2023 - Community AnnouncementsHello there, it's been a while since the last update. I'm still really busy with work but over the past few days I gained some new energy to work on Tower of Spirit again! Let's discuss what kind of stuff is coming in the following weeks. Much needed Quality of Life changes Tower of Spirit received a significant rework on several features last April with the release of the 0.7 update. Overall, I'm pretty happy with all those changes, but some stuff still need some work. That's the thing I'm currently working on: ToS has relatively fast-paced combat (as most fight last only 2 to 3 turns), but sometimes you just don't have enough mana (MP) to keep up with the enemies. To help with this, I'll add some MP recovery to basic attack. Still testing this change on my own for now, but it's coming really soon with adequate balance changes. Difficulty curve between the Cave and the Forest area feels a bit broken right now, mostly linked to enemies damage being too high. Expect some balancing tweaks really soon. There are no loading screen in the game, which is kinda weird. I'm working on something to make level and menu transition better. Some UI feels a bit off and I want things to be more juicy on that side. I'll propose some adjustements to the turn order, group and emblems manager UI soon. {STEAM_CLAN_IMAGE}/42387116/f452cf856cac109160e90f97cac70e5021adecb1.gif New Content and State of the Early Access ToS lack content and obvious replayability. I already pointed out last time the reasons why it takes so much time to add new content (being solo dev and working on it only on my spare time plus the amount of hand-drawn animation required to add new character or enemy). But obviously I want to continue to make the game better. Here is my current plan: Nyx is a new cutty creature coming with the 0.8 version of the game. She has a unique set of capacities I can't wait to share. First look at her design below. I'd like to add even more characters before the 1.0 release. {STEAM_CLAN_IMAGE}/42387116/28239354aa4ce3c7ee56682f5841da284dd81623.png I'm working on new enemies for each area already in the game (at least one new for each one). I start thinking about alternative boss fight too, but it still required more work before I can announce anything in this regard. I'm thinking about adding more music to the game but no details to share yet. Emblems are in a good state right now. There are 40 unique emblems currently in the game, all having an upgraded version too. I sill want to add more as we're getting closer to the full release. I already have a list of 15 more emblems ideas, including cursed emblems which are a brand new feature I want to add soon. Biggy and Reyna also need a specific emblem like the rest of the cast. {STEAM_CLAN_IMAGE}/42387116/901372fd57a635180bae67ea7203f61b1f4f0377.png Anyway that's all for today, you can expect a patch with small changes really really soon! ThanksEarly Access Version 0.7eJul 10, 2023 - Community AnnouncementsBug Fixes + Fixed an issue where the game would soft lock itself after a battle in case it cannot find an emblem of a specific rarity. + Fixed an issue where the biologist quest would not trigger the related UI display. + Fixed an issue where prices at the shop would be 0 or miscalculated.Tower of Spirit Rework is here!Apr 27, 2023 - Community AnnouncementsSo... it's been a while since my last update. I'm very sorry about that. The game is still being developed, but due to a new job, the time I'm able to devote to working on it has decreased considerably. However, I'm happy to announce that a major update to the game is being released today. The progression system, combat and overall experience of the game will all change massively with this update. I have been working on this for the last couple of months and have re-written most of the code in Tower of Spirit. So, without further ado, here are the most notable changes to be found in this brand new 0.7 release! General changes: Your path is your choice, so choose your next encounter wisely! Decide where you want to go, what kind of danger you want to face and, of course, what kind of reward you desperately need after each battle or event! Experience and levels have gone. But combat offers specific rewards. It's up to what you fight for! Bonfire doesn't just restore some of your HP and MP. You can decide if you want a little bit of both, most of the MP, or craft an extra emblem node (formerly called emblem point) to equip more emblems. Characters appear as a path to choose from, so it's easier to predict when you're going to get a new one to add to your party. You can change your party freely between encounters. It is no longer limited to the bonfire. A complete overhaul of the user interface for events, the shop, the bonfire, and party management. Level changes The first area has undergone a complete overhaul, from a visual point of view! Thanks to the talented Jeanne Prigent (https://twitter.com/JanePrigent), a French artist who recently unveiled a crazy project called Deckum Demonium (https://twitter.com/DeckumDemonium). This is an interesting and atypical deck-building game about summoning demons. You should definitely check it out! To keep up with the revision of the first area, the Scarlet Forest has undergone some minor changes. Combat changes: Enemy intentions are now visible. The exact amount of damage and target can be accurately predicted. Old defense and stance systems have been combined into a single defense stat. Each character and enemy has a certain amount of defense at the start of combat. Defense doesn't reduce or prevent damage (but Guard action still does). It represents the amount of hits a unit can take before suffering a break. Yes, the break system has returned! All of the enemies and characters have been re-balanced accordingly. Emblem changes: Emblems can be changed outside of combat and events. You don't have to wait for the next bonfire, you can customize and experiment with your set of emblems. Oh, and there is also a brand new interface to help you manage all of this! Emblem upgrades are here! During certain events throughout your adventure, you will have the opportunity to upgrade your favorite emblems. They will affect the cost of the emblem or improve its effects, depending on the emblem. You'll always see the emble...What comes next with v0.7Dec 30, 2022 - Community AnnouncementsHi everyone! It’s been way too long since my last post, but I’ve been busy working on the next big things coming into the game with the upcoming 0.7 version. Let’s talk about the current state of the game first. Tower of Spirit is an important project for me for many reasons. First, it is my very first commercial game as someone who has only been a game dev for 2 years. Second, it’s a solo project and it means I had to come up with everything from design, art and code all by myself. Obviously, the challenge is pretty big. Everything takes time, especially when the art part is fully hand-drawn and animated frame by frame. That’s the main reason the game has a unique look, but it’s also the main reason why new content takes so long to make. Tower of Spirit artstyle is something I’m really proud, but regarding mechanics and design, there are some flaws, flaws on which I have been working for some time. In January, I will release an important update which will change how the game works. I’ve been working on a complete rework of the run progression, the rewards and event systems. You can find below the first big changes: Run Progression: player will be able to choose different paths after each encounter and decide for what kind of reward they fight for. This will drastically change the flow of the game and improve decision making and replayability. Rewards: you gain a lot of stuff when you win a battle but most of it is meaningless when you reach a certain point. To fix that, the reward system has been reworked entirely. Each battle grants only a certain type of reward but you are part of the decision for what it is. Balance will be changed accordingly. Experience was not really reliable and kind of felt weird for a rogue-like, that’s why I'm getting rid of it. Health, mana and emblem point upgrades are still here as battle and event rewards. Emblem is one of the main features of the game. What kind of sucks about it is that you cannot switch them outside of the bonfire menu. It was a design choice first, but a bad one I believe. You will be able to change what emblems are equipped between encounters and the one you choose will be always visible on screen (similarly to relics in Slay the Spire or more recently Peglins), so you can always know what kind of benefit you have. Because those changes affect every part of the game, most of the code of the game is changing. That is why new content should not be released before the end of january. But I have big plans for that too. Regarding the full release of the game, I’m hoping sometime around June 2023. And that’s all for today, I’ll make some announcement when the version 0.7 is ready to be released. Thanks for everything! TurnBasedFest on Steam & patch 0.6Dec 8, 2022 - Community AnnouncementsLater today start the TurnBasedFest on Steam ! I'm happy Tower of Spirit is part of it and will be 20% off for the occasion until December 12. It's an amazing opportunity to celebrate this kind of games and discover new amazing experience! Hope you'll find really cool new games to enjoy. V0.6 is here and contains several UI changes. The most important being a brand new system to display the real damage (before taking enemy defense into account) on all action tooltips (attacks and capacities), replacing the old system expressed as a percentage (according to the base damage of each character). In addition to the enemy hit points, which are now accompanied by an accurate counter, this addition should make it easier to make decisions in battle. UI + Slight modification of the IU, including the following addition: HP / MP Max for the group and HP counter for the enemies. + HP / MP Max for the group are now displayed. + HP numbers for the enemies are now displayed. + Damage numbers for all of characters' actions are now displayed in the tooltip. + Gold, Fragment, Tooltip and Escape button positions on screen changed. Bug Fixes + Fixed an issue with damage calculation regarding the bosses of the different areas. Known Issues + Damage number displayed when you are in the Stats Menu (pause) and Group Menu (bonfire event) doesn’t take into account bonuses from emblems. Will be fixed asap. ==================================================================================== More changes are planned in the coming weeks to improve the user experience and offer more replayability: + Emblems equipped visible at all time during combat + Possibility to equip emblems between encounters if you have enough Emblem Points. + Possibility to see stats for characters and enemies during combat to have all the needed data to take action! + Rework of the run constructor. Unlike today, the new system will offer a set of choices to the player after every encounter, allowing him to preview what come next and take a specific path with specific rewards. + Rework of the experience system. A brand new system of progression and reward will be introduced, involving players’ choices. ==================================================================================== Early Access Version 0.5mB HotfixNov 21, 2022 - Community AnnouncementsBug Fixes + Fixed an issue where Moss could still use his capacities even if you don’t have enough mana for it. + Fixed an issue where the tooltip wouldn't display any text. + Fixed an issue where the warning about an enemy channeling a powerful attack would not disappear even if the battle ended. ====================================================================================Early Access Version 0.5mA HotfixNov 11, 2022 - Community AnnouncementsQuick hotfix after the addition of Moss. Bug Fixes + Fixed an issue with Moss having some weird visual in specific UI elements. + Fixed an issue with Moss' Peace capacity description showing a 25% debuff instead of 30%. + Fixed an issue where Moss would still channeling after the end of a battle in some case. ====================================================================================Early Access Version 0.5mNov 11, 2022 - Community AnnouncementsSmall patch for a not so big new character: Moss is joining the adventure! The Master of Bubble is available in Tower of Spirit as a new playable character. Passive: Infusion Capacities are reinforced when an Infusion charge is available. You can gain a charge by using Bubbler Capacity. The charge vanish after use. Paradise - 5 MP 3 x 100% DMG to all foes. Infused version: 3 x 250% DMG to all foes. **Bubbler - 3 MP** Start channeling. Restore 10% of Max HP and MP and gain 1 Infusion charge next turn. **Peace - 4 MP** Apply Broken to all foes. When broken, enemy's attack is reduced by 25% for the entire battle. Infused version: 150% DMG to all foes and apply Broken to them. When broken, foe's attack is reduced by 25% for the entire battle. Please make sure to update your game on Steam! ==================================================================================== New Roadmap to V1.0Oct 19, 2022 - Community AnnouncementsHello everyone! I hope you enjoy the last update and the new break mechanic! It is time to share a new roadmap for what's coming next for the Early Access of Tower of Spirit! We are getting closer to the proper release and tons of new content is on the way. {STEAM_CLAN_IMAGE}/42387116/73278ae9786d5a358585d6da12108a9cf9ec3956.png Next week, a new playable character will be released. You can expect a more support-oriented character this time, but don't think he's harmless, cause he will drive his enemies nuts! Here is a first look at ******* (let's called it Bubble for now). Colors and design is still work in progress, but his overall look should be close to this. {STEAM_CLAN_IMAGE}/42387116/e6a0d153cee4463a8c2c87b190878830c4b58c3a.png As I said, Bubble is not a big damage dealer, unlike Reyna. But he will be a great addition to your favorite team, since he has a very unique capacity set. Without spoiling too much, let's just say he can cast different kind of bubbles to deal with almost every situation. A more serious news now: on October 24, Tower of Spirit's price will increase from $4.99 to $9.99 (€8.19 / £7.19). You should no expect another increase after that. This is the final price for the game for the planned content. Stay tuned!Early Access Version 0.5Oct 18, 2022 - Community AnnouncementsThe 0.5 version marks an important step in the development cycle of Tower of Spirit. Indeed, in addition to bug fixes and some visual adjustments, it introduces a new mechanic that brings a new strategic facet to the game's combat. Moreover, because it disrupts the turn-based system as it was before, this version includes a set of changes that affect the stats of playable characters, enemies and even some emblems. If you've played the game before and thought you knew it by heart, it might be time to dive back in! In the past, the best strategy to finish a run was to increase the emblem points when leveling up. With the break plus the changes in the patch, the choice offered when leveling up is more balanced. Indeed, in addition to the fact that the damage potential of the enemies increases with the break and the changes of stats, some key emblems see their costs increased. This better reflects the basic idea behind the emblems, which is to allow you to create and experiment a unique build with a limited number of emblems. This patch will have a very large impact on the game experience, so I'll be watching these changes carefully and looking forward to your feedback! Combat New mechanic: the break! The break mechanic is here! Every character and enemy now has a stance counter. Each hit they receive will lower this counter until it drops to zero. When it does, the character responsible for the hit will cause a break, allowing him to perform another action immediately! But be careful because the enemy can also abuse this mechanic. Some side notes regarding the mechanic: When a break is performed, the stance of the other characters or enemies in the group recovers an extra point. This is to counterbalance some of the power of this asset. Using guard has always been a good choice when an enemy is about to perform a powerful attack. But with the break mechanic, it’s even more useful as guard also prevents the loss of stance point. Characters and enemies who can perform multi-hit attacks are obviously really powerful now. However, most of them received some stats changes. {STEAM_CLAN_IMAGE}/42387116/22939141cd45156cae4f8ea268145cc13c497cd2.gif Stances of characters: Pandy (4) Pejius (5) Kora (2) Krouet (3) Biggy (3) Reyna (5) Stances of enemies: Bee (3) Brawler (3) Crawler (6) Elite Crawler (10) Egg (8) Eggborn (4) Fury (12) Goldy (4) Obelisk (8) Plant (5) Spitter (2) Swarm (20) Enemies Increased HP of the following enemies: Bee, Fury, Crawler, Elite Crawler, Goldy, Obelisk, Plant, Spitter Decreased DMG of the following enemies: Elite Crawler, Plant, Spitter Increased DEF of the following enemies: Browler, Eggborn, Plant Increased SPD of the following enemies: Eggborn, Elite Crawler Changed Attack of the following enemies: Elite Crawler regular attack now deals 2 x 100% damage instead of 1 x 100% Characters Increased DMG of the following characters: Pejius, Biggy Decreased DMG of the following characters: Kora, Krouet Decreased SPD of the following char...Early Access Version 0.4eOct 10, 2022 - Community AnnouncementsThis patch contains a lot of improvements to the game interface and includes a lot of tooltips to help new players understand every aspects faster. The addition of the ritual system also allows those who have difficulty progressing to unlock valuable bonuses for future attempts. New Feature: Ritual The permanent upgrade system makes its appearance and it's called Ritual! You can access it from the character selection screen before starting a new run. This is a new way to spend the fragments of spirit collected during your runs. This will allow you to unlock bonuses that will be permanently active to facilitate your future races. But be careful, don't think the objective is only to make the game easier because the difficulty system (called Curse) is coming soon and these different upgrades will not be too much! More upgrades will be added in the future. UI + Reversed Experience bar display. It was taking too much space on screen without being really a decisive information for the player. + Created a new Group display where your party members are visible above the health and mana bar. + Added a tooltip with proper description for most of the UI (including in the victory screen, bonfire event, etc...). You'll have some information when your cursor move on an element. + Added a description of HP and MP counters when your cursor move on the element. + Added a visual effect on characters and enemies when your cursor move over their face on the turn order UI element. + Added a new visual icon to indicate combat encounter type on the progression bar. ""?"" are still used for events. + Changed the way the victory screen is displayed compared to the regular UI. Misc + Changed the way texture are loaded for animated element, allowing some performance gains. + Added the possibility to display the description of the passive of each party members directly in combat by moving the cursor on the character. It can only be displayed during combat (you can still see passives of all your characters on Stats in the pause menu). Bug Fixes + Fixed an issue with the channeling red flammes VFX not being shown properly for the Elite monster. Join the community on Discord : https://discord.gg/Z4MTZbCJ3C ====================================================================================Early Access Version 0.4dSep 22, 2022 - Community AnnouncementsThis patch is mainly focus about adding some polish over existing UI elements. A new font have been added in several spot to improve visibility of certain number (damn you number seven!), tooltip for combat have been revamp and character selection menu receives several little changes. Next week, a new patch will be deployed with some polish but new features above all: a permanent upgrade system which allow you to spend the fragment of spirits collected in each run to improve your stats such as HP, MP and DMG for future runs. Also, I'll add a new difficulty system where you'll be able to pick curses to spice things up and gain more rewards. Stay tuned! UI + Character Selection menu will ask you to confirm your choice before unlocking a character (and using your precious fragments of spirit!). + Character Selection menu will display the name of the character you selected below him. + New tooltip window for combats! It's a more polished version of the previous window that poped up before on the left corner of the screen. Some example of the new tooltip window for combats: {STEAM_CLAN_IMAGE}/42387116/875c323ff9e7fbe59ca52feb8cecaf017bed8057.jpg {STEAM_CLAN_IMAGE}/42387116/4c2d913d6e93c64a1c8bceb1e00cc58f0ec4c01b.gif Bug Fixes + Fixed an issue with the Clover Mark emblem giving a bigger discount for shop price than intended. + Fixed an issue with Biggy where some action buttons could still be visible after selecting one. Join the community on Discord : https://discord.gg/Z4MTZbCJ3C ====================================================================================Early Access Version 0.4cSep 20, 2022 - Community AnnouncementsThis patch is about UI changes, bug fixing and and it finally changes the way the Shop event works to encourage replayability! UI + Turn order visual element have been moved on screen. Visual might received a revamp in the future. + Next bonfire indicator is gone. A new UI element have been introduced at the bottom center of the screen. It show the current segment of encounters until the next bonfire. For now, only 3 points can appear: bonfire (flame), encounters (?) and boss (monster head). It's a first version and there are some things I want to add but for now it's a simple and clear indicator of how much encounters you need to face before the next bonfire. + Experience is now more visible on screen. {STEAM_CLAN_IMAGE}/42387116/4c959544c54a0fa83db14125859d42a7cf2f5a4e.png Emblems + Changes effect of the Dagger of Desire: everytime you gain fragment of spirit, earn an extra one. Misc + The shop event can now appear in the Scarlet Forest too and emblems sold changes each time you face this event. Bug Fixes + Fixed an issue where The Unstable Fury would instantly die once below 10% health even if the death mark (Reyna's capacity) was not applied. + Fixed an issue with Kora's Basic Attack which could block turn base system in some case during a combat. + Fixed an issue with capacity description pop-up showing/hidding in cycle when the mouse stay in some case. + Fixed an issue with Wiseflame and Dagger of Greed emblem's not working as intended. + Fixed an issue with Stats Menu and Group Menu where Reyna's capacities cost would say they cost MP instead of HP. Join the community on Discord : https://discord.gg/Z4MTZbCJ3C ====================================================================================Early Access Version 0.4bSep 16, 2022 - Community AnnouncementsVersion 0.4b is mainly about ensuring players who struggle with the game can still unlock new characters and don't stay too long in the first area. There are also some changes regarding some enemies of the first area who can be really hard to deal with. Keep in mind that even if those make the game a bit easier and less frustrating, I planned to add a new feature to increased difficulties and rewards for experienced players in the following patches. Characters + Krouet' Sudden Touch Capacity: Increased MP cost and DMG especially vs. channeling enemies. Enemies + Spitter Enemy: slightly reduced DMG and DEF. + Unstable Fury Boss: slightly reduced DMG. Rewards + Increased the amount of fragment of spirit dropped by enemies and boss. Misc + Added a special check at the last bonfire before the boss of an area: if you only have 2 characters in your group, a new character has 100% chance to be found. + Changed Bonfire's HP and MP recovery. Add some scaling calculation to ensure players who choose to raise HP and MP when leveling up are rewarded and recover a bit more. + Changed price of all characters. The idea is to allow players to unlock first released characters faster to support experimentation and replayability. Join the community on Discord : https://discord.gg/Z4MTZbCJ3C ==========================================================================Early Access Version 0.4aSep 15, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/42387116/ea28b5e7fc43d37de0f1b9958326b09151646fe0.jpg Misc + Reduces screen space taken by the shadows at the bottom of the screen. Bug Fixes + Fixes an issue where some status effects were misaligned. + Fixes an issue where the emblem name shown for the Mysterious Master event were incorrect. + Fixes issues with options not being properly loaded between level or after opening the game. It concerns screen and volume settings. + Fixed an issue with the cost of Reyna's capacities not being properly updated. Join the community on Discord! {STEAM_CLAN_IMAGE}/42387116/4fe8ab308772fa5c22484c1650fc2aed301ec44d.png ==================================================================================== Early Access Version 0.4Sep 13, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/42387116/248f43006bcb9578453dfec1b9e2ab39225ea1ac.png Reyna join the adventure! The Princess of Spirit is a fearless warrior ready to conquer the Tower! She has the most damage of all characters available and her capacity cost no mana. Instead, you sacrifice you hearth! But don't worry, she cannot kill herself in the process. When your health goes below 40% of your Max HP, capacities cost nothing. I hope you will enjoy this new way of playing! Characters + New playable character: Reyna. Enemies + Reverses Bee's animation speed to initial value. Bug Fixes + Fixed an issue where the turn order UI would not refresh immediately after an enemy is killed. + Fixed an issue where under certain conditions, Krouet could break turn order with Wild Touch capacity. + Fixed an issue with Allegro (Kora), Rolling Strike and Toxic Surge (Biggy) capacities' description. + Fixed an issue with the Begger event where the big donation option showing the wrong amount of gold. Join the community on Discord! {STEAM_CLAN_IMAGE}/42387116/4fe8ab308772fa5c22484c1650fc2aed301ec44d.png ====================================================================================