Posted August 15, 2026 by Indrome
#audio #balancing #boss #boss fight #crone #bug fixes #bugfix #patch notes #demo #HALO pyre #new pyre #update
Changes & fixes
Input changes
TORCH (pyre selection) and TOSS (throwing corpses) have been SEPARATED from their dual-bindings. This means that instead of two overloaded inputs that might misbehave in certain edge cases, you now have four individual inputs. This makes them much easier to distinguish in game logic but makes for a little bit of a steeper learning curve and - for those that have played before - a bit of a transition phase.
Crone of Blades
It was brought to my attention that blades destroying big Pyres with no extra effect was a bit of a let-down. People expect bigger sacrifices to yield bigger results. I decided to rebuild a part of the boss fight specifically around that to reward building large Pyres more. This makes the boss fight quite a bit harder when only building small Pyres, which more strongly enforces the tactical play style I am going for where players should strategize with their resources and distribute them in a meaningful way.
New Pyre: HALO
While I personally love the idea behind the LINK Pyre, most people did not feel it to be a worthwhile investment regarding damage-per-corpse. Additionally, its utility was rather limited due to the Desiccated largely moving around the links trying to avoid the Pyres.
So I introduced a new Pyre type that replaces the LINK Pyre in the default loadout. The HALO Pyre spawns damaging Embers that circle around the player while in its vicinity (one Ember per corpse, capped at 3). Additional corpses increase the Pyre's radius so the player can maneuver better around it. (for those familiar with Vampire Survivors, this is essentially the King Bible)
New feature: Pyre loadout
There is a new entry in the pause menu called "LOADOUT", which opens a small placeholder window to change the arrangement of the four types of Pyres you can build. I am currently developing additional types of Pyres and carefully approaching the design space of upgrade paths for those Pyres that will eventually provide players with an incentive for exploration (among other things) and introduce build-crafting.
I have much more in-depth plans for this menu but it'll have to wait for after Gamescom. :)