Thank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord.
I’m also excited to announce that the game will release on Steam on 8 July 2025!
Demo - Update 35 (06 June 2025)
- Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventories (useful to check the scaling of current equipped attacks for example)
- Singleplayer Shop: subtle animation while selecting a Buy Button
- Many Balancing tweaks
- Balancing: nerfed Life Steal in various ways (lower values gained from items)
- Balancing: nerfed Knockback in various ways (lower values gained, higher item rarity, lower max applied value)
- Balancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP
- Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal
- Fine tuned the color of some weapons to improve the visibility
- Balancing: Ballista don’t double their projectiles based on amount anymore (only number of ballistas scales with amount)
- If Player HP is Full and HP Max > 20, the player can’t be one-shot
- Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else
- Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at all
- Rework the save system in preparation for upcoming features