Sorry, my bad, I didn't notice the scrolling bar in the settings, lol
Mr_SMOKE
Creator of
Recent community posts
Great game you are building, keep it up!
Here are some of my thoughts:
• It was good to have remapable controls, but I couldn't use K to jump as it kills the char, I had to remap to WASD keyboard + mouse, but it turns out I can't use A ans S as they are used for weapon swapping, so I had to give it up and plug in my gamepad.
• Graphic are cool and stylish.
• Sounds and music are joyful.
• Checkpoints would be helpful (at least for first levels, or for normal diff if you'll have diff levels).
• Game is very hard, but it was that fun that I gave it more tries than I would usually do, lol.
Warioware but multiplayer, interesting concept.
Here are some problems I had:
• It wasn't very clear about controls in the beginning, also consider adding keyboard/gamepad support
• "Plate Stacker" glitched, it was teleporting sometimes back to some previous positions I guess, which lead to missing some plates
• "Spot the Difference" needs much more time than that
• "Photo Puzzle" I personally absolutely hate that type of puzzles, it is something that have to stay in the video game history, imho
Great work, over all, keep it up! It felt fun with minigames like poking the eye and red light green light. Might be more entertaining with other players and voice chat.
Thank you for playing the demo!
- Invisible dudes can be spotted by damage, dots, especially burning reveal them, also there are a few ways to counter stealthy ones
- Yeah, the map can be hardly readable sometimes, not sure if I know how to improve that part
- As for feeling distance of attacks, yeah, it is often kinda frustrating at first, players sometimes mention this, and that with time they just get used to that and have no problems anymore
Thanks for playing!
It is strange, but video had no game sounds or music recorded, only steam achievement sound and some muffling in the beginning.
It is cool to see that you play full build, by the way.
"Experienced" guys can't be higher level than you reached in that class (to update the max level from old characters you need to switch to them).
Also, "Newcomers" have no gear apart a single Lv1 weapon, but "Experienced" ones have more gear and it is better if level of char is higher.
Thank you for playing!
- You can optionally eat for Exp bonus and for a small healing, but I also plan to add after v.1.0.0 release a Legendary difficulty; there will be a hunger system among other things
- If by "maps besides the mini map" you meant some kind of world map, there is no thing like that in the game, but maybe later
- Almost all flaming statues just keep going; only in a full version there is one room with an exception on one of the latest floors
- To unlock chests you need lockpicks, and you have to be a class of right archetype, or have a lockpicking trait to use the Lockpicking system (lockpicks are buyable from common vendors, and lootable from barels if you can use them)
Most important demo changes since last Demo Day (DD 65):
- Added crafting system (Build a Forge to unlock crafter perk, buy extra blueprints from the Blacksmith)
- Added item salvaging for crafters
- Added Wardrobe (extended transmog system), it is not working for the demo, but you can still unlock outfits for in silent mode, if you plan to use your saves later for the main game
- Now you can loot and read the book from the book-stands of Floor 3 (uses first drafts of language system, also a trinket book can drop)
- Mini-map moved in the upper right corner with the name of location above it
- Now you can switch tavern music tracks in the Demo as well as in the full game
- Fighter: Skill 1, enhanced strike can be used with a shield bash and a weapon bash when blocking with a weapon
- Vandal: Battleaxes are always available; the “Militarist” trait also grants proficiency with heavy swords
- If an enemy is 2 or 5 levels higher, a marker (exclamation mark/skull) appears on the left side of the HP bar
- The formula for calculating direct damage reduction and additional resistance from the armor stat has been reworked
- The armor penetration formula has been reworked
- All sources of armor (physical and energy) have been doubled; this does not affect the base armor of older items
- Removed glitchy character dupes in the tavern
- Fixed some old bug preventing some prefixes to appear on gear (Max HP, Armor, Energy Armor, Blocking)
- Fixed aggroing through walls when mobs asked for the help other mobs
- Fixed most of old 3d-person camera mode jittering problems
- Fixed a bug where some lightning strikes would propel flying enemies toward the player
Metroidvania is not my genre, so I didn't go too far from the beginning. But I really enjoyed whole design of the game. Art, sound, visuals, nice controls. Cutscenes are pure kino. Funny details like how wall crawlers jump off to escape your gunfire.
Only had odd thing with shooting like sometimes you can't shoot when you point your gun down.
Great job! Wishlisted to help with Steam algos.
Thank you for playing and making a vid!
There was a lever chain on the wall to move forward, like the one you pulled in the end of the video in the fix room. I'll have to add more clarification on that part. Act I + 1 floor are available for a demo.
Also, I saw that interface was cropped, was the video cropped by a software, or did the game show interface like that?
Most important demo changes since last demoday (DD 60):
- Added a new method of drawing the health bars of enemies and followers (you can switch to the old one)
- Added insignia for enemy and pet health bars (improved enemy, elite, mini-boss, etc)
- If you close the game on the lose screen and the character is not dead yet, you can continue from that choice
- Dropped loot is saved if you quit the game
- Health pots and potions are graded every 5 levels (every Act), if the level of the pots is too low, raising them only replenishes half/quarter of the pot
- Health pots and potions have a use/recovery animation, potions have a 1 sec cooldown
- Rebalanced the chances of getting healing pots and skill resource potions
- Level requirements for skill upgrades have been lowered to allow for a less restricted distribution when leveling up
- Rats and small gobloids can jump when attacking if their target is higher than them
- Most long-range enemy attacks take into account the height position of the target when fired
- Hefty eating characters can eat during combat
- Added a reminder message to eat food (if char didn't reach level cap)
- Barrels can be pushed around
- You can hold down the Use button to keep picking up items
- For the modifier button on the gamepad, all bumpers can be used
- If a character is created in too old versions of the game, that are not well compatible today, a message pops up periodically about it, suggesting retirement of the character
- Food in the tower and out of the tower is different, but works the same
- You can now get two rosters with tower upgrades, "Beginners" and "Experienced"
- The game now keeps track of the maximum level reached for each class (does not take into account previous saves)
- When choosing a new character, the level of experienced adventurers cannot be higher than the maximum level reached in their class
- Most quest keys can be used by simply going to the correct door and pressing "E" (by default)
- For "Arrows" (bow, crossbow) and "Rounds" (rifle) ammo a new property "Unique Reloading" has been added, such ammo works for a single weapon only (in demo it is only Arrows)
- Perfect Block is available to all characters, it stops damage completely
- "Confusion" effect is separated into two effects: "Confusion" (mental confusion), "Shock" (physical confusion, +defense ban)
- After completing some quests in the tower, some quest enemies can sometimes spawn again
- Added AZERTY keyboard support
- Added option to erase old saves in Extras (if you need to restart your old progress)
- Fixed long texts for skill descriptions and other things taking too long to show up
- Fixed when the first-person camera would sometimes let you see what was going on behind the walls
- Fixed the problem of hero getting "stuck" by walls at a low angle of movement to the wall
- The code for generating bonuses on good (green) and better items has been rewritten and optimized
- Old prefix items are broken with the new code, but they can be fixed by talking to the Tower Attendant (this will be available temporarily)
- Optimized the code for generating power crystal descriptions (old crystals can be repaired by talking to the Tower Attendant)
- To avoid crashes and character loss, Dropped Loot is packed into one item only if there is no already packed loot in the inventory (with packing, the weight of dropped loot is reduced from tower upgrades)
- Fixed an ancient bug that crashed when trying to raise the STR/DEX/INT for characters created prior to v0.4.2.5 update
- Smoother light switching between lamps
Looks fun, but a bit overwhelming (though don't mind me on this part, I'm not a very good player, and this is the 1st vampire-like I played)
Tried a few runs on the 6th char and one run per other characters, only for 5th run understood what I need to do to move forward.
Also, about key mapping. It weren't pleasant to remap as it always says like "this keybind is already used", I suggest to either swap it on the fly, or letting two binds for one action, so it won't feel such clunky there. But I see it is an early stage, so you will get to those later anyway, I guess.
Good work! Wishlisted to help with steam algorithms.
Thank you for playing the demo!
You can turn off auto-equipping in settings, though if your class has two crystal slots, they are more suited for extra skills/casts, and not very good for a melee combat. Though, I understand why would you want to try them in melee anyway.
For weapon blocking Trinkets are good, they go in off-hand slot, that will let you block with a main weapon and most of classes can use them, expect classes with crystal slots for offhand. I think I can finally make it available for all classes, I like variety in builds.
Thank you for playing!
• As for easy enemies, if you didn't leave the tower, first time game starts (when you enter the tower) with default difficulty, later entrances let you pick your difficulty. As I saw too many times when new players picked hard and hate quitted soon on floors 2 and 3.
• As for ????, it means your hero had 'Oblivious' inborn trait, for such chars you have to open the char window to see the stats and they can't memorize healing potions on the map.
Most important demo changes since last demoday (DD 57):
- You can block with melee weapons (except brass knuckles) if your second hand is empty or a trinket is used
- Clan Hall is filled with decorations and new characters
- New quest in the Clan Hall
- Added Polish localization!
- Added new fonts: big, normal, thin, small
- Level 1-1 redesigned
- The damage of unarmed attacks is based on STR/DEX (whichever is higher), not just STR alone
- Trinkets are available to all classes except "Firestarter" and "Electro"
- Increased bleed damage for the “Bleeding Cut” crystal
- Significantly increased the chance of burning for the “Fire Bolt" crystal
- The manual has been redesigned, instead of a book, it is available in the dialog with the Advisor in the camp
- Rewrote code of item description displaying
- Fixed incorrect height of combat text flying out of enemies
- Bugfix, often throwing the smoke bottle of blue cultists was too fast
- Some of the achievements are hidden, you can find hints through game playing (for old saves, descriptions of already known achievements will not be hidden)
Most important changes since last demoday (DD 55):
- Overload now only slows a character down at 100%, lower overload only affects runaway speeds
- The "Loading" perk no longer affects speed penalties from overloading, but now doubles the capacity of bags
- Characters with the "Greedy" trait can see loot on the map
- Added plants
- When "Tenacious" characters survive, invulnerability is activated for a couple of seconds instead of dodging
- Extra stat points are now given 1 for each level up
- At level 5, an extra perk choice is available instead of 5 stat points
- New dynamic reticle reacts to accuracy and aiming (has new settings)
- The combat indicator (next to the health bar) shows when enemies are alarmed outside of the combat status
- New game logo, animated
- Maximum item glow highlights simple items more intense
- Updated tower texture on the title screen
- Smooth increase/decrease for HP/RP/TP/EP/SP and Exp bars (enemy HP bars too)
- Enemy health bars have lines for easy determination of approximate amount of health (has settings)
- New charge effect for Fighters
- The "Sell Junk" button is customizable in the trade window itself
- Revamped the graphic effects of electrical skills
- Some slight code optimization
I used to play some RTS many years ago, it is funny feeling, all those muscle memory hotkeys working, lol.
By the way, normal browser build didn't work on me, clicked stable version and it worked.
Interesting concept, a bit slow (maybe it worked bad on my browser). On second reality my troops got divided between hordes of new enemies, I couldn't unite them and lost my hero when he was acting strange and going straight to the enemy castle, while his army were retreating correctly. Also I don't get if it was a bug, or intentional, but first summoning circles like kinda over time stopped spawning ranged ones, and on second land it soon were building only one type of units (terminator-likes).
Hey, thanks for playing, glad you liked it!
>Some enemies have an "auto-dodge"
It is random, they don't react on your attacks.
>Small bug, "New level: 2" text says "New level: 1" for half a second at first
It is not a bug, it was done on purpose.
>Not being able to open Lost Loot in combat
In general, this was not done as a matter of principle, it just seemed logical at the time. Perhaps I could allow it outside of combat, but the lag when opening large bags can be unpleasant during combat.
>I wish the view distance was naturally capped by the candlelight
Unfortunately it has some real problems with light sources limit.
>Low Rez option
It just imitates pixelization
Thank you for your feedback!
Thanks for playing!
As for pots, you can also open those by pressing E (controls by default).
It is unclear, don't know how to tell it to players more straight, without making those Press E popups that I dislike. Now it only mentions as random tip of Adviser in the camp, but you also can find it out on your own as you go.
Same goes for "you can interact with weaponracks", by the way.
Most important changes since last demoday (DD 52):
- Added Spanish localization
- New consumables: food (meat, fruits & vegetables, fish)
- New status effect Satiation (exp in combat +15%)
- 2 new traits
- New containers with food
- Better drop chances of green loot from chests on first floors
- Better chest loot for Story difficulty
- "Subtlety" trait now works only out of combat
- More convinient quick use of lockpicks and flints (don't have to use it, just interact with a chest/hearth)
- Added act separation
- Rogue, Main Skill, 2nd upgrade of 1st tier - in addition to slowdown, allows you to throw a knife while in a combat state
- The damage of bows and slings for active skills has been significantly increased
- More prominent shop and stash tabs
- Difficulty "Story", boss battles, if you lose, a bag of dropped loot appears at the entrance before the battle
- Ranged weapons can no longer be used without suitable ammunition
- The available Tower Upgrades are more visible
- Redrawn low-level light armor (when worn by a character)
- Bugfix, quick retirements sometimes gave miniscule amount of Fame instead of 0
- Optimized excessive amounts of shards/decals/stains on walls and floors
- Some code optimizations
- Some bugfixes
The most important changes since last DD (50):
• New system of resisitance debuffs, only one type of resistance can be cut at once
• Added minibosses with personal health bars with a name on it
• Added green version of powerful crystal "Power Shot" for archers, so now it available for demo players too
• Stash now has 4 tabs (previously it was 1 common stash with no tabs)
• Added malus inborn trait "Wasteful" (has a chance to waste 2 consumables on use, instead of 1)
• Fame bonuses for retirement now: no traits +0%, normal traits +5%, rare traits +7%, malus traits +10%, rare malus traits +12%
• Max clan level increased to 45
• Improved some tracks (Title Theme, Floor 2, Credits), replaced track in Clan's Domain with a new one
• Power crystal "Bleeding Cut" - bleeding stronger by 25%
• Removed sort order button form inventory and stash, now you can sort in both orders just pressing LMB/RMB (Gamepad - A/RB+A)
• In the camp and Clan's Domain visible range of quest markers on map ("?" and "!") is unlimited
• Fighter's second skill quest, gobloids won't count anymore, 30 cultists are required instead of 50 cultists and gobloids
• Sticks now STR/DEX based weapons, instead of being STR-ones, Vagabond's 1st lvl perk "Stick Fight" was removed (did the same thing)
• Rogues now have a text message for non-planned break of stealth
• All archetypes who use Rage Points can enter relax state only in home places like domain, camp and ally locations (relax makes you loose Rage Points quickly)
• Fighter, passive skill, 1 tier upgrade, instead of medicine pot power => +50% combat passive RP regen
• For rage classes skills like weapon buffs and crystal helpers won't require prepared RP before activating it
• Some balancing for an OP skill Multi-Hit, blue quality won't reduce damage penalty from -30% tо -20% anymore, heavy weapons increase this penalty by 5%
• Archer's Quick Shot, trick points cost can be reduced from 2 to 1 with upgrades
• Trait "Oblivious" changes: now its rare malus trait, instead of not seeing himself on the map just forgets about healpots and potions on the map, picture of it updated
• Renewed hp bars of enemies
• Fixed some ugly bugs
Archtower Hotfix 0.3.9.1
• For new players firstly you go for the camp
• Ice Shards crystal skill changes - more adequate spreading, higher damage
• Fire Blast crystal skill changes - faster cast, higher damage
• Bug is fixed, there were problems with a big pile of goblins at 2-3 for new players
• Other minor fixes
Thank you for playing!
>Ice Crystal which felt pretty underwhelming
Yeah this one has some problems, will have to think on how to fix it.
It has mixed damage (physical+energy), which is especially bad with guys who have both good armor.
Higher quality versions of this skill will have more shards, but looks like I need to fix the spreading and increase damage a bit. Also, what was your character class? Did it have +physical damage or +energy damage bonuses? When I will add first STR+INT class I think this skill would work better for him.
>I couldn't light the fires in the Swamp Area
When your char don't have an Elven Flint after a quest completed, it starts dropping from barrels randomly on this floor.
>Despite you saying it was fixed, I saw a Firemage behind bars pretty early on, so Bug not fixed I guess?
If he was standing there from the start then this was intended, but if he went behind the bars accidentally while fighting you, then this is the bug :)
Most important changes since last DD:
• New parry system (prevent enemies' attacks and blocks with well-timed strikes)
• Small chests, contain power crystals
• 3 new crystal skills
• New casting animations and effects
• Some trees are much easier to walk around, except those that serve as way blockers
• Statues foundations are bigger for pathfinding purposes, so enemies won't stuck at those anymore
• Map and minimap are reworked
• Increased Fame you get for retirement/death, having traits and traumas improves it
• Slings drop less often for most classes
• Using pet crystals (like Barrel Destroyer) requires part of your skill resource to be reserved to maintain
• Barrel Destroyer has some changes, mostly nerfed, but now you can Reactivate boosting its attack speed when it is already called out
• Crystal skills don't increase its cooldown by 25% for Trick Points users (DEX and DEX+INT classes) anymore
• Now you have a message when you have a new traumas
• More clear description of some quests
• Redone Tower Upgrades window, also Tower Attendant is shown on map, by its icon you may know that you have new upgrades available
• Light helms now have an innate bonus to headshot resistance (half of the heavy one's analogs' power)
• Can't save in combat or if enemies are chasing you
• Crystall skill Thunder Strike buffed, higher damage, range +20%
• Smoother camera
• Bug is fixed, sometimes some mobs could get behind bars of jail cells and stuck there
• Better optimization, especially for a Floor 6
Wishlisted! :)
Also, I always have 42~45 fps, is it normal? I remember that the last time I played it, everything was fine, but I didn't check fps back then.
Also, encountered a bug, I beat a slime boss, chose an all-seeing orb, then the demo ended, after that my new character had an all-seeing bonus, without that orb item.








