Should be fixed with todays patch.
Punching Donut
Creator of
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Just wanted you all to know that I have spent the last few months working day and night on a huge remastering update of the game. I initially just wanted to improve gameplay by fixing hitboxes and player movement code, but this spiraled into much much more.
Just to give you an idea, here is the full changelog of the update.
Patch 1.5.18 Change Log:
Engine Improvements:
- Upgraded the game engine from Unity 2020 to Unity 6.2
- Game data serialization now uses the most up-to-date libraries available (saved games should be super reliable now with no slot-to-slot data bleeding)
Runtime Improvements:
- MANY animations have been updated. Character state transitions should be a lot smoother now.
- Enemy and Ally logic improved. Jumping is much more effective as a means to follow the player.
- Massive balancing and stat squishing of weapon/offhand damage, range and speed.
- Player attack animations now have a slight timing cutoff in order to make the combat more fast paced with as little forced standing in place as possible.
- Nearly all cinematics and dialog now have the "Hold [X] to Skip" option enabled. Allowing you to skip over long sequences if you prefer.
- Surface collisions (Wall grabbing, climbing, slopes, sliding, dashing and jumping) have been significantly overhauled.
- Projectile handling has been refactored. All projectiles from all sources now have dependable movement patterns and speed.
Graphical Improvements:
- Seductions are more integrated into the gameplay loop now. This one is hard to explain, you will know it when you see it.
- Korvald's many armor sets have been visually updated. Some more advanced sets now include a pauldron cause shoulder armor just looks badass.
- Many stages and cinematics have had their scene lighting and color balancing revised.
- Added object pooling for nearly all vfx and projectiles. This greatly reduces frame loss during heavy enemy presence and combat.
- Revised numerous spine2d models and their animations (far too many to list). Several dozen awkward animation loops and odd character model posing have been fixed/improved.
- Sex scene materials are now unlit, preventing lighting from obscuring or muddying the view.
- Korvald's weapons and offhands will now show a glowing outline that denotes either their rarity, or status effect types.
- Weapon vfx are all new and animations (by weapon type) have been revised/improved.
Interface Changes:
- The "Skills" tab in the player menu now shows a scrolling list of unlocked ability skills (slide, crash, aerial ...etc).
- The "Talents" tree has been removed...
- A new "Mastery" tab has been added where you can spend your talent points across 4 trees for true custom playtype build options.
- Weapon/Offhand tooltips will now show an icon depicting any potential status effect they can apply (fire, ice, poison ...etc)
Skill Changes:
- Runic casting is instant now and has a very brief animation. I did this to allow using runes to not break combat pacing quite as much.
- The Sowlio rune now deploys truly effective storm clouds with lightning.
- Location of the Nauthiz rune has been moved from Magda's belfry to the Holy Crucible (just behind Judgement). A New rune has taken it's place in the belfry.
- New rune "Uruz" has been added. This rune when used will double your unarmed damage (useful for the Iron Mother fight). Uruz Passive makes dashing do damage to enemies.
- Foreword skill no longer requires using the "interact" button. Now you can simply dash into any foreword portals to use.
Ally Changes:
- Ivy, Ester, Astrid, Jette and Datura can now be seduced on the battlefield (like the common seductions). More allies will follow suit soon.
- Ally damage and survivability has been revised. Damage has been lowered across the board and health/defense has been reduced for most allies. You will now have to help them to survive when things get dicey. (there are new talents that can help with this)
Boss Changes:
- New boss [Temperance] has appeared near the entrance to the cliffs.
- All boss battles (minus the final battle) have been completely revised with new patterns, abilities and feedback. Too many changes to list.
Weapon Changes:
- Added 2 new affliction types (disease and bleeding) to the possible weapon enhancements. Also added 64 affliction combinations to the loot drop randomizer.
- Berzerk attacks have been updated across the board. Most have all new patterns and logic while ALL have revised VFX.
Crafting Changes:
- Added a brand new workstation, the "Runic Forge" can now be found in two locations in the game. This crafting station is used to transfer weapon affliction/status effects to any other weapon. Even RELIC weapons.
- A Runic Forge is located in the Safe Haven area (entrance to the safe haven is in the tavern basement).
- Redesigned the existing crafting UI windows for better readability.
Other Changes:
- In the intro sequence, the part where Judgement strikes down Korvald in his own home has been replaced with a playable section of the intro story. Small change but it should help with breaking up the long intro with some playable action, I hope lol.
I am investigating the ascension bug, will post a fix soon for that one. I have also considered adding the ability to swap companions or possibly deploy the ones you have following you to hold a position or something, which would allow you to grab a different one. I'll try a few things and see what feels better!
Bro!! OMG thank you so much for the kind words! I am glad you got that much out of my silly ideas and animations. This was my first ever game, and I have been beside myself with how well it has been received. I am making more games as we speak, continuing this story line... stay tuned!
I will also share the hell out of this article. Again, thank you so very much!
I remember you. Since we spoke I have added a few (Jackie, Petra and Krampus), but I am still making more. There is a content expansion coming up in the next few months that will add at least six more including scenes with existing allies that dont have one yet. (I just finished making new ones for Datura, Podge and a second one for Ivy that doesn't involve her growing a dick and chasing Korvald around)
Since releasing this game, my time has been focused more on getting bugs fixed and adding better mechanics for fun gameplay based on player feedback. Sex scenes have been the least common request so far. But they are still on my to do list I assure you.
I just checked and it seems to be working for me. what exactly is happening? what happens if you try to save to a new slot?
You can also hop in my discord server for faster help: https://discord.gg/QcaaznP
I will take a closer look at the save system. But for your current progress I can tell you that you are looking in the wrong place. The entity that you are needing to find is beneath the CATHEDRAL not the CRUCIBLE. Just outside the cathedral entrance and to the right there is a underground entrance (looks like a stone sewer opening).
This is just the demo. Full version can be found here: https://punchingdonut.itch.io/book-of-korvald
Kara's story is left on a cliffhanger at the end. You will see her again in the next game. The remaining content updates will start becoming available in the next month. I am adding more allies and adding sex scenes for the secret characters that don't currently have any. More weapons, runes, and skills too.
I appreciate the kind words, thank you! The Patreon version is simply the special version of the demo that my patrons receive. I put that on here so people could just buy it rather than sub to me on Patreon if they choose.
The Steam version WILL have plenty of achievements. I am actually in the process right now of getting them created for the game and there are around 30 so far. I plan to launch with about 40 to 50 achievements ready to go.
Thank you for the kind words, I am glad you enjoyed the demo. Regarding the difficulty, I can tell you that the combat/enemy damage/etc in the full version (which is nearly finished) has been drastically improved and balanced. The demo IS pretty easy, I kind of left Korvald as a juggernaut so that people trying the game could have a nice stress free tour of things.
Stay tuned for the full version, you won't regret it.
That is a good catch. I'll be honest, I didn't think that far into it. To be fair though, none of the dialog is spoken in a way that would have been accurate for the 9th century. I took a LOT of creative liberties with real history. For example...
- The real Ribe cathedral is only the size of a chapel (not a sprawling fortress like in the game).
- The real Hrotsvitha did not look like a smoking hot librarian, nor could she speak all languages fluently.
- The real Hjortvad and Skov locations in Denmark are laughably nothing like in the game.
- Jelling is a hell of a lot farther North from Ribe than the game depicts.
- There are templars. There is no reason that templars would be wandering around Denmark a century before their establishment in Jerusalem.
And many more things I have twisted around just for the lulz.


