Hot-Fix: Guild Vendor Bug
Fixed a bug that would cause the alert pop-up to stay on screen after purchasing a new spell or item.
Developer posts and news about this game.

Fixed a bug that would cause the alert pop-up to stay on screen after purchasing a new spell or item.

I found time over the weekend to port over the direct fighter control from Early Access back into the game. It is now available as an option in the pause menu. This will allow players to send and recall fighters, and disable the AI-driven behavior. A big apology for those players

Hope everyone is enjoying their summer, here's a little update to tidy a few things up in the game. The biggest change is that players who breezed through the standard game difficulty can now test their skills in New Adventure+. Enjoy! Features New Adventure+ added! Players can c

Fixed a game-breaking bug where the player could be teleported outside of the Guild after talking to a vendor.

Good news everyone, Looking For Heals 1.0 is dropping today! Thanks so much for the support and feedback these last 2 years! IT'S HEALING TIME! CHANGE LIST Health bars are now much bigger and easier to see Shrank down some dungeon sizes by one room Player can now sprint when out

After thousands of work-hours, hundreds of squashed bugs, tons of features, and enough iterations to make your head spin...I'm happy to announce that this will be the final update for Early Access. This feels like a good time to reflect. When Stu and I started this project 2 year

We're getting close to the end folks! Here's the follow up to last month's update, with more spells, items, buffs, and a boat-load of enemy balancing. Next up is the narrative pass, along with the last level of the game: Ice Mountain. After that, it's Steam integrations and the l

It's been a while since our last update, but thanks for your patience as we take this thing to the finish line in the coming weeks. We've made a major pass on the UIs that I think you'll like, and healer classes have new special abilities! Features and Updates New Song for the Gu

We're back with a big pass of sounds from my old Dungeon Defenders colleague, Afshin Cohen. Updates will be a little lighter as we polish through the holidays, but the full release is nearly here! Features and Changes: Beastmaster pet now distracts enemies like the Vanguard Ice W

Today's update gives the support items in the game a well-deserved boost in effectiveness. Many items that had a percent chance to proc will now always activate on the first hit made by fighters, as well as general damage increases across the board. See what crazy item combinatio

This week's update comes with a hefty design pass. Lots of tweaks to fighters, items, enemies and spells to squash some Optimal Strategies and change up that meta! There's more tactical emphasis on retreating and fighter positioning now so make sure to take advantage of those rec

This week brings three new enemies, and they're all bosses! They'll be changing a decent amount over the upcoming polish pass, so study up while you can. The community helped out big time to squash some particularly sneaky bugs for this update too, so another big thanks to everyo

We're back from the break and better than ever! This update adds the first of several Steam integrations: The Weekly Speedrun. Race a custom-made fighter team against the clock, then compare your best time with LFH players from all around the world! Healers and fighter classes ar

Lots of great feedback this week, a big thanks for all of the suggestions and bug reports on Discord and the Steam Community. Your help and support makes every update even better! This week's update includes a brand new level, new enemies, and the first of many new music tracks f

It's been a long time coming, but it's finally here: The Progression System! Item and spell vendors are now in the guild hall to unlock all of that sweet content. Stronger enemies will now drop Spirit Gems, which you use in the guild to purchase new game features. It's a beefy up

Enemy group AI has been reworked for this week's update. Swarms of enemies should be easier to handle as they will intelligently wait their turn to make attacks now. This should make encounters feel more fair with only a limited number of enemy actions occurring at any particular

This next update pushes LFH into more experimental territory with the inclusion of several new healer spells inspired by action games. Give them a shot! And don't forget to post your favorites on Discord so we know how they're working out. Features and Changes: Did someone ask fo

The big feature this time around is the Talent Screen, which replaces the previous inventory screen. Now you can level up your fighters with gold, which will give you talent points to allocate to things like health, speed, and item ranks. Give it a try and let us know if what you

Ever feel like you're getting overwhelmed in combat? Or maybe you've wanted to perform more advanced micro during boss fights? Well now you can, with the Tactical Pause feature! During combat, just hit Left Shift/Trigger to freeze time and queue up one move and/or attack command

This week gets not one, but TWO big features: The Elementalist healer, and a new and improved death system. I hope you're ready for some satisfying micro, because the new mini-bosses will put your tactics to the test! Features and Changes: New Healer Class: The Elementalist! Uses