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

Fixed a bug that would cause the alert pop-up to stay on screen after purchasing a new spell or item.
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
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 who really liked this feature before the removal. Early Access didn't have much feedback for existing features players actually liked, and the few who did comment were conflicted! So the initial reaction to removing direct fighter control initially seemed like the same response that came from other updates during development. But it looks like many of you really loved this EA feature, and still want to play(!), so for you all I hope this brings the game back to a good spot for you. Life changes will have me unable support the game much after this update, but I hope this wraps things for a while. Thanks for playing, and keep supporting weird indie games.
-Jay
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
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!
Fixed a game-breaking bug where the player could be teleported outside of the Guild after talking to a vendor.
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
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!
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
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 years ago, I had no idea where it would take us. We had high hopes for our weird little healing game, and were determined to make it a fully-fledged Steam title we could both be proud of. A lot has happened since those humble beginnings. We received a couple local awards, got to participate in the GDC Indie Megabooth, and even got a glimpse of the world of indie publishing. It ran the full spectrum of experiences in this industry. From its euphoric ups, to it's crushing downs.
I decided to go full-time on the project for most of 2019. Leaving a steady job to work on something you truly care about with no guarantee of success...it's pretty terrifying. You're never certain if you've made the right decision. In the end, I'm confident that we brought the game's super-risky design to a good spot...but it's true when they say a game is never truly finished, and it's time to start the next project. I hope the game brought a bit of fun into your lives, and thanks for all the support over the last two years.
So with that, here's the last update for Early Access. I hope you enjoy it.
See you at the release,
Jay
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
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 long-awaited polish pass. See you soon!
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
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
There's not much left for LFH but look forward to one more level, a narrative pass, and of course...achievements! Stay safe and healthy out there.
-Jay
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
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:
Happy Halloween!
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
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 combinations you can come up with! Defender and Assassin had some quality of life changes too so give them a shot.
Changes and Features:
Bugs and Fixes (A big thanks to our Discord members):
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'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 recall buttons. Try out some new builds and see what your favorites are!
Features:
Bugs and Fixes:
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
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 everyone for their feedback as we get closer and closer to the finish line next month!
Features and Changes:
Fixes:
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
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 are also locked up now as we slowly gear the game toward a releasable state. You heard right, it's been a great summer of development and we'll be slowly transitioning to the final polish and balancing phase in coming weeks. Be sure to keep posting all of your favorite (or broken!) fighter builds and stories!
Features:
Fixes:
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
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 from composer Chris Sinnott.
Features and Changes:
Fixes
We'll be taking a much needed vacation next week, so expect the next update to roll out around September 12th!
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
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 update, so check out the features list to see what else is new this week!
Updates and Features:
Fixes:
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
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 time. Enjoy!
Features and Updates:
Fixes:
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
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:
Bug Fixes:
For the next update we'll be making further changes to the combat encounters to further streamline the enemy AI so you can focus on what's most important: the healing! Stay tuned.
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
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 think. The reset of the update was heavily focused on rebalancing combat encounters and level progression so jump in and see how far you can get!
Features
Bugs and Fixes
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
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 on each of your fighters. This adds a whole new dimension to how you fight, so expect to see some increasingly complex battles in the near future to really push your raiding skills to the limit.
Features and Changes:
Bugs and Fixes
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
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:
And as always, we're looking forward to hearing how you like the new changes on the LFH Discord server!