Side Effect

Daegames Studio

Released
May 12, 2025
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post
  2. Developer post
  3. Developer post

    Last Update.

    Last update before the release. Big in game UI improvements.

  4. Developer post

    1.8.29 - New level: Pyramids

    Hola. For absolutely no reason, I've been focusing on projectile-type spells and project organization. You shouldn't notice any major difference. However, I leave you with a new level in Act I: Pyramids. Earthquake: King effect modified Ice pillar: Queen effect fixed Firewave: Pa

  5. Developer post

    1.8.28 - Act II balance

    Hello everyone! It's been a while since there was an update. I have been working a lot on UE5, and I have to admit: it's not worth porting the project to UE5. The benefit is very low compared to the cost in time and energy. Sadly, I am abandoning this porting, and I will continue

  6. Developer post

    1.8.26 - Ice spear / Ice needle

    Nothing really interesting here. I bought a ice VFX pack and I played with it. You can see it on the ice needle and the ice spear (both spells have cool modifications). Don't ask me why, I'm remaking the project from scratch on UE5 (currently the project is made with UnrealEngine

  7. Developer post

    1.8.25 - Boss I rebalanced

    Mordangar Easy: no change Normal: no change Hard: infernos have queen abilities Illusionist Easy / normal / hard: king has pawn ability on ice wave Hard: queen / king have queen ability on frozen aura Other Toxic tree: now scales on attack instead of poison tiles (king effect upd

  8. Developer post

    1.8.24 - Act I rebalanced

    It is time for AI rebalance! French town Easy: no change Normal: no change Hard: pawn have better ability Fix: pawns can't move as kngiths anymore Water Temple This is an hard rework of the level. Simplification is the key so elementals are instantly operational. Easy: low elemen

  9. Developer post

    1.8.23 - Holy reworked.

    Hello everyone. It's been a while since the last update, and that one was complicated. It was like a real spider web in the code. Global Holy no longer provides attack bonuses to AI units, but mana regeneration instead. Invocations and enemy pieces stat with 0 holy. Invocations'

  10. Developer post

    Crashes - Revert

    Due to major crashes, this is a revert to the previous version. I apologize.

  11. Developer post

    1.8.22 - Level visual

    Hello everyone! For this update, I wanted to finalize the visuals of the levels. Everything is in a "marble" style (except for the tutorial). As planned, the game takes up less space on the hard drive. There are still 2-3 small things remaining, but those will come with time. I w

  12. Developer post

    1.8.21 - Small update

    Hello hello! Not a big update today. Just chilling on remaking levels. Song of the archdeacon up (needed) Cathedral visual remastered Jungle visual remastered

  13. Developer post

    1.8.20 - Balance patch

    Hello, everyone. Today, it is a balance patch aimed at making the game more understandable and accessible for newcomers. The mana cost required to move a piece is now fixed and no longer depends on water: Pawns and knights: require 1 mana Rooks and bishops: require 2 mana Queens

  14. Developer post

    1.8.19 - Sacred Altar

    Hello everyone. The summoning process is coming to an end. There are still a few details to review, but nothing too serious. I'm increasingly focused on balancing and how to make the game more challenging. I have some ideas in mind, and the game is likely to undergo significant c

  15. Developer post

    1.8.18 - Toxic Elemental reworked

    Hello! Today is the turn of the Toxic elemental (now toxic tree). Toxic Elemental reworked: it took me several attempts before finding something I really liked. The new elemental relies on poison tiles. Light Angel: new juicy pawn effect (because why not) Fixed: bomb spawn for th

  16. Developer post

    1.8.17 - Invocations continue

    Hello! Let's continue with the rework of certain summons. Water Elemental: continuing in the line of charge-based summons. It wasn't the most useless summon, but redundancy between spells and summons doesn't appeal to me. Flying Bomb: probably the most useless summon in the game.

  17. Developer post

    1.8.16 - Focus on air invocations

    Hello everyone. Today, let's focus on air summons and a few nerfs. You know me, I don't like nerfs, but sometimes it's justified. Tesla coil's upgrades are more expensive. Fire obelisk requires 75 charges instead of 50. Lightning pillar starts with 0 holy and the pawn effect has

  18. Developer post

    Minor Fixes

    Minor fixes, including infinite loop in the Craystal Cave.

  19. Developer post

    1.8.15 - New spell: earth pillar

    Hello everyone! Summoning spells again and again. New spell: earth pillar Flood: is now a passive spell Barricade: is now the "earth hydra" Coliseum: you now face both bosses in hard

  20. Developer post

    1.8.14 - Working on invocations

    Hello everyone! Let's continue with summoning spells. Upon reflection, I've noticed that the "troublesome" summons are the ones without mobility: they are summoned to a location, do the job, and become useless afterward. The Tesla coil has been rebalanced. I played a round with i