Devil Spire Falls, the sequel to Devil Spire, is finally officially out on Early Access! And 10% OFF on top of the EA discount of $5 ! View game page No more pesky timer, no more world-ending meatballs (for now), and no more losing your progress! So dive in and enjoy the dark wor
Devil Spire Falls, the sequel to Devil Spire, is finally officially out on Early Access!
The first Devil Spire fell. Now the rest of the world is next! Devil Spire Falls is a procedurally generated, open-world, hardcore action-RPG built around dynamic and interconnected systems and mechanics. Play it now! Don't forget to Wishlist! Also, to commemorate, enjoy a 75% di
The first Devil Spire fell. Now the rest of the world is next!
Devil Spire Falls is a procedurally generated, open-world, hardcore action-RPG built around dynamic and interconnected systems and mechanics.
The Devil Spire 2 Music Program is officially complete! You can check the full song list here: Google Drive Spreadsheet Thanks to everyone who participated! And until Phase 2!
The Devil Spire 2 Music Program is officially complete!
Please read through the Copyright Assignment Agreement document model carefully for the terms and conditions. This is what I'll use to make our specific contract that you'll sign to seal the deal: Google Drive: Copyright Assignment Agreement document model We're looking for Dark
Please read through the Copyright Assignment Agreement document model carefully for the terms and conditions. This is what I'll use to make our specific contract that you'll sign to seal the deal: Google Drive: Copyright Assignment Agreement document model
We're looking for Dark Fantasy, retro-MIDI-style songs, think King's Field and Daggerfall!
There are several loose slots open, and if your music is approved, it will be assigned a role by our team! Check the Google Sheets spreadsheet for it: Google Sheets: Music Spreadsheet
Your music could be featured in our new proc-gen Open World Action RPG, the sequel to Devil Spire! With all credits and linking.
This is it, folks, the last support patch for Devil Spire 1. It's been a wild two years, a lot has happened and a lot has changed (all for the better)! And none of it would've happened without your support. It was a pleasure creating a game you could love together with my bros, b
This is it, folks, the last support patch for Devil Spire 1. It's been a wild two years, a lot has happened and a lot has changed (all for the better)! And none of it would've happened without your support. It was a pleasure creating a game you could love together with my bros, but we don't plan on stopping now, or ever! Look forward to our future projects, including what you're thinking of!
CHANGELOG
New Steam Points Shop Items, mostly Avatars of the player characters!
Armor now CHINKS when you step, the heavier the armor type, the louder it'll be!
You can now combine weapons with shields to repair them, and vice versa. Combining to repair now also works between all armor types. Also, combining Accessories now works for all kinds of them, with whacky effects.
Skeletons will now politely add the gold coins you get from them inside your moneybags, instead of giving you a whole new bag with ~4 coins, if they can.
You can now re-cast the Plague spell to end it, for no MP cost.
Added an option for turning off the Bloody Screen effect.
Cursed Skulls now spawn in Chaos even if the first room is a boss one.
The curse of Exposure (always aggro) now no longer aggroes shopkeepers and vampires.
Removed special boss room checks from the boss doors, so you can now destroy them with the Demolition power with no issues!
Replaced the "Can't Lockpick" message when trying to open a locked chest without a key, but with lockpicks, with "Needs Key", for better clarity.
Fixed a rare crash caused by Fireballs and (a lot of) lag.
Fixed another rare crash caused by Cursed Skulls and dying.
Fixed not being able to back out of the credits in the title screen with a gamepad not on the first slot.
Fixed a bug that caused the game to freeze on excessively large levels, like the ones in the 300+ floor range of the infinite modes.
Finally, all crash-causing bugs in the Chaos game mode have been fixed!
Other minor fixes and improvements.
We'll still fix any critical game-breaking bugs you find, just report them to us and we'll fix them as soon as we can!
Thank you for everything, and see you all again very soon (or on Discord, I'm not dead or anything)!
Hotfixes include small fixes and adjustments to improve the overall gameplay experience, but often don't include much new content or big changes. CHANGELOG The Demolition Power now fully stacks with the Vortex (Ranged Attacks) one, meaning all projectiles can now have the effect.
Hotfixes include small fixes and adjustments to improve the overall gameplay experience, but often don't include much new content or big changes.
CHANGELOG
The Demolition Power now fully stacks with the Vortex (Ranged Attacks) one, meaning all projectiles can now have the effect. Also fixed it being able to destroy doorways, when it shouldn't be able to destroy walls.
You can now disarm traps with Lockpicks, giving the fairly situational item more value, and a way to stop the annoying traps for good!
Revisions to the button & action checking input system, making it so certain involuntary actions, like casting spells right after eating a mushroom, don't happen anymore. Other instances of performing actions when you don't intend to (like right after unpausing the game) should be fixed too.
Adjustments to the Dark Room's music.
Made the Dark Room's name display properly in the Continue screen.
Fixed bugs with the shortcut to destroy items and the Trash Into Gold Power.
Fixed a bug when trying to hold another barrel or crate when you're already holding one.
Fixed an UNACCEPTABLE bug with the HUD not becoming fully invisible in some ending cutscenes.
????
Remember to report any bugs you find, and we'll work on fixing them ASAP! Thank you for your contributions!
The Devil Spire's First Anniversary is here! And with it comes its new and hot Steam Points Shop items! We also have a minor patch to fix a couple issues: Steam achievements and stats relating to Gold now work with the Pawn Power (Get Gold for destroying Items) Fixed a rare crash
The Devil Spire's First Anniversary is here!
And with it comes its new and hot Steam Points Shop items!
We also have a minor patch to fix a couple issues:
Steam achievements and stats relating to Gold now work with the Pawn Power (Get Gold for destroying Items)
Fixed a rare crash caused by the Short Circuit spell
Thank you for your love and support throughout this year! Now go collect them all, again!
Hotfixes include small fixes and adjustments to improve the overall gameplay experience, but often don't include much new content or big changes. CHANGELOG A Christmas surprise? Cursed Skulls now spawn in the first floor on the Chaos game mode. Better interaction text for Cursed
Hotfixes include small fixes and adjustments to improve the overall gameplay experience, but often don't include much new content or big changes.
CHANGELOG
A Christmas surprise?
Cursed Skulls now spawn in the first floor on the Chaos game mode.
Better interaction text for Cursed Skulls, to better differentiate their effects.
Improvements to the bosses' health bar, including no longer including minions, and properly displaying when the boss is invulnerable to damage due to their Ultimate.
New shortcut for Trashing items in the inventory: T.
A save file for your character is now created when you just start the game, instead of only when you advance a floor. This means you can now exit and continue on all game modes from the village (now named Entrance on the save files). This now possibly allows for re-rolling your village's shop items, but be wary that save files are deleted on load!
Chests that contain Mimics that die while still inside it will now properly open up.
Fixed not being able to Gravedig your previous character when the save file is deleted or not created due to reasons like being loaded or achieving an ending.
Fixed a crash when destroying a treasure chest containing a Mimic with the Demolition Power.
Fixed a crash when hitting a crate with the Swirl Power's cleave.
Fixed occasional crashes when generating a new Chaos mode floor.
Fixed occasional crashes when killing a Mimic that has been taken out of its chest.
Fixed occasional crashes when spending gold from the inventory using Artifacts.
Other small fixes and improvements.
Remember to report any bugs you find, and we'll work on fixing them ASAP! Thank you for your contributions!
Hotfixes include small fixes and adjustments to improve the overall gameplay experience, but often don't include much new content or big alterations. CHANGELOG Fixed crashes when using the Thorns (Return the Pain) power. Better naming convention for GamePad buttons. Configuration
Hotfixes include small fixes and adjustments to improve the overall gameplay experience, but often don't include much new content or big alterations.
CHANGELOG
Fixed crashes when using the Thorns (Return the Pain) power.
Better naming convention for GamePad buttons.
Configuration option for using Playstation names for buttons.
Remember to report any bugs you find, and we'll work on fixing them ASAP! Thank you for your contributions!
The Final Update, Patch v1.5 , adds many new significant features and content, specially unique Powers, to the game, and also comes with the usual rebalancing, improvements and fixes! CHANGELOG: 12 new special Powers for Rings and Boss Stones! Vampire: Slowly drain the blood of a
The Final Update, Patch v1.5, adds many new significant features and content, specially unique Powers, to the game, and also comes with the usual rebalancing, improvements and fixes!
Vampire: Slowly drain the blood of all surrounding enemies, damaging them and healing yourself.
Demolition: You can destroy everything but walls and stairs, at a huge Durability cost, including locked chests and doors.
Pawn: Trashed items become gold.
Lantern: Lamp is always lit up. Turning it on makes the light green and regenerates Health.
Thorns: Deals thrice as much as the damage inflicted to you to the nearest enemy.
Caprine: Dodges become jumps, no longer cancelling actions or limiting movement, being invulnerable when going up.
Assassin: Attacks on unaware enemies deal 3x damage.
Scavenger: Double effects from interactable props, and know exactly what they do.
Shield: 50% chance of automatically blocking (not parrying) attacks, if you could do so.
Oil: Killed enemies have their blood and mana turned into Lamp Oil.
Swirl: Your attacks cleave all enemies in a cone, dealing half damage, but carrying all special effects.
Adrenaline: Each time you deal or receive damage, all actions are sped up, goes down with time.
You can now pick up and throw Crates, Barrels and Turrets! Kicking them is still slightly more effective.
Three Cursed Skulls will now spawn in the Village (and the Arena), after at least one tombstone is erected in it. When interacted with, it'll put itself in your inventory, and grant the following effects:
Crimson: All enemies are always aware, and aggressive, towards you. This includes bosses and even merchants!
Azure: Halt your EXP gain in exchange for more SOULS. No more level ups!
Ochre: All enemies spawned will be their miniboss variants. Complete with the EXP bonus!
*They can be destroyed like any other item, freeing youself of the curse.
You can now combine Spells, and Artifacts, to create a random one. This now makes it so every object type in the game is combineable somehow!
Gameplay improvements:
Better interaction priority code for objects, specially the decorative props.
The demonic sigil can now be found hidden in the arena.
Merchants now kill Mimics better.
Rolling barrels can now tear through vines in the forest.
The Blizzard spell no longer follows the caster.
The acid ground created by the Slime boss now disappears when it dies.
Mushrooms now recover more Health, and inflict more Confusion, the bigger they are. This also means that you can *feed* them to restore more HP, and get funkier!
There's now an audio cue for when you hit a boss during his Ultimate invulnerability.
Fixes and minor adjustments:
The zoom of the minimap can now be set as a configuration option.
Made the gamepad LB and RB buttons speed up the cursor when in the inventory again.
The previously secret Taunt action is now rebindable in the Control Buttons options menu.
The menu controls, including the elusive Combine shortcut, are now shown in the Pause menu.
SOULS spent on the bonfire or the crystals will no longer count for the Harvested SOULS stat (so no more negative Harvested SOULS).
Adjustment to the size and rendering of fonts, and menu buttons.
Adjusted the village NPCs' sprites to more closely match the monsters'.
Minor typo fixes.
Fixed wrong measure units on overencumbrance messages when equipping items from the shortcuts bar.
Fixed keeping the NIGHTMARE+ difficulty on Retrying from the Game Over screen.
Fixed issues with the 3D audio depending on where you were in the map.
Fixed mimics spawning, and dying, on the tutorial floor.
Fixed the Gotta Go Fast Steam achievement to disregard the anti-lag mechanics.
Added 11 more Steam achievements to the game! Your 100% completion achievement will not be reset.
????
This will be the final major update to our game, excluding hotfixes, before we move on to new projects. Including a sequel! Thank you so much for your support and love throughout this whole adventure, and we will see you next time!
The Immersive Update, Patch v1.4 , adds many new features and content to the game, and also comes with the usual rebalancing, improvements and fixes! CHANGELOG: Much more interactivity with the environment: Almost all props that were only decorative before can now be interacted w
The Immersive Update, Patch v1.4, adds many new features and content to the game, and also comes with the usual rebalancing, improvements and fixes!
Much more interactivity with the environment: Almost all props that were only decorative before can now be interacted with, from pushing chairs to eating mushrooms, so try them all!
There's now a very small chance of chests containing mimics, completely new, special enemies with randomized attributes that drop powerful items when killed. Watch out for feisty chests!
On NIGHTMARE difficulty, a demonic sigil will now appear in the village's bonfire, and will accept SOUL offerings to increase the game's difficulty indefinitely.
Balancing and fixes to combat:
The Sonic Wave spell now only takes effect if it'd deal more than 1 damage, so it no longer aggroes the entire floor.
The Gravity spell no longer works through walls.
Fixed the Barrier spell possibly pushing the player into getting stuck in the scenery.
More varied sounds for the Bread & Wine spell.
The Resurrection power now does a full heal (recovers all HP and MP, and cures status ailments) when it activates. It also unstucks the player if he was thrown into a solid prop.
The Dragon boss' melee attacks now vary their damage/speed twice as much.
Improvements and fixes to the interface and sound:
MASSIVE ENHANCEMENT: The cursor's finger now actually clicks.
Slightly better stylized sprites for the HUD lamp.
Magic (as in MP) has been renamed to Mana, to reduce confusion on item and enchantment descriptions.
Separate sound volume setting for footsteps.
Better, more immediately impactful Ultimate attack sound effect for bosses.
Fixed a bug with the Abomination's boss fight music not stopping properly.
Adjusted the Dark Room's music loop and pitching.
Additions and fixes to exploration and items:
Kicking doors and chests now makes them open faster based on your Strength and powers.
Red chests in the Arena mode are now black, and can be lockpicked too. Loot is the same as before.
You can now combine Accessories of the same type to create one with their average stats.
Traps now leave ripples on flooded floors.
Gold Dust is now only spent if you don't have Gold Bags, and it no longer gains weight when you buy items.
Fixed a bug with chest keys spawning inside jail cells.
Adjustments to drop tables:
Increased Spells' drop rate from 4 to 6%.
Increased Lamp Oil' drop rate from 4 to 5%.
Increased Accessories' drop rate, from 5 to 10% (of the 60% chance of dropping Equipment).
Decreased Empty Bottles' drop rate from 4 to 2%.
Decreased Artifacts' drop rate from 4 to 3%.
Decreased Rings' drop rate from 10 to 5% (of the 60% chance of dropping Equipment).
Think it's over? Think again! There's still more to come before we move on to our next project!
Devil's Spire second content patch features improvements and additions to gameplay, most notably unique Ultimate special attacks for all bosses! Major changes and improvements to all bosses! New, unique Ultimate attacks for all bosses! (except the Dragon and the Swarm) Bosses alw
Devil's Spire second content patch features improvements and additions to gameplay, most notably unique Ultimate special attacks for all bosses!
Major changes and improvements to all bosses!
New, unique Ultimate attacks for all bosses! (except the Dragon and the Swarm)
Bosses always start the fight with their Ultimates, and perform them again every 30 secs.
While charging and performing their Ultimates (6 secs total), bosses are invulnerable.
The Dragon boss has had its Fire Breath special attack converted into its ultimate, with 1.25x range.
The Dragon now has random speed/damage on his melee attacks, as his new special power.
The Dragon was also given the Pillar of Flame spell.
The Slime boss' corrosion damage has been doubled.
The Slime's corrosion sound is now lower.
The Idol boss is now made out of whatever material the dungeon's walls are (like his mini prop version).
The Arena mode's boss power scaling has been doubled.
The Dodge action's speed now scales with your Move Speed stat, from the Agility attribute.
Increased Poison and Mute's damage over time by 1/3.
Reduced the impact of the Durability multiplier between equipment types from 3.0x to 2.5x, this applies to random generation variance too.
The Slime pet from the Goo Ring now increases in size as it eats corpses, and can go though walls. It can no longer teleport to the player, however, and its size resets on a new floor.
Improved visibility while under the effects of Burning, fire damage over time.
Optimized the texture pages for spells, reducing lag and stutter when they're cast.
Borderless Window mode is now enabled and is the default non
fullscreen display mode.
Fixed all bugs when using enchanted weapons and shields against constructs, like the arrow trap and the turret.
Thank you for your continued support, and look out for more updates!
Plus now we're Going Rogue! Grab it for yourself or for a friend!
Hotfixes include small fixes and adjustments to improve the overall gameplay experience, but often don't include much new content or big alterations. CHANGELOG The special Steal action for shops is now always the secondary interaction option. You also can no longer steal in the v
Hotfixes include small fixes and adjustments to improve the overall gameplay experience, but often don't include much new content or big alterations.
CHANGELOG
The special Steal action for shops is now always the secondary interaction option. You also can no longer steal in the village.
The Pillar of Flames spell now deals half as much damage but has twice the AoE.
The Blizzard spell now dispels when its caster dies, and also ticks less frequently.
The auto-shortcut configuration option now works properly when bottling potions from wells.
The map now starts more zoomed in. Minimap stays the same.
Confused, blinded or panicked enemies will no longer decide what spell they should cast based on AI.
Inventory keyboard controls are now completely independant from the configured controls for movement and camera, as they are in the other menus.
Screenshots now work properly while in the inventory or pause/options menus.
Added a configuration option to disable the default 3D sound system for a more compatible one, in case it doesn't work properly with your hardware or OS.
The game now automatically pauses when its window loses focus, just like with the Steam overlay.
The game now has a smaller chance to crash on startup and going back to the title screen.
???
Expect more of these, and regular major updates too!
Devil's Spire first patch after release is one made almost entirely of fan suggestions, bug reports, and overall good ideas! Check out all the improvements: Steam version only: Community items, which should go live soon! Including profile backgrounds, emoticons, and trading cards
Devil's Spire first patch after release is one made almost entirely of fan suggestions, bug reports, and overall good ideas! Check out all the improvements:
Steam version only:
Community items, which should go live soon! Including profile backgrounds, emoticons, and trading cards of the dungeons, with canon lore!
If you didn't already know, the game was verified as fully compatible with the Steam Deck!
Added full support for Steam screenshots.
The "Devil's Spire" Steam achievement for earning all the other achievements in the game will now be re-checked for on the title screen, to avoid the issue of failed stat submissions to the Steam API.
Fixed the "A Hero's Death" achievement.
Using Wells and Bells now only counts towards the Steam achievements if you're in the dungeons.
All versions:
New, hidden, unlockable difficulty: NIGHTMARE!
Improvements and fixes to gameplay:
Immortal characters now lose one random stat on death, complete with fun flavor text!
You can now move and zoom the map using the mouse while holding the Map key (default M)!
Camera will no longer jump when you get out of a stunned state (in which you can't move the camera, like being frozen).
You now only Dodge when you actually press the button.
Dodging's crouch height is now dependant on your character's actual height, to avoid clipping below the floor when Shrunken.
The Mute ailment now drains half as much MP, but drains HP if you have no MP, at half the rate of Poison.
Gold Bars (from Yellow Boss Stones and Raider's starting equipment) are now Gold Dust, which is weighless.
You now get bonus current HP and MP when you allocate stat points to VIT and INT, and also when you get a red boss stone.
Your character now falls down more drastically when killed.
There's now an extra confirmation message when you go back to the title screen or exit the game if you don't have a save file for that mode.
Kicks now deal 1 damage. This mostly means that they can now aggro enemies.
Healing now recovers Health twice as fast, but is interrupted by taking damage. This also applies enemies and to Magic regen and drain.
Better collision code for thrown, lunging, etc., objects and actors. Should highly decrease the chance of going out of bounds.
Fixed some weirdness during the Soul and Immortal game modes' endings.
Fixed changing the spell being cast when picking another one up while already casting a spell.
Fixed keeping your powers from boss stones when starting a new game after exiting a game from the pause menu.
Fixed a bug that made the player sometimes be launched back when hit with an enemy's lunge attack.
Improvements and fixes to powers from rings and boss stones:
Power from Stat weapon enchantments now deal the bonus damage half a second after hitting, with unique visuals and sounds depending on the attribute.
The Unarmed Blade can now break barrels and crates, to increase its utility. And synergizes better with the Ranged Attacks power.
Bosses can now be tackled with the Charging Run power.
You're now visible when you have the Invisibility power not only when opening doors, but also chests, barrels and crates. Also, because kicks now deal 1 damage, they alert enemies too.
Your Invisibility now visibly "fails" when you're actually visible.
The Dodge on Reflex power no longer triggers when hit by spells.
The green fire from the Fiery Steps power now no longer damages un-aggroed enemies.
The Always parry power now visibly makes your weapon/shield vibrate when blocking.
Improvements and fixes to enemies:
Enemies now step back when preparing to Lunge.
Enemies can now pick up class cards and be promoted to minibosses (including the EXP bonus), plus the stat bonuses and penalties of the card.
Enemies now aim their Telekinesied object/enemy at you.
Enemies will prefer to not cast Ice Spike if you're already frozen.
Enemy attacks that send you flying now do so in the right direction.
Snow Elves' attack and defense spells have been switched.
Shopkeepers and Vampires now stylishingly parry totem trap's arrows (when not distracted).
The tutorial enemy can no longer be a miniboss.
Bosses can no longer spawn as minibosses.
The Guardian bosses now alert one another if they detect you.
Sand Golems summoned by the Idol boss now spawn aggroed.
The Idol boss' electric spell was changed from Electric Chain (bouncing lightning) to Short Circuit (pin on hit, damage over time).
Neither enemies nor the player can now escape the boss room during the fight. Mostly impacts the Swarm boss.
You can now steal from the shopkeeper if you enrage him, or if you have the power of Invisibility (which enrages him).
Great improvements to ?????'s animations.
Improvements and fixes to spells:
Casting Enchant on a weapon now properly "upgrades" its name to reflect its increase in power (+1, +2, etc).
Freeze now lasts 1.5x longer, but enemies will exploit it much less. This also reduces the overall damage dealt of Blizzard when it's used by enemies.
Telekinesis can no longer put its target behind a wall (and out of bounds).
Ocular Beam now can't be stacked and can only be cast if you're not already Blinded.
Increased the average cost of Invoke to 40 MP.
The Gravity spell's core now blocks less of your vision, and its sound is more synchronized with it.
Nerfed Overgrowth's Root effect by 0.75x.
Purify now removes all ailments regardless of Magic Power, which is now used to further amplify the power of the "projectile" cast.
Faeries now giggle at you struggling to find them.
Faeries have been scoulded and will no longer spawn inside walls. They can still hide inside chests and other places, however.
The Pillar of Flames spell now activates and travels faster, and deals 50% less damage.
Fixed rare crashes caused by casting Pillar of Flames when the game is lagging.
Fixed Metamorphosis not increasing stats like it should. It also now alerts you if you try to open the inventory.
Improvements and fixes to the dungeons:
Blood from corpses now trails on the ground!
Crates and barrels now interact with all traps. (You still can't break them for free with traps, unless...)
Portals can now only send you back, and also swap what dungeons you'll encounter in the 25-floor modes.
The shopkeeper will now do the favor of unlocking all doors for you when he appears.
You can now walk through arrow-shooting totem traps.
Keys can no longer spawn behind chests.
Better graphics for the weird bubbles in the flooded temple.
Merchants no longer kill something while you climb the stairs to the Arena's back room.
Mushrooms now ????
Improvements and fixes to the village:
You can now sit at the bonfire in the village to heal!
Potions are now 50% off!
The armor shop now sells one of each armor type.
Lamp oil will no longer degradate in the village (and other peaceful areas).
NPCs now speak a little faster.
NPCs now ????
Improvements to the inventory:
Character name, level/class, game mode and floor are now drawn better in the inventory.
Unequipped items now tend to go back to the inventory slot they were before.
When hovering over shortcut slots (including the Combine one), a line is drawn between it and the actual location of the item in the inventory.
You can now level up from the EXP given by certain Artifacts, this also means you can level up even while in the inventory.
There's now an unique sound when upgrading spells.
Fixed a crash when opening the inventory at the exact same frame a ranged projectile attack is made.
Fixed various crashes when doing very specific things in very specific situations (usually combining + shortcuts) on the inventory menu.
Improvements to the title screen and other menus:
All menu buttons' delay between ticks are now FPS-independent, to improve their usability when uncapping the game's framerate.
Buttons that accept left/right inputs are now drawn more like arrows.
Endless modes now keep a record of the highest floor reached upon death, visible in the title screen.
Better title screen backgrounds.
Improvements to character creation:
BEARDS! 6 new styles that fit with the hair ones.
Your character's age now makes its hair whiter!
You can now go back to the previous character when randomizing!
You can now gravedig the most recently deceased character to use his appearance again!
Customization sliders can now be clicked to set their values.
Hair/Skin/Eyes Tone sliders now change to reflect the Color.
Weight can now go much higher and lower.
Better background visuals.
Improvements to configuration options:
Auto-Shortcut: Allows you to turn it off or set it to an alternative mode (shortcut all items left to right).
Imperial Unit measures (pounds and feet/inches).
Gamepad Deadzone.
More window size options (not to be confused with Resolution, which is locked for the pixelated effect): 1440p, 4K and 8K.
Many small improvements and extensions to item descriptions and tip notes, to make them easier to understand.
Better item sprites for Chain weapons.
The MP cost of Spells in scrolls is now shown.
Artifacts that costed full Health or Magic can now be used even if you're not at full HP or MP.
Various misc sound fixes.
Fixed oddly low FPS while playing on Windows 10 and up, specially in newer hardware, by adjusting the game's default Sleep Margin.
Other small fixes and improvements.
Thank you for the amazing reception and feedback. All of this is possible because of you!
Here's the changelog for the second one: Better and more stylized sprites for spell scrolls and equipment items on the ground, chests, shops, etc. The Shrink spell now works on bosses! Also, it now removes miniboss enemies' special powers. You can now see where you came from when
Here's the changelog for the second one:
Better and more stylized sprites for spell scrolls and equipment items on the ground, chests, shops, etc.
The Shrink spell now works on bosses! Also, it now removes miniboss enemies' special powers.
You can now see where you came from when going down in the dungeon.
Changed the Immortal mode's upstairs to the Descent one's trapdoor.
Adjusted where portals can take you depending on the game mode, and made it so entering the one in the dark room doesn't count towards the Steam achievement.
There's now an Experience points/Next level counter in the inventory menu.
Durability is now shown on dropped items.
The minimap is no longer disabled when your character is Blinded.
Potion prices in the village are now fixed, and depend on the potion's type/color.
Weapon and armor prices in the village on the Immortal game mode no longer scale with your progress.
You can now combine any weapon type with any other to repair them.
Randomizing in character creation now also changes the class.
Adjustments to NPC dialogue in the village.
Dragging items out of the shortcut bar or the combine slot now removes them from them.
Enemies now have better vertical aim.
Fixed locked doors sometimes opening from the inside even when outside.
The game's SOUL and IMMORTAL modes now give half the SOULS reward when beaten.
Other small fixes and adjustments.
Thanks to everyone who accompanied us on this amazing journey, ever since the game was called Dungeons of Rhamdon II... This would not be possible without your support!
To address crashes during livestreams, we've decided to set Devil Spire's day-one patch 1.1 live before the actual release. It also comes with two new game modes, plus endings! While these game modes are not accessible in the DEMO version publicly available now, the other changes
To address crashes during livestreams, we've decided to set Devil Spire's day-one patch 1.1 live before the actual release.
It also comes with two new game modes, plus endings!
While these game modes are not accessible in the DEMO version publicly available now, the other changes still impact it.
CHANGELOG:
New (somewhat hidden) game modes: Soul and Immortal, both with new endings!
Soul is similar to Ascent, but you start the run in a dark room with magic crystals that grant you permanent upgrades in exchange for SOULS, the game's meta-currency earned by killing enemies, and previously only used to unlock new game modes.
Immortal is similar to Descent, but you go back to the village after every death, and resume at the start of the dungeon section you died in (so every 10 floors, right after the one with the merchant). The village's shops also scale with your progression, but you revive with only 1 HP.
Gameplay balacing:
Adjusted enemies' power scaling per floor/dungeon for each game mode.
Red Boss Stones now give +3 in a stat instead of just +2.
The statue's blood offering is halved, the exp gained is increased by 25%, but each subsequent offering drains twice as much blood.
You can now also interact with a gate's lever to open it, instead of just the gate itself.
Different types of armor pieces can no longer combine to repair one another.
The slime now teleports to you if too far away.
Adjustments and additions to the tip notes.
You can now unlock locked doors from the inside for free (in case you teleport behind them).
Added confirmations when randomizing a customized character, and returning to the title screen from the character creation one.
Hair styles for each race are kept when switching between races in character customization.
Tutorial messages now change if you're using a controller.
The demo end stone now sends you back to the title screen.
Visual improvements:
Hanging skeletons look nicer.
More stylized sprites for potions, including empty bottles and lamp oil.
The Use, Combine and Trash slots on the inventory are now more eye-catching and distinct.
Miniboss enemies are (only visually) smaller.
Notes no longer "float" at the edge of climbable props.
Better identification of your character for the game over screen and the endings.
Unique messages for interacting with different doors.
Better fadeout from the character creation screen to the actual game.
The Dice's interact prompt is now "Re-roll" instead of just "Roll".
Ailments on the inventory are now shown as "Status: [Name] [Duration]s".
Renamed the Screen Resolution configuration option to Window Size, to better covey its effect.
STEAM-only adjustments:
Lower number of actions required for the Parries, Dodges, Attack Cancels and Spell Interrupts Steam achievements.
Combining gold bars or bags no longer counts towards the Item Combines Steam achievement.
The grass maze dungeon's doors no longer count for the Steam achievement for secret doors.
Bug and crash fixes:
Fixed the occasional crashes in the flooded temple dungeon, caused by missing textures from the gas trap.
Fixed the rare crashes when changing floors exactly when an enemy shouts.
Fixed a crash when drinking potions immediately instead of picking them up, when you already have one in the inventory.
Fixed a bug where if you go back to the title screen from the game over one, the Powers granted by held boss stones were kept on a new run.
Fixed a bug that resets the game to the Ascent mode on selecting Retry in the game over screen.
To avoid issues with lost save data due to errors, saves are now only deleted a minute after loading them.