Crash Fix!
fix a crash reported on Discord :)
fix a crash reported on Discord :)


fix a crash reported on Discord :)
fix a crash reported on Discord :)

Hi everyone! This is a small update focusing on polish and bug fixes. Next up would be boss encounters and some more polish! And if I have the time, I would finally start on hazards & platforming :) Full Change-Log: End dungeon celebration should now be more clear Dungeon env
Hi everyone!
This is a small update focusing on polish and bug fixes.
Next up would be boss encounters and some more polish!
And if I have the time, I would finally start on hazards & platforming :)
Full Change-Log:

Hi everyone! This is quite a big update, removing lots of old stuff and adding new systems or laying the groundwork for future new systems. The game now very much resembles its future permanent state as far as the levels are concerned. I expect bugs! please let me know on Discord
Hi everyone!
This is quite a big update, removing lots of old stuff and adding new systems or laying the groundwork for future new systems.
The game now very much resembles its future permanent state as far as the levels are concerned.
I expect bugs! please let me know on Discord if you encounter any :)
Full Change-Log:
Known Issues:

Hi everyone! I've decided to transition the game completely from a linear level structure to a procedural level structure. Later, I will add another new game mode: survival. All 3 linear levels are removed. The game now has endless levels - you still need to find the boss room, b
Hi everyone!
I've decided to transition the game completely from a linear level structure to a procedural level structure. Later, I will add another new game mode: survival.
All 3 linear levels are removed. The game now has endless levels - you still need to find the boss room, but defeating this encounter will only increase the difficulty and, in the next update, will give you crystals. Currently, crystals are unobtainable.
New parts are obtainable through treasure rooms in the dungeon (currently only the AOE part is obtainable), but this will be randomized according to the environment you find the treasure in. Treasure rooms will also become platforming challenges later on.
The game should be able to entirely support previous game saves, but special parts (found in dungeons) will be removed and spells using them will have a default part inserted, potentially adjusting their effects.
Full Change-Log:

Hi everyone! This update (and the one before that I didn't announce) were about major bugs that badly affected saves or crashed the game. The game should be more stable now, and as the game grows it would be easier and easier for me to miss things so I expect updates of this natu
Hi everyone!
This update (and the one before that I didn't announce) were about major bugs that badly affected saves or crashed the game.
The game should be more stable now, and as the game grows it would be easier and easier for me to miss things so I expect updates of this nature will be more common.

Hi everyone! This update I've added the "Modifiers" mechanic to the crafting system, now you will be able to tweak your specific spell with specialized parts to increase it's effectiveness & mana consumption even more. These parts are currently impossible to gather normally (
Hi everyone!
This update I've added the "Modifiers" mechanic to the crafting system, now you will be able to tweak your specific spell with specialized parts to increase it's effectiveness & mana consumption even more.
These parts are currently impossible to gather normally (you get a bunch of them when you start the game for now), and the current plan is to add later on a "Rouge-like" dungeon mechanic where you can gather these parts based on how far you can survive in the dungeon.

Hi everyone! This small update I've created new unique spell effects for the abyss branch, it was always meant to be the utility spell branch that can help in ways that not only damage the enemies!
Hi everyone!
This small update I've created new unique spell effects for the abyss branch, it was always meant to be the utility spell branch that can help in ways that not only damage the enemies!

Hi everyone! This update I was adding some better functionality to the settings menu, now it's not only Sound On/Off but allows you to rebind keys, adjust GUI visibility, mouse sensitivity and FOV. Full Change-Log: Reworked interaction indications to be dynamic and more clear Pau
Hi everyone!
This update I was adding some better functionality to the settings menu, now it's not only Sound On/Off but allows you to rebind keys, adjust GUI visibility, mouse sensitivity and FOV.
Full Change-Log:

Hi everyone! This update I've completed the deconstruction system, and you still get every standard variant of parts at the beginning of the game for the time being. I've done some other necessary fixes and adjustment, like the save system - older saves will not longer work. Also
Hi everyone!
This update I've completed the deconstruction system, and you still get every standard variant of parts at the beginning of the game for the time being.
I've done some other necessary fixes and adjustment, like the save system - older saves will not longer work.
Also Hold mechanics are now reworked and balanced, it would consume proper amount of Mana and would not hurt you as you long as you are hold them (if emitted from you and are not placement like AOE or Point)
Full Change-Log:

Hi everyone! This update I revamped the crafting system. It should be more intuitive, clear, and satisfying to create your spells. I only just managed to make it work yesterday, so I didn't have much time to test or polish. It might be buggy! Breaking spells has been pushed for n
Hi everyone!
This update I revamped the crafting system. It should be more intuitive, clear, and satisfying to create your spells.
I only just managed to make it work yesterday, so I didn't have much time to test or polish. It might be buggy!
Breaking spells has been pushed for next week.
Next update I plan on fixing all the things that were reported during this week and polish up the crafting system a little.
Full Change-Log:

Hello everyone! thanks for playing my game. In this update I fixed a bunch of bugs, added better feedback when in combat, status indicator gui and new assets for it, and added a new layer to the crafting system. The "Unique Effect" feature is added to the spell crafting system, t
Hello everyone!
thanks for playing my game.
In this update I fixed a bunch of bugs, added better feedback when in combat, status indicator gui and new assets for it, and added a new layer to the crafting system.
The "Unique Effect" feature is added to the spell crafting system, this will allow you to create spells with a unique effect if you combine the right parts together (like the starter spell "Dash") this system should synergize with the rest of the crafting system nicely, for example to create a spell that allows you to fly you need to combine a Kinetic base with an Aim part of "Self" and an Activation part of "Hold", now you have a tactical decision to make -> you could use with that the standard Deployment part of "Once" which will enable you to fly but if you let go of the button you will start to fall rapidly, you could instead combine it with "Ticks" Deployment part, which will allow you some precious frames of 'automatic' flight so in that time you can cast another spell and quickly return to the Fly spell so you never hit the ground - all of this for a significant mana cost of course!
There are a total of 4 unique effects implemented and I have ideas for 7 more right now.
Based on the feedback I received my next goal is to completely revamp the crafting GUI so it will much more intuitive and easy to use, and I will also add the ability to break down the spells you have so you can get the crystals and parts back and try another combination if you like.
Known Issues:
Full Change-log:

The game is released to early access, and for now I'm going to focus on improving spell crafting. I want to enable players to discover "special" spell combinations that create unique effects - for example, the starter spell "Dash" should be cartable with a base of "Kinetic" and a
The game is released to early access, and for now I'm going to focus on improving spell crafting. I want to enable players to discover "special" spell combinations that create unique effects - for example, the starter spell "Dash" should be cartable with a base of "Kinetic" and an aim part of "Self".
I have a few ideas for unique spells like that, and I feel like they're core to the game.
Let me know if you find any bugs. 🎮

made all the preparations for the initial release ːsteamhappyː I can't wait for people to try it and provide feedback! In the meantime, I'll test it on my client.
made all the preparations for the initial release ːsteamhappyː
I can't wait for people to try it and provide feedback!
In the meantime, I'll test it on my client.