Hotfix v1.03
Shield enemies can no longer spawn inside Abyssal Rifts.
Shield enemies can no longer spawn inside Abyssal Rifts.

Shield enemies can no longer spawn inside Abyssal Rifts.
Shield enemies can no longer spawn inside Abyssal Rifts.
Fixes: Added save game backup system. Fixed an issue where the final boss would get out of bounds.
Fixes:
Added save game backup system.
Fixed an issue where the final boss would get out of bounds.
Fixes: Enemies Abyssal Rift in Caves (6th area in the campaign) will no longer get stuck in their spawn zone. Gauntled modifiers no longer apply in The Hideout. Changes: Turning off Head Bobbing in settings will also disable camera sway motion on strafing left and right.
Fixes:
Enemies Abyssal Rift in Caves (6th area in the campaign) will no longer get stuck in their spawn zone.
Gauntled modifiers no longer apply in The Hideout.
Changes:
Turning off Head Bobbing in settings will also disable camera sway motion on strafing left and right.

We're thrilled to hit this incredible milestone, an achievement made possible by our players. Your invaluable feedback has been essential in helping Darkblade Ascent reach its full potential. This launch comes with our BIGGEST UPDATE yet full of changes and additional content. Ne
We're thrilled to hit this incredible milestone, an achievement made possible by our players. Your invaluable feedback has been essential in helping Darkblade Ascent reach its full potential.
Generate Rage with normal melee hits. Shout a powerful warcry that exerts accumulated rage to intimidate enemies and empower yourself.

Battle Instincts: Warcry increases Weapon Damage by 2% -> 3% -> 5% per Rage point for the duration of the shout.
Bonebreaker Shout: Warcry releases a violent explosion dealing 50 -> 100 -> 200 damage per rage point. Scales with Global Damage.
Feast of Carnage: Warcry intimidates enemies for the duration of the shout. Killing an intimidated enemy restores 0.1 -> 0.2 -> 0.3 Health per Rage point.
Unending Warcry: Warcry lasts 6 -> 7 -> 8 seconds.
Echoing Shout: Melee strikes generate extra 25% -> 50% -> 100% rage per hit.
We’ve introduced new enemies in the campaign and in The Hideout that will keep you on your toes and test your skills.

A new challenge awaits as the third portal in The Hideout finally opens its gates. Get ready to face the most challenging content yet and defeat the final boss of The Hideout mode.

Added Nightmare Mode to the campaign after completing it for the first time. On top of rune modifiers, that drastically alter the gameplay and difficulty, we have now added a new mode where any damage you take is fatal. This mode is for those who want a much bigger challenge. We haven't manage to beat the campaign with this mode active so... good luck!
Additions:
Added Berserker class.
Added third area in The Hideout.
Added 5 new enemy types.
Added Nightmare Mode for Gauntlet.
Added weapon sway when turning and strafing.
Added subtle camera tilt when strafing.
Added 2 new achievements.
Added a representation of the player character in the Main Menu.
Changes:
Changed some enemy locations to no longer spawn behind the player.
Reduced the number of scraps received when salvaging weapons by 20%.
Abyssal shaman now heals and increases allies' damage more.
Updated UI for upgrade crystals.
Pyromancer ability (Fireball) damage increased by 30%.
Pyromancer's Delayed Combustion tree now enhances Fireball to pierce enemies from level 1 instead of level 3.
Sanguine Execution (secondary swords ability) is now faster to perform.
Increased default brightness.
Time needed to stay in the extraction zone in The Hideout reduced from 15 seconds to 10 seconds.
Restyled damage numbers animation and added color based on element.
Fixes:
Stormcaller ability will no longer miss when targeting enemies.
Fixed an area where the player would not get repositioned to safety after falling in the abyss.
Fixed an issue when rapidly attacking after performing Earth Splitter (axe ability) would not immediately perform Ruinfall (secondary ability).
Fixed Razor Riposte boon not triggering when parrying some Abyssal Enemies.
We are incredibly grateful to everyone who has been on this journey with us and helped us shape Darkblade Ascent into the amazing game it is today.

Darkblade Ascent is finally leaving Early Access and launching into 1.0 on October 23rd! We're thrilled to hit this incredible milestone, an achievement made possible by our players. Your invaluable feedback has been essential in helping Darkblade Ascent reach its full potential.
We're thrilled to hit this incredible milestone, an achievement made possible by our players. Your invaluable feedback has been essential in helping Darkblade Ascent reach its full potential.
The launch comes with our BIGGEST UPDATE yet full of changes and additional content.
Here are a few things to expect on October 23rd.
Generate Rage with normal melee hits. Shout a powerful warcry that exerts accumulated rage to intimidate enemies and empower yourself.

We’ve introduced new enemies in the campaign and in The Hideout that will keep you on your toes and test your skills.

A new challenge awaits as the third portal in The Hideout finally opens its gates.

Full patch notes and list of changes will be posted when the update goes live.
With this update we are revamping the existing weapon abilities and we are adding enhanced versions of each ability that's unlockable in the passive tree. Weapon abilities are a core part of Darkblade Ascent's dynamic combat and keeping them locked behind a keystone in the passiv
With this update we are revamping the existing weapon abilities and we are adding enhanced versions of each ability that's unlockable in the passive tree.
Weapon abilities are a core part of Darkblade Ascent's dynamic combat and keeping them locked behind a keystone in the passive tree meant that some players would unlock them much later in the game and thus not experiencing the full combat system as it was meant to be played.
With this update ALL weapon abilities are unlocked by default.
The keystones in the passive tree that previously unlocked weapon abilities now unlock more powerful versions of each ability that have secondary effects making them much more strategic and impactful.
After performing the Flurry of Blades ability you can execute one normal enemy regardless of their health, restoring 5% of your max health.
After performing the Thrustwind ability you can throw your spear, piercing all enemies in its path and damaging them when recalling the spear back.
After performing the Earthsplitter ability you lift up into the air then you can slam down at will in the direction you're looking at.
After performing Phantom Strike you teleport back to your starting point and receive 3 throwable shurikens that pierce and damage all enemies in a cone.
Increased the XP required for leveling up by 30%.
Added highlights on weapon abilities keystones in the passive tree.
Added weapon ability descriptions under each weapon tooltip.
Reduced the damage dealt by default weapon abilities by about 70% to compensate for their enhanced version and to not be a "clear screen" button regardless of player's build and stats.
Fixed some areas where enemy spells would clip through walls.
We're really looking forward to your feedback on these changes!

The Soulweaver has arrived, the ultimate test at the end of the campaign. We’ve poured everything into making this finale as epic and unforgettable as possible. The Soulweaver embodies the peak of Darkblade’s ascension and the reckoning for his sins. We can’t wait to see you clai

We’ve poured everything into making this finale as epic and unforgettable as possible. The Soulweaver embodies the peak of Darkblade’s ascension and the reckoning for his sins.
We can’t wait to see you claim victory… or find yourself unceremoniously getting sent back to the Main Menu.

Increased Gromar's (second campaign boss) health by 150%.
Interact button no longer requires to be held.
Added bosses names above their health bar.
Added support for ultra-wide 16:9 resolutions.
Added support for 120Hz refresh rate.
Added achievement for defeating the third boss.
Increased maximum look sensitivity range in Settings > Controls.
Fixed a bug where Gauntled modifiers would apply in The Hideout.
Exiting the campaign mid-run will allow players to continue from the start of the map they exited instead of the current stage. Highlighted the filter buttons in inventory UI. Lowered the default music volume in The Hideout. Keybind indicators on screen will now correctly refresh
Adjusted enemy spawn locations in The Undead Prison arena where they would sometimes get stuck.
Fixed an issue with a button not being selectable on controllers Fixed the "Seal of Trust" achievement not triggering when having maximum reputation with the Trader in Hideout. Pre-loading of assets are now done in the Main Menu instead of on game-start. Reduced number of ranged

We are very excited to announce that our biggest update yet , The Hideout , is NOW AVAILABLE! We are always trying to push the boundaries of what Darkblade Ascent offers. Being a small team of 2 developers we have the freedom to explore not-so-conventional ideas and implement pla
We are always trying to push the boundaries of what Darkblade Ascent offers. Being a small team of 2 developers we have the freedom to explore not-so-conventional ideas and implement player feedback in creative ways.
With this Major Update we are introducing The Hideout and a Complete Combat Overhaul.

Once you hit level 5 you’ll unlock access to The Hideout: brand-new game mode that blends survivor-like gameplay with extraction mechanics.
With this mode we are toying with the idea of risk vs reward. At the heart of most roguelikes is the classic push-and-pull of risk vs. reward… but we are taking it a step further.
After seeing how many people enjoy the Abyssal Rift we decided that it deserves its own mode. We envisioned this mode in our Roadmap (Endless Mode). Initially, on paper, this mode was just an extension of the Abyssal Rift, but as we were developing it ideas started to flow and we saw it as an opportunity to not just expand on the mode but to create something entirely new and deep while also implementing player feedback all-in-one.

When you first enter the hideout you will see 3 portals with only one unlocked initially. Entering a portal will transport you to a completely different area where you have to survive for a certain period of time battling increasingly more powerful waves of enemies.
Surviving until the time is over gives you the option to challenge the arena’s boss. It’s not just the enemies that become stronger, but also the player. Each kill grants a soul; reach the number of souls required threshold and you can choose from 4 weapons and 3 crystals. On top of that Abyssal Enemies can appear that, when killed, offer a boon choice

For an extraction mode/game to be fun and engaging, players not only have to risk something but also be able to leave with that something when they see fit… or decide to stay longer and risk it all. Enemies that you defeat drop items that you can equip at any point to enhance your build or extract before the timer runs out to stash them for a later run. Dying means losing your weapon, ALL items equipped and ALL items in your inventory.

Item rarity and their potency increase as the areas get more difficult. Uncommon items have a single stat, and they go up to 4 stats as the rarity increases. With 9 equipment slots, you will have the freedom to mix and match items to create “that” perfect build for your next run.
If you manage to extract from the area you can either place the items you found in your personal stash or sell them to the trader.
Unwanted items can be sold at the trader for extra gold. The trader offers randomized items based on your reputation with him. Unlocking a new reputation level requires a lot of gold. Having a bit of gold “in the bank” means you can buy a new set of items for your next run so you won’t have to go in naked and afraid. If you’re looking for a specific item for your build, the trader can also reroll the items in his shop… for a price.
We know that losing your hard-earned loot can sometimes feel harsh, but we believe that having something on the line enhances the fun and adrenaline of every fight. It’s no longer just a “back to main menu” but it’s more meaningful and personal. We will closely monitor how many items enemies drop so that it won’t feel like an uphill battle to get a full set of items, but also not so common that items become an expendable commodity.
Being in Early Access we will be looking for feedback on all fronts: difficulty, number of items, their potency, prices, and everything else.
With this update we are taking the action to the next level!
We've completely revamped combat to be faster, more responsive, with cleaner animations, reduced cooldowns and amplified abilities.
Changed all melee animations.
Increased default attack speed.
Reduced cooldown between attacks significantly.
Increased range on all weapons.
Weapon abilities can no longer be interrupted by regular attacks.
Attack Speed buffs from crystals and weapons have been reduced by 70%.
Attack Speed capped at 130%.
Player can no longer be interrupted when taking damage.
No longer resets when killing an enemy.
Damage is now AOE around the targeted enemy.
Damage increased by 200%.
Increased range.
Damage increased by 20%.
Increased range.
Damage decreased by 50%.
Increased range.
Damage increased per hit by 200%.
Arcane Annoyance. The Imp now attacks much faster.
Sanguine Renewal reduced healing amount from 5% to 1% per enemy killed by weapon ability.
More impactful hit reactions.
Increased the number of enemies in the Campaign.
Enemies will no longer initiate combat immediately after seeing the player.
Increased time between enemy attacks.
Reduced enemies chance to parry or dodge from 33% to 7%.
Parry animation on enemies is now much shorter.
Removed VFX and SFX when hitting non-enemies.
Toned down on-screen effects when taking damage.
Adjusted all combat related camera-shakes & hit-stops.
Added UI highlight on Weapon Inscriptions.
Boons screen appear animations is much faster.
Salvaging weapons is now instant. Button no longer needs to be held down.
Removed VFX and SFX on hitting non-enemies.
Added on-screen indicators for enemies behind the player and for spell casters.
Increased amount of experience needed for leveling up.
Slightly increased gold cost on chests in campaign.
Performance optimizations on all enemy animations.
Added 5 achievements that can be completed in The Hideout.
Added key binding for opening Inventory.
See you in The Hideout!
We're thrilled to announce that our biggest update yet is coming on June 20! Check out this explainer video on what to expect when the update goes live. For more details you can read our previous news post: View game page See you in The Hideout on June 20!
We're thrilled to announce that our biggest update yet is coming on June 20!
Check out this explainer video on what to expect when the update goes live.
For more details you can read our previous news post: View game page
See you in The Hideout on June 20!

We are making a lot of progress towards the next major update and today we want to give you a preview of what’s to come. With each update we are trying to push the boundaries of what Darkblade Ascent offers. Being a small team of 2 developers we have the freedom to explore not-so
We are making a lot of progress towards the next major update and today we want to give you a preview of what’s to come.
With each update we are trying to push the boundaries of what Darkblade Ascent offers. Being a small team of 2 developers we have the freedom to explore not-so-conventional ideas and implement player feedback in creative ways.

Once you hit level 10 you’ll unlock access to The Hideout: brand-new game mode that blends survivor-style gameplay with extraction mechanics.
With this mode we are toying with the idea of risk vs reward. At the heart of most roguelikes is the classic push-and-pull of risk vs. reward… but we are taking it a step further.
After seeing how many people enjoy the Abyssal Rift we decided that it deserves its own mode. We envisioned this mode in our Roadmap (Endless Mode). Initially, on paper, this mode was just an extension of the Abyssal Rift, but as we were developing it ideas started to flow and we saw it as an opportunity to not just expand on the mode but to create something entirely new and deep while also implementing player feedback all-in-one.
When you first enter the hideout you will see 3 portals with only one unlocked initially. Entering a portal will transport you to a completely different area where you have to survive for a certain period of time battling increasingly more powerful waves of enemies.
Surviving until the time is over gives you the option to challenge the area’s boss. It’s not just the enemies that become stronger, but also the player. Each kill grants a soul; reach the number of souls required threshold and you can choose from 4 weapons and 3 crystals. On top of that Abyssal Enemies can appear that, when killed, offer a boon choice

For an extraction mode/game to be fun and engaging, players not only have to risk something but also be able to leave with that something when they see fit… or decide to stay longer and risk it all. Enemies that you defeat drop items that you can equip at any point to enhance your build or extract before the timer runs out to stash them for a later run. Dying means losing your weapon, ALL items equipped and ALL items in your inventory.

Item rarity and their potency increase as the areas get more difficult. Uncommon items have a single stat, and they go up to 4 stats as the rarity increases. With 9 equipment slots, you will have the freedom to mix and match items to create “that” perfect build for your next run.
If you manage to extract from the area you can either place the items you found in your personal stash or sell them to the trader.

Unwanted items can be sold at the trader for extra gold. The trader offers randomized items based on your reputation with him. Unlocking a new reputation level requires a lot of gold. Having a bit of gold “in the bank” means you can buy a new set of items for your next run so you won’t have to go in naked and afraid. If you’re looking for a specific item for your build, the trader can also reroll the items in his shop… for a price.
We know that losing your hard-earned loot can sometimes feel harsh, but we believe that having something on the line enhances the fun and adrenaline of every fight. It’s no longer just a “back to main menu” but it’s more meaningful and personal. We will closely monitor how many items enemies drop so that it won’t feel like an uphill battle to get a full set of items, but also not so common that items become an expendable commodity.
Being in Early Access we will be looking for feedback on all fronts: difficulty, number of items, their potency, prices, and everything else.
We can’t make any promises but we are aiming for mid-late June. As you might imagine this update modifies a lot of the core of the game and it requires a lot of careful restructuring and testing.
A big thank you for being with us on this journey and we’re really looking forward to your thoughts about this update!

Hey everyone, Since the launch of Darkblade Ascent, we’ve been blown away by the support, feedback, and excitement from all of you. Thank you for helping us shape the game into something fun, polished and full of content. After listening to the community and reviewing how players
Hey everyone,
Since the launch of Darkblade Ascent, we’ve been blown away by the support, feedback, and excitement from all of you. Thank you for helping us shape the game into something fun, polished and full of content.
After listening to the community and reviewing how players are engaging with the game, we’ve decided to lower the base price of Darkblade Ascent to $10.99.
We want to explain why.
We are building Darkblade Ascent with a lot of passion and dedication, but we’ve come to realize that our original pricing may have created a barrier for some players. We want to make the game more accessible, grow the community, and bring more players into the game as we continue to develop it during Early Access.
As gamers ourselves, we understand how important it is for developers to listen to the community. We want the players to guide us in delivering a fun and memorable game in all aspects and with a lower permanent price we feel that we can grow the community, have more valuable feedback and at the end of the day have more players enjoy our work and dedication and ultimately deliver a more fun and engaging game.
We’re actively working on new content, performance improvements, and very soon we will be revealing details about our biggest update yet: Endless Mode (name pending) which we are sure will add A LOT of replayability with some very new and unique systems to keep you engaged (Hint: we heard you would like items in the game not just weapons).
If you bought the game before this change: thank you. Your support means the world to us, and we wouldn't be here without you!
Watch developers play Darkblade Ascent with the new WEAPON INSCRIPTIONS update.
Watch developers play Darkblade Ascent with the new WEAPON INSCRIPTIONS update.

Since our launch last month, we've received a ton of valuable feedback from the community. Thank you! Your input plays a big role in helping us make the game better and more fun for everyone. Among the all the great feedback two things stood out the most: Leaving weapons behind d
Since our launch last month, we've received a ton of valuable feedback from the community. Thank you! Your input plays a big role in helping us make the game better and more fun for everyone.
Among the all the great feedback two things stood out the most:
With this update we aimed to tackle both issues at once: Introducing WEAPON INSCRIPTIONS!
Weapon Inscriptions are game-changing perks that add an extra layer of complexity to weapons synergizing with Malevar's Boons and your build.
There are currently 10 inscriptions to discover, with more to come in the following updates, and they can appear randomly on rare weapons and above (level 8+).
To discover more inscriptions, unwanted weapons need to be salvaged for Scraps. When reaching 1000 scraps a new random inscription is uncovered and it can now appear on weapons.
The inscriptions are not locked on specific weapons, so there's a lot of freedom in coming up with crazy or overpowered builds. For example:
Attacks with this weapon launch metal spikes that fly forward dealing 25% weapon's physical damage. Scales with physical damage.

This inscription essentially turns any weapon into a ranged weapon launching a damaging spike with each weapon swing. Axes with this inscription are more like a shotgun: big damage, slow. While daggers are more like an automatic weapon: fast but less damage. It's up to each player to choose the playstyle that suits them best.
With Weapon Inscriptions, we wanted to give players more agency, variety, and long-term progression, all while rewarding experimentation.
We are really excited to see what builds you come up with!
- Increased text legibility in several UI components. - Repositioned notifications on the right side of the screen to be less intrusive.
- Increased text legibility in several UI components.
- Repositioned notifications on the right side of the screen to be less intrusive.
Changes: Added text in stats screen to show the max values of Attack Speed and Run Speed. These are just visual indicators. The caps have always been in place just not indicated visually. Increased Attack Speed cap to 180%. Increased text legibility in several UI components. Fixe
Changes:
Fixes:
Changes: Keybinds are no longer reset between sessions. Keybinds now automatically unbind when trying to set an already set key. Added Brightness slider in Settings > Video Increased text legibility in many different places in UI. Changed VFX when picking up crystals after fin
Performance optimizations in several maps.
Performance optimizations in several maps.