Quick Fix
Fixes an issue with zone transitions caused by uploading an incorrect build.

Developer posts and news about this game.

Fixes an issue with zone transitions caused by uploading an incorrect build.

Includes minor fixes and UI improvements. Fixes the keyboard shortcut "H" for hide while in combat. Fixes an issue where the full list of beneficial effects on a character would only show up on the character sheet if the character had at least one negative effect active. Some min

Fixed an issue that could cause Steam achievements to be delayed or fail to trigger. Changed non-stackable buffs so that the duration will renew when re-cast on a character that already has that effect. Pure spellcasting classes now get a bigger bonus to natural mana regeneration

Changes in this update: Fixed an issue that would cause identifying items to be far too difficult for very high-level thieves. Mana and hitpoint drain amounts from special attacks now depend on the level of the attacking monster. Added some basic animated open and close transitio

Characters now have 12 inventory slots instead of 8. Resting is now faster. The chance for thieves, mercenaries, and skalds to detect and disarm traps on chests has has been increased. As a reminder, detecting traps is modified by intelligence and disarming is modified by dexteri

Fixed an issue that would cause custom portraits not to save. Fixed an issue that would cause the game to get into a weird state when selecting "Leave" after selecting "Use Item" in combat. Fixes an issue where the game would get into a weird state where keyboard movement command

Fixes an issue that caused the incorrect achievements to be unlocked and adds a frame rate cap setting.

Fixes an issue that would cause clicking the "Open" button to not close the chest window, allowing it to be clicked repeatedly. Enchanting Leather Gloves will no longer result in Enchanted Leather Armor but rather Enchanted Leather Gloves. Foot slot items like Leather Boots can n

Fixes an issue with saving and loading portrait changes made after character creation.

Fixes an issue with special encounters introduced by yesterday's release and adds display of more status effect text: weakened, cursed, etc.

Added a portrait browser for selecting character portraits. It is accessible on the character sheet as a portrait icon just to the right of the character image. To browse for a file on your local system, there is now a folder icon to click instead of clicking on the character's p

Changed the default key mapping for movement. Q and E are now strafe left and right. The quest log can now be opened with the TAB key. If you have already played the game before, you can reset your key mapping to the new one by clicking "Restore Defaults" on the controls screen a

Changes in this release: Fixed an issue that could cause problems adding or removing characters to/from the character roster. Added a graphics quality setting to the settings on the main menu in case you want to lower your graphics settings. It's set at the highest level by defau

This update brings in a bunch of new features that were developed for Toward The Ice. Many of them are things players had asked for in the discussion area. Here's what's new in this release: Added the ability to have a roster of "extra" characters. You can have up to 25 character

Added some content to a remote area of the First Labyrinth map that changes depending on whether you freed or enslaved the goblins. Fixed an issue that would cause the combat message delay to be reset to the default value after exiting and restarting the game. Fixed an issue that

Oracle healing spells are now much more powerful, especially at higher level. The duration of the Regeneration and Rest spells has also been increased slightly. Sage attack spells now do more damage. Sages also gained the new spells "Crystallize" which turns the enemy to stone, a

This is a quick fix to correct some issues that players have discovered. I'm planning another update that that incorporates some things from conversations in the game's discussion area, but that will come later because it will require more work and testing. Fixed an issue with th

Changes since the last demo release: Added a LOT of new quests, events, and unique encounters and interactions to the game, many of which reward unique items. Added many new traps to the game. Be careful. Adjusted the hills areas to spawn fewer monsters in combat. This should mak

In addition to building a lot of late-game content that isn't in the demo (like the Ruins of Old Zakros, New Temple, Ruined Temple, and Ruins of Phaestos zones), a lot has been added in areas that are visible in the demo. Added experimental Turkish, Polish, and Japanese translati

There's been a lot of progress since the last demo release. A lot of the visual changes have been in the late-game zones not accessible in the demo, but there are still plenty of visible changes. The main work remaining is adding more quests and late-game content. Because of this