28th of July 2025, Changelog for full and demo builds:
Fixed an issue regarding the loading screen: in some cases it was deactivated too early when loading a map, which lead to players seeing a blue sky for some time while the dungeon was randomized and built in the background. We hope this is fixed now.
Added an animation for when successfully evading an attack
Reduced stamina drain from sprinting by 50%
So far 1 handed weapons were mostly used for dual wielding (albeit risky, this offers the highest DPM potential). Now we DRASTICALLY changed the way that shields work to make using them more attractive and look forward to hearing your feedback:
The "Block Damage Reduction" stat on shields was removed, from now on blocking with a shield blocks 100% of damage, regardless of the type (physical, fire, ...).
A new stat was introduced on shields called "Block Stamina Cost" with the value randomly rolled upon the item dropping
So while the shield will block 100% of damage of each hit, this will cost a certain amount of stamina every time; if you don't have enough stamina, you stop blocking and can't do so anymore until you regenerated to the requirement stamina value of the shield you are holding
Remember you have to actively block by pressing and holding the left CTRL key (default binding) and turn towards the source of damage to prevent damage
Stamina regeneration is disabled while you are blocking (while holding the key)
You can even block all damage of a boss attack, but that will drain all your stamina and stun you briefly
Let us know what you think - is the stun after being attacked by a boss too much, shall we only drain all stamina? We were thinking about introducing a modifier for stamina drain from monster attacks, to ensure that for example spider attacks would drain less mana than the ones from a larger/tougher monster, but that would again weaken the shield and make the system less clear. So we'd like you to test this iteration first.
Since around 60% of the playtesters asked for this, we added an option to the settings menu under the "general" tab:
When dashing or jump rolling, you can now choose between doing so towards where your cursor is (this is how it used to be so far) or instead move towards where you are running (new)
Example: when running sideways to the right with the cursor kept at a certain distance in front of where your character is looking, the old system would make you dash/jump forward towards the cursor. The new system will instead make you dash/jump towards the direction you are running (to the right in this case). Same would be the case for when running backwards, etc.
If you are standing still, you will always dash/jump forward as your character keeps orienting to your cursor.
We also ensured that the distance for dashes and jumps is not influenced by your character running or sprinting anymore, making it easier to for example pinpoint an explosive dash and make it trigger right where the monsters are standing. You will learn and remember that distance in no time.
So, a lot of people have asked for this, please test it and let us know how it feels! The final argument that made us move this topic up in priority was the idea of being in a bossfight with your cursor on the boss to attack and then having to quickly evade an attack. With the old system you have to move your cursor towards a desired position first, while with the new system you can almost instantly dash/jump side- and backwards without loosing focus.
While at it, we also changed the jumproll animation to make it more compact and believable. Instead of the character stretching all limps to full extend, it's now less an artistic jump and more of a military/ninja type of roll.
