There's a deep connection between the Traveller, the developement of The Rogue of Nexus and its developer, both will go forward, both will change.
As players know, when the Traveller gets caught by The Hand, he will be dragged in the Abyss, and that will be the end of the run... but not of his journey, also... the next time he will stand up stronger and will proceed even further in this world of darkness.
That because in the Abyss the Traveller stops for a moment and waits, before restarting again. In the Abyss he meditates about himself, his path and his goal, and here he upgrades himself.
It's time for an Abyss Upgrade.
Now it's your turn: check the latest and last 1.1.7 version (for now) of The Rogue of Nexus: play the game and experience its improvements, this is also a great chance for sharing your feedbacks about the game, that will be very helpful for the future.
Also, until 2nd of March, the game has a 45% discount... don't miss the chance!

There's finally a great boost to battle enemies' behaviour, namely active and passive skills, for more interactive and tricky battles!
The Rogue of Nexus 1.1.7 changelog:
Enemy Battle patterns added in order to give active and passive skills to enemies
Text update and new text;
Enemies update;
Lowered the cost of the weapon sold in the first city from 10000 to 5000
Rebalanced player skills;
Rebalanced weapons;
UI update and repositioning;
Now only enemies that are supposed to escape can be removed from battle by crossing the red dotted lines;
Added visual effects to character and enemies
Fixed excessive knockback scenarios that would put enemies out of borders (they will be placed at the edges of the battle screen instead);
Added "xp" text next to the experience obtained number, for more clarity about what you obtained; (thanks to RikerRiker for the suggestion!)
When you enter in a dungeon in which an active quest takes place, you'll see a text warning that reminds you which quest and type it is (thanks to PseudoPstupid for the suggestion!)
Slight update to dungeon enemies' movement behaviour;
Skills are shown and usable in battle since the very beginning
Artifact effects are displayed immediately as soon as you find them in dungeon's treasure (thanks to PseudoPstupid!)
Quests accepted and artifacts found in inventory now will be sorted at the top the scroll UI in the order they have been obtained (thanks to PseudoPstupid!)
Added 2 extra buttons for quick access to Artifacts and Quests pages of the inventory UI (thanks to PseudoPstupid!)
Now the enter dungeon UI above character displays only on the spots in which the next artifact to find is hiding, to avoid confusion
Replaced normal dungeon stairs with another sprite, with transparency and that stands out better from the nearby ground;
Less text for tutorials, more smooth tutorial
Removed the critical chance penality from Guardian Emblem artifact
Now the first blunt weapon skill inflicts a status that lowers enemy's defence;
Changed the graphics of normal dungeon room's floor, in order to look more similar to it's battle background version;
Improved interaction with hidden walls: now you can hear a sound by touching them, instead of using the Shield Bash, so it's much faster to find them;
Now it's possible to swap weapon set in any moment by pressing tab;
Potion bosses in area 1 now will disappear from dungeon if they are not defeated at the first attempt, like if they were defeated;
Dark Potion bosses now will disappear from dungeon if they are not defeated at the first attempt, like if they were defeated;
Rebalanced player's weight slow down, in order to not be linear and to decrease speed at a lower ratio than weight increments;
Player's weight slows down only in battle now;
The upgrade sound for weapons and artifacts won't stack anymore, if you upgrade multiple times quickly (thanks to PseudoPstupid!);
Fixed a size minor bug with The Hand that appears in dark dungeons, when night is about to come;
(all the changes are also applied to the demo 0.6.2 version, check it out!)
Thanks to all you Travellers so far! It is never the end... it's just The Hand.