Hi all,
So excited to finally have this game out. It’s been a blast making it, and I’m super happy with the end result. I hope you all enjoy it!
The game is 2.39$ at launch, and for now we will keep the free demo where you can try the game.
Here what’s new:
NEW Skills: The Reaping Branch
Gilded / Glacial / Ember Souls: some enemies spawn marked. Gilded drop bonus souls, Glacial burst into a freezing nova, Ember leave burning ground where they die.
Lantern Light: your lantern now radiates, and enemies inside take extra damage. Scales with Lantern Radius / Damage Mult.
Soul Spark & Soul Splinter: beam kills can throw a soul bolt or fork a splinter beam into a second target.
Reaping Hour: periodic sweep pulls every loose soul on the field to you. Portal gamble still applies while the portal is open.
Momentum: kills without taking damage stack a growing damage frenzy: lantern brightens, beams thicken. Resets when hit.
Talent Tree Rebuild
Expanded to 101 nodes / 207 ranks across 8 identities: Dash, Soul Shield, Bomb, Beam trunk, Summon, Soul Ball, Defense/Economy, and Reaping. Cheap early, deep commitment late.
2 new skill pillars: Soul Shield (orbiting wards that absorb hits, with size/radius/repulsion/nova upgrades) and Soul Ball (bouncing reaper ball with lifetime/radius/split/twin upgrades).
6 new passives: Dash Trail, Dash Damage, Summon Explode, Summon Elite, Bomb Freeze, Bomb Burn — all at the tips of their branches.
44 Achievements Online and Offline
Progression, bosses, elites, roguelike & daily, tree mastery, reaping feats, plus hidden ones.
Account-wide, never go backwards, earnable offline and synced when Steam comes back.
New Achievements panel from the main menu: completion meter up top, Hide completed toggle, and stable sorting.
Level 20: The FINALE
The final level is a cool final boss fight. Built for your full build. Come prepared. No spoilers.
Roguelike & Daily Modes
Roguelike: a fresh run every time. No persistent tree. Draft your build as you play: pick one talent card after each level from 3 random options at varying rarities. Every run remixes battles.
How it differs from Story: Story is your permanent tree and curated campaign levels; Roguelike is ephemeral — the run is the build. This mode is meant to be hard, with 3 difficulty levels: Hard / Nightmare / Impossible, which set spawn pressure, revives, and reinforcement waves. Wins and streaks tracked per difficulty. Full-game only.
Daily Challenge: one seeded run per day, identical for everyone in the world, with its own daily Steam leaderboard. Resets at 00:00 UTC. Same draft-and-survive loop as Roguelike, 2 shots per day.
Feel & Polish
Unique background per biome and unique colour per level.
New VFX for all new skills and some previous effects.
In-battle UI: next-level hint after a clear, clearer cooldown/readouts, faster talent-tree camera.
Balance
Full talent tree rework to allow for the new nodes, including upgrade costs, rank caps, and several stat values re-tuned.
Enemy HP now flat within a biome (and +25% per biome), contact damage is 1 for all enemies except bosses & soul rewards still scale per level.
Fixes
Full improved gamepad UI navigation in all panels, plus better talent tree navigation.
Let me know what you think if you play it!
Àlex
