Content Update.
Added Arcade mode!
Arcade mode is a straightforward beat-em up style playthrough without RPG elements.
Test your skills and take on this old-school challenge.
This mode includes two difficulties.
- Normal which has infinite respawns
- Hard difficulty sets a 12 respawn limit
Arcade mode includes Local CO-OP and online support (up to 4 players).
(Story mode does not have Local CO-OP but still supports online play. Sorry..)
The original Unending Dusk mode is now called Story mode.
Achievements will not work for Arcade mode.
Added Throws!
In both Story and Arcade mode, you may now throw non-tank enemies.
Ghoul, Hound and Hellhound are non-tank enemies which can't be thrown.
Simply walk up to the applicable enemy to grapple them.
Press any attack button to throw forward. Press back to throw them backwards.
Added Templar alternative skin!
Dark Templar

General Fixes
- Added resizable support for Windowed Mode
- Added alternative damage text color (white) in gameplay options
- Added Invite Friend function to the options menu. This makes it easier to invite people mid-game.
- Added a new Broken Spearman type enemy to balance early game as well as help with aesthetics
- War Machine mines are now capped at 6 on all difficulties
- Fixed enemies going to 0 position when its target is lost while weaving
- Fixed charging enemies sometimes getting stuck
- Normalized ghost walk speed to improve Templar and Rogue
- Fixed fire sounds to only play when visible
- Fixed health discrepancy when multiple damage occurs simultaneously
- Fixed players being stuck in character select if their options menu is open while accepting an invite
- Removed an extra frame from bodyguard counter animation
- Removed one second of counter time from Torturer counter animation
- Worked on unpolished High Priest and Master Swordsman animations
- Changed text for first-time completion dialogue to better suit both Story and Arcade modes
- Elite Guard and Ninja enemies now teleport in the center of the area to adjust enemy clustering
- Captain boss falling projectile now doesn't target the players
- Fixed crash for remote players encountering the Endless Demon Lord
- Removed pixel nipples from some background tiles
- Added dust effect to enemy back dashes
- Fixed Gunslinger alternate ability dust effect
- Zombies now count as one kill when they die twice
Balance Updates
After more play testing, we have further adjusted balance between characters.
Brawler now seems like the baseline.
Health is now uncapped and can surpass 9999.
Assassin
- Attacking out of stealth damage increased to 400
- Dash damage increased to 150
- Light attack 1 damage increased to 25
- Light attack 2 damage increased to 35
- Light attack 3 damage increased to 100
- Heavy attack damage increased to 75
- Stealth can now be hit by the Demon Lord's full-screen attack
Brawler
- Heavy 1 cancel into the 2nd heavy attack has been adjust one frame to prevent instant damage
Gunslinger
- Base Health has been adjusted to 900
- Dash damage increased to 100
- Light attack 1 damage increased to 15
- Light attack 2 damage increased to 25
- Light attack damage increased to 75
Engineer
- Light attack 1 damage increased to 12 (24)
- Light attack 2 damage increased to 20 (40)
- Light attack 3 damage increased to 150
Rogue
- Base Health has been adjusted to 900
- Dash damage increased to 125
- Jumping Heavy attack damage increased to 50 (150)
- Jumping Light attack damage increased to 45 (135)
Templar
- Light Attack 1 damage increased to 100
- Light Attack 2 damage increased to 175
- Heavy attack 1 damage increased to 100
Sorry for the even longer delay. Thanks for the support!
Next, we will be releasing more quality of life features and some end-game content.