Greetings and salutations! I am happy to announce that Midnight Horde got an alpha trailer and Source of Madness got lots of fixes and improvements! [previewyoutube=d5ItT6Vfl4w;full][/previewyoutube] Okay back to the actual Patch!
Major Changes
- Exiting the safe save scene now saves the run so if it crashes you should be able to replay from there anyway. But not if you die or exit the run.
- Monster melee combat overhaul
Monsters & Combat
- Monsters should be slightly stronger and faster with their limbs
- Monster attack timings are now much faster, but their attack window is shorter which should give more interesting fights.
- Added some more monster classes to difficulty 1 that only existed on difficulty 2 before
- Changed how force is applied on attacks that should result in fewer super jumps
- Limb damage can now propagate 0 damage to the main body instead of 1 which nerfs some lower level attacks that are smaller than 5.
- Nerfed hp on laser fliers
Player
- Fixed pooling jumping and landing special effects issue
- Fixed bloodmancer ability issue
- Improved movement animations to be more snappy
- Hurt effect now scales correctly with ultra wide resolutions
- Removed Lovecraft as a first name
- Fixed bug where you got a different name and stats than shown in the character selection
World
- Infinite spawner in forest of lies now dies after spawning 50 monsters
- First scene in loam land now uses correct post effect
- Loam land is slightly less blue
- Bug final boss was missing a post effect
- NPCs now grab the post effect the player uses to make the text talk camera change less jarring
Other
- Widescreen support for transitions and main menu and character selection scene
- Improved snappyness of the character selection scene
- Spotlight in character selection now works better
- Fixed control mapper localization for left and right in French
Greetings and salutations! I'm working on a new patch and if you would feel so inclined, you can help me test it. I will combo this patch with announcing the first trailer of Midnight Horde, once the patch is ready to set live. To try the patch, you need to join the patch testing branch with the password: "iwouldliketobeatester". Let me know what you think and if you find major bugs. Here is the changelog:
Major Changes
- Exiting the safe save scene now saves the run so if it crashes you should be able to replay from there anyway. But not if you die or exit the run.
Monsters & Combat
- Monsters should be slightly stronger and faster with their limbs
- Added some more monster classes to difficulty 1 that only existed on difficulty 2 before
Player
- Fixed pooling jumping and landing special effects issue
- Fixed bloodmancer ability issue
- Improved movement animations to be more snappy
- Hurt effect now scales correctly with ultra wide resolutions
World
- Infinite spawner in forest of lies now dies after spawning 50 monsters
- First scene in loam land now uses correct post effect
- Loam land is slightly less blue
Other
- Widescreen support for transitions and main menu and character selection scene
- Improved snappiness of the character selection scene
- Spotlight in character selection now works better
- Fixed control mapper localization for left and right in French
Hello there!
So you might have seen the other news post about the beta branch, I did some more work on it and think it is ready to be released into the wild. [fingers crossed] Hopefully these changes result in a bit more challenging but fair game.
Changelog
- Reworked monster melee punching system.
- Improved readability of torch platforms against the moon boss.
- Balanced monster limb to monster main body damage propagation.
- Lowered damage increase on further difficulties.
- Lowered final boss hp on further difficulties.
- Lowered laser beam fliers hp.
- Reworked aoe damage abilities to do less damage to the monster main body.
- Improved readability of monster spiderweb projectile.
- Moon boss hp should end up behind the death screen now.
- Lowered amount of spikes on the hedgehog monster.
This is a balance patch but I also spent a bit of time reworking the melee system for monsters. I made them pretty weak at one point because they had a habit of lifting off like a rocket sometimes. The solution was to basically stop the monster in its track for one frame before it performs the next attack. This allowed me to boost up the attack velocity by a lot without breaking the game or monster. So this should result in more intense monster fights. Obligatory next game Link https://store.steampowered.com/app/864170/Midnight_Horde/ Thank you for playing and let me know if you find broken things in the patch. Cheers Per
Hi everyone! So I have done some balance work and tweaks based on feedback in the reviews. Mostly adressing early game cheese with some aoe weapons and nightmare difficulty boss hp. This patch is not live in the main branch but exist in the patchtesting branch. The main part is that I have nerfed and reworked how much damage dealt to a limb is propegated back to the main body of the monster. Hopefully this will mean that it is harder to cheese monsters, but also that it will result in more body parts being blown off and a bit more challenging early on. On top of this I have removed the damage propagation on some aoe weapons that dealt low damage per attack but ended up being a bit too OP when you hit all of the different body parts at the same time. Though I did not nerf this on bosses and elite (big ones) because that would make the game too hard. I have lowered the hp and damage scaling in the two other difficulties and balanced the final boss HP for those difficulties. I have also lowered the HP of flying beam monsters. One big monster buff, is that I have increased the velocity and force of monster punches, this might break the monster in some cases if I have over done it. So please help me test it to find out if I need to dail it back. But I do think they are more fun to fight with these force values! To test it out, join the patchtesting branch with this password "iwouldliketobeatester" in the properties -> beta section. Please give me feedback in this thread if you find broken things or if you simply like the update. Also check out and wishlist Midnight Horde. https://store.steampowered.com/app/864170/Midnight_Horde/ That is all, Cheers Per
- You no longer need to beat a difficulty to access the difficulty altar and all difficulties.
- Fixed Bug: Ambience Volume slider not working
- General menu alignment improved
- Prevented damage flashing on some inanimate objects
- "Cannot unlock skill" text was not localized
Greetings and salutations! I have a secret announcement to make!
MIDNIGHT HORDE!
It is a game I have been wanting to make and have been sketching on for quite some time! Midnight Horde is a gothic horror casual action game with rogue-lite elements where you battle thousands of enemies. Discover the secrets of the castle and upgrade weapons and fortifications to keep darkness at bay. Please check it out, Wishlist it and help me shape it!
So now on to the real thing, this Patch is pretty big and I have been working on a lot of fixes and quality of life content. I hope you will enjoy the changes and will help me find new bugs. [previewyoutube=EQ9O24YpXvQ;full][/previewyoutube]
Major Changes
- Removed cast time for all spells including Teleportation Dash.
- Cooldown Reducing stats now works for Charge Spells.
- Aim line has been added (can be disabled in the General Menu).
- On damage flash feedback for players and monsters. (Can be disabled and tweaked in the General Menu).
- On damage/cast impact freeze frame (can be disabled in the General Menu) it is extremely short but can give more weight to attacks and damage.
- Elemental Enemies no longer cause Poison or Burn status effects on touch and instead cause them when they hit you with a melee attack.
- Charging no longer slows you down.
Monsters & Combat
- Added 4+ new Monster Challenge rooms
- The Great Fireball Ring is now chargeable.
- The Fireball Ring is now Chargeable.
- New Hood: Hood of Storm.
- New Ring: Ice Spikes Ring.
- New Hood: Ice hood, Spawns a minion that shoots freeze projectiles.
- New Trinket: While airborne cooldown buff.
- New Augment: Electric Turret
- New Augment: Ice Turret
- Force Push now blocks projectiles.
- Changed how Kings Ring works, now shoots mirror projectiles like before.
- Nerfed Krampus
- The main body of a monster will now receive slightly more damage from its limbs when you damage its limbs. The monster dies when the main body loses all of its hp.
- Some punch areas of melee monsters have been increased.
Player
- You can now lower the drop chance of unlocked items in the Skill Tree.
- You can unlock a node that allows you to pick from all classes at the character selection.
- Added more Legendary Item effects.
- Tweaked added more stats to Cultist Hood.
- Removed Friendly Fire from Pyromancer dash ability.
- Improved Tutorial.
- Bloodmancers Orbs lech intervals are a lot slower to not be so stressful when it leches life.
World
- Improved visuals for Tower of knowledge to make it easier for new players of what unlocks are important.
- Blocked ceiling for Final Boss Room.
Other
- Improved camshake from Fire Bombs.
- Fire Bombs improved visuals.
- You can now disable Damage Numbers in the General Menu.
- Removed Playfab analytics.
- Removed opt out of analytics, because playfab is no longer in the game.
- Keyboard support on by default in multiplayer now.
- UIScale should hit faster to be less noticeable on scene change.
Bug Fixes
- No more infinity jumping on walls.
- Fixed getting out of water sometimes still drowns you.
- Blood pool in front of some assets has now been moved back.
- The distribution of many projectiles on charge ability was slightly offset.
- Fixed ASUS AURORA bugs that kept the mouse and headset flashing.
- Lightning lance is no longer in the Skill Tree since it will drop anyway.
- Fixed shadow flipping bug in multiplayer.
- Improved Shadow while jumping.
- Fixed: cant exit multiplayer scene if no gamepads are connected and keyboard is set to off.
- Blocked insane high damage.
- Fixed elite camera flickering water on and off.
- Optimized some physics chunks in the Loam Lands.
- Optimized Bloodmancers rendering
Okay updated to 1.1.3 minor changes but properly tested this time.
Updated gifs to behave better for ASUS AURORA effects
Source of Madness gets a limited physical Nintendo Switch release in January! It will be quite special being able to hold your game and it is childhood dream coming true! So if you want something more tangible of Source of madness you can order it on superraregames.com A total of 4,000 copies total will ever be printed, which go on sale on January 5th at 6pm GMT (10am PT/1pm ET) - available worldwide exclusively at superraregames.com.
I am happy to announce that Valve has confirmed that Source of Madness now fully support the Steamdeck!
Why not send us a screenshot of it on your steamdeck to celebrate? It would make us very happy :)
Regards
Per
We now let you pick between 1-5 players in the menu, instead of automatically assigning all connected controllers at the start of a game.
In some extreme cases the tooltips can grow outside the bounds of the screen when max UI scale is set. To fix this it now is moved slightly upwards based on the number of line of texts it has if it is in the lower part of the screen.
Bug fix: Found an invisible monster in new game ++
Greetings and salutations! We are happy to finally release our secret project, a local multiplayer versus mode! You can play it online with Steam's "Remote Play Together" system! [previewyoutube=jGlV9TqxoAU;full][/previewyoutube]
New Content
- 5 Multiplayer maps
- Modified spells for multiplayer
- Death Match Versus Mode up to 5 players
- Modifier settings for multiplayer
Multiplayer
- Map: Lake
- Map: Harbor
- Map: Water Beam
- Map: Ice Cave
- Map: Yith
- Multiplayer Spell: Modified Melee Slash
- Multiplayer Spell: Modified Fireball
- Multiplayer Spell: Modified Great Fireball
- Multiplayer Spell: Modified Ice Lance
- Multiplayer Spell: Modified Ice Sphere
- Multiplayer Spell: Modified Eye of Cthulhu
- Multiplayer Spell: Modified Flame Lance
- Multiplayer Spell: Modified Lightning Lance
- Multiplayer Spell: Modified Ice Dagger
- Multiplayer Spell: Modified Arcane Burst
- Multiplayer Spell: Modified Kings Ring
- Multiplayer Spell: Modified Bamboo Burst
- Multiplayer Spell: Modified Force Push
- Modifier: Start Time
- Modifier: Restart Time
- Modifier: Number of resurrections
- Modifier: Cooldown
- Modifier: Damage Increase
- Modifier: Speed
- Modifier: Number of Dashes
Other
- Changed how the Skill Tree focuses on a node between maximum UI Scale and normal mode
- Increased Text size in inventory UI and Tooltips
- Changed Max Min UI scale range from -2 to 1 to -1 to 1 instead
- Increased Gamepad Joystick UI navigation from 5 to 10 inputs per second
That is all for now, cheers!
Greetings and Salutations Items, bugs and UI readability. In this patch we have improved UI scaling and readability when you zoom in to improve readability for smaller screens like the Steamdeck. We have also done some balancing and a lot of bug fixes. Player
- Item: Augment Storm Turret
- Item: Augment: Frost Turret
- Item: Ring: Ice Spikes
- Increased base speed slightly
- Removed Curse: Playing with Fire
- Balanced Poison Bomb
- Balanced Force Push
- Balanced Fire Bomb
- Balanced Gem Ring
- Massive rework and polish on scaling up UI for smaller screens
- Increased default text size in some areas like the save zone
- Changing back difficulty did not enable the path to Act 2
- Upgrade to allow blood and money to drop worked incorrectly
- Items no longer fall down in Character Selection menu
- Prologue in the Loam Lands, materials had different light settings
- Aim towards mouse was accidentally on by default for gamepads in some scenarios
- Icemancer was still used instead of cryomancer in some scenarios
- No auto-select in General Menu
Hello, We are almost done with a new quality of life patch that will improve game balance, fix bugs, perfomance and text readability on smaller screens. This patch will hopefully be released once we return from Summer holidays in August. One known issue is that it is very hard to see the spell slots on the HUD on the lowest settings and this will be fixed in that patch. See you later alligator
Greetings and Salutations This is our first big post launch patch, it contains fixes and two new difficulties that can be enabled in the tower of knowledge once you beat act 3. These difficulties also come with a host of new enemy designs, some that will also be added to the rest of the game. We have also added a fan made Turkish translation of the game.
New Content
- Difficulty 2 and 3 has been added
- New monster enemy classes
- Turkish has been added
- Death stats has been added
Monsters & Combat
- 2 new Difficulties
- Improved monster spawn variety
- Final boss damage area is now more visible
- Improved visuals on monster melee attacks
- Improved Stilt legged monsters
- Damage spikes now scaled
- Damage spikes have mostly been removed from difficulty 1
- New Monster Class: Hedgehog
- New Monster Class: Beam flier
- New Monster Class: Carbuncles
- New Monster Class: Inferno
- New Monster Class: Fester
- New Monster Class: Mistborn
- New Monster Class: Insane beam flier
- New Monster Class: Insane fire flier
- Balanced the game
Player
- On the death screen there are now stats
- The death screen is now a prompt that allows you to exit the game instead of continuing
- Lifesteal now scale with item tier
- Changed playing with fire curse to now have a chance to drop a fire bomb on casting a fire spell
Other
- Icemancer has been renamed to Cryomancer
- Implemented a gamma slider for the graphics menu
- You can now disable HP bars
Bug Fixes
- Status effects from Trinkets now scale with item tier
- Dark Gateway now scale with item tier
- The final boss died after destroying one of the tentacles in a certain order
- Sewer levels had a buggy stone that is now fixed
- You could fall of a platform in ToK
- Spell casting could break if you if you picked up a spell while being max charge
- Quality name not set at start
Hello! This is our second quick patch to make sure you can enjoy the game without any hiccups.
Balancing
- Lowered the cost of several essential unlocks in the skill tree to help people get online quicker.
- Removed Spikes from Forest of Lies as well due to being hard to read and understand
Bug Fixes
- Correctly display save slot crystals for completing Act 2 and Act 3
- Removed early Access text after beating Act 2
- Improved end of Act 2 text positioning
- Correct Resolution on pressing apply in graphic settings
- Removed apply button from the General menu
- Removed Flying hood from default drop table when not unlocked
Hi, I made the Saturday patch with the Opt-out of Data Collection into a small patch but because that it will not be as visible, which is why I am writing this announcement. We will continue to work on this next week. For visibility, please see the patchnotes here and we added more quality of life things https://store.steampowered.com/news/app/1315610/view/3201507759920203539
- device info is no longer collected (contained hardware details, IP, and some local paths). This data was on by default and we don't need it. - login location IPs are still collected but without the last part (ipv4 last number becomes zero). This data is mainly used to understand our demographics.
- client focus time is no longer collected. This was a measure turned on by default to measure time spent in the game, and we don't need that data.
- We still send some gameplay data such as unlocking items, completing biomes, or dying. This data is anonymous and helps us balance the game.
- Data is saved for a duration of 30 days (unchanged). - Data that has already been collected is not removed yet but we're working together with the support of Playfab to ensure this gets purged.
- We will add a privacy policy asap to list what data is collected and why. added an in-game check box to opt-out of analytics data.
- Unity crash/exception logs are still being sent. These contain details about hardware but are not tied to an individual player. This data is important to help us improve game stability. This will be clarified in the privacy policy also.
Hello! It has come to our knowledge that by accident we have been collecting more data than we would have liked. This was due to somewhat hidden default settings that we did not realize were on. Thus we have worked pretty hard yesterday and today to get a fix in to Opt-Out checkbox for people who do not wish to share game balancing data with us. As well as making sure that we delete what was collected and change what is being collected. We also made sure to give you some nice Quality of Life as well while we are patching. We will add a privacy policy to the steam page ASAP as well.
Quality of Life
- Improved visibility on cooldown spells and when they are ready
- Added a General Menu into options
- You can now change so that the dash aims at the mouse in the General Menu
- You can Opt-out of game data sharing in the General Menu
- You can now bind several actions to one button
- Loner now has the correct name instead of TOWER OF KNOWLEDGE
- Fixed Japanese language issues
- Temporarily removed spikes from monsters in Cave of Lost souls, however take note that we will add back hedgehog creatures in a future patch. But they should be more obvious and fair.
Privacy
- device info is no longer collected (contained hardware details, IP, and some local paths). This data was on by default and we don't need it. - login location IPs are still collected but without the last part (ipv4 last number becomes zero). This data is mainly used to understand our demographics.
- client focus time is no longer collected. This was a measure turned on by default to measure time spent in the game, and we don't need that data.
- we still send some gameplay data such as unlocking items, completing biomes, or dying. This data is anonymous and helps us balance the game.
- Data is saved for a duration of 30 days (unchanged). - Data that has already been collected is not removed yet but we're working together with the support of Playfab to ensure this gets purged.
- We will add a privacy policy asap to list what data is collected and why.
- added an in-game check box to opt-out of analytics data.
- unity crash/exception logs are still being sent. These contain details about hardware but are not tied to an individual player. This data is important to help us improve game stability. This will be clarified in the privacy policy also.
Today we will launch the game on pretty much all consoles! We will also release the game from Early Access and be adding the final act. This game has been almost 5 years in the making and we are incredibly happy with all the support over the years! Please do a new review after we have launched the game. since steam does not care about early access reviews. What will happen after launch? Our plan is to create a new post-launch patch with more specialized monsters and new difficulty stages.
New Content
- Act 3
- Cinematic AI videos
Monsters & Combat
- Nerfed Spike monster frequency damage
- Balanced Blackhole monsters
- Improved movement of Elites and some Bosses
- Stun lasts longer
- Fixed Krampus movement
- Final boss bug fixes
Player
- Improved teleportation with Keyboard
- 2 new trinkets to fill the roles of more trinkets early on and a wider variety of stats
- You now need to unlock the healing station in the safe zone
- Improved gamepad movement upwards
- Added more elemental legendary stats
World
- Balanced legendary stats a bit
- Blood sacrifice does not kill you anymore
- Added a lot of cinematic flavour videos you can interact with around the world!
Other
- Faster potion refill at save station
- Categorized and sound sources
- Improved gambling eye
Bug Fixes
- Unused Vial charges lost on save
- Tweaked
- Fixed
- Flask and Curse dis
- Wrong skill tree title in german for Flask 1
- Previous curse not being removed properly
We are incredibly happy to announce that we will release Source of Madness on the 11th of May. And not only on Steam but on many platforms such as the Switch, Xbox S/X, Xbox One, PS4, PS5. Gotta catch them all! And with it we have a brand new trailer! [previewyoutube=SmDyaGifGHY;full][/previewyoutube]
Salutations!
In this patch, you will rediscover the fun of our monsters due to our massive improvements on the navigation and movement code! We gave in and now Waves are a directional cast and you will have juicy animations when you unlock new classes and nodes. Please break our game so that we can keep balancing it! [previewyoutube=rvkNXMmyk-k;full][/previewyoutube]
New Content
- Immensely improved Monster movements
- Waves are directional
- New cool Legendary effects
- New unlock animation
- Sewers are now their own biome (removed Cave of Lost souls from Act2)
Monsters & Combat
- Monster shrink went sideways instead of down
- Fixed: Monsters stopped walking while waiting for combo attack
- Monster jump is now more reliable
- Improved pathfinding
- Improved platform interactions
- Nerfed monster item drop chance
Player
- Buffed Kingsring
- Limit +1 projectile stat on Waves
- Balanced Tier+
- Balanced Rarity drop
- Secondary effects do no longer proc trigger effects
- Wave magic has been nerfed, it only deals damage once per killable body or limb
- Wave magic is now aim-able
- Juicy unlock animation effect
- Slash is now aim-able
- Arcane guardian minions now spawn with offset
- Corrupt cloud upgrade is now cheaper
New Legendary Effects
- Chance to create a minion on crit
- Create poison rot while poisoned
- +1 projectile
- On life cost cast +1 Projectile
- + 1 Teleport Dash
- Chance to spawn a black hole
- Chance to cast a stone pillar
- Chance to cast a Web projectile
- Chance to create a fire turret on crit
- On Dash Increase Cooldown buff
- +1 projectile while poisoned
- Chance to cast Fire projectile
World
- Act1 will now look different after defeating the Act2 boss
- Improved visuals of steel cages on chains
- Other
- Optimized SpellTurret code
- Optimized Monster AI code
- Improved Tooltip performance and positioning
- Fixed Localization updating when changing language
- Fixed visual issue with staircase on the moon boss
Bug Fixes
- Greed skill did not give Evenstar achievement
- Some Evenstar unlocks did not get filled in the skill tree
- Bamboo Augment was using the wrong bamboo projectile
- Prologue candles were not lit
Fixed new unlock bug Optimized viewing unlockable items Softer view box for skill tree nodes Fixed Skilltree item descriptions could be legendary
We meet so soon again! Barely a week and we have another patch ready! This time we have made efforts to make playthrough runs smooth and not too long. We have also added a few more late-game unlocks for the Skilltree, these are not balanced yet so please give us your opinion on them.
Monsters & Combat
- Damaging the Limbs of a monster now also enabled the Monster Health Bar
- Bosses are redesigned to handle cheese with directional teleportation
- Gravity attack spawns closer to monster
Player
- Balanced Rot
- New Skilltree node: Greed
- New Skilltree node: Blood Extraction
- New Skilltree node: Power of Knowledge 1 2 3
- New Skilltree node: Tier+ 1 2 3
- New Skilltree node: Favor of the Gods
- New Skilltree node: Arca Aurum
- New Skilltree node: Arca Sanguis
- Redesigned Skilltree structure
- Nerfed Bamboo Burst and Arcane Burst to not deal damage to more than two body parts per projectile
- Changed sounds for Stormcaller
- Changed sounds for shop
- Changed sound for Arcane Missile explosion
- Changed how cast-time works on charged spells to feel more instant if you spam them
- Balanced Icemancer dash cooldown
World
- Forest of Lies is now shorter
- RLyeh is now shorter
- The Moon is now shorter
- Yith is a bit longer
- Tweaked Loam Land post effect
- Removed drowning effect in Loam Lands
- Krampus now has lower hp
- Moon boss now has lower hp
- Secret boss now has lower hp
Other
- One less roll for Gambling Eye
Bug Fixes
- Changing language in Tower of Knowledge now change titles and names properly
- Jing mode on Yang messed up water
- Mysterious Altar text overlapped by terrain
- Evenstar blood visual was missing from Skilltree
- Monster Charge effect was missing after first use
- Fixed sleeping monster bug
- Save and Exit is now localized
- Glens text for german was in English
- Localization: Binding action window was missing the translation
Greetings and Salutations
In this patch, we have taken a bold move and reworked the dash mechanic so that you can aim it in any direction. Please test it and tell us how you like it and if it breaks anything. We have also made cool upgrades to the charge spells where you can see the projectiles while you charge them up. [previewyoutube=NuNmZsbFnyw;full][/previewyoutube]
New Content
- Teleportation in any direction
- Teleportation can now be held to show where you will land
- Charge spells display the projectiles to be cast dynamically
Player
- Teleportation in any direction
- Teleportation can now be held to show where you will land
- Swift ice dash glides in the direction you aimed the dash
- Poison bomb balanced and now displaying projectiles
- Arcane Burst balanced and now displaying projectiles
- Bamboo Burst balanced and now displaying projectiles
- Eye of Cthulhu balanced and now displaying projectiles
- Vampire Ring balanced and now displaying projectiles
- Ring of Filth balanced
- Reworked ice dagger
- Reworked Slash
World
- The moon is now a bit shorter
- RLyeh is now a bit shorter
- Yith is now a bit shorter
- Optimized Lights in the Loam Land
Other
- You can now key bind up and down moving, used for aiming with dash
- Better gamepad navigation between ring slots in the inventory
- New dash tutorial in the prologue
- Improved input mapping visuals
- Optimized Shaders
Bug Fixes
- Teleportation while going through a sidearea
- Act 2 boss charge effects are back
- Pause menu did not pause inside black hole slowdowns
- Cant read npc text down in the basement of Tower of Knowledge
- Fixed getting stuck in flame pillars
- Polished water in Loam Lands
Greetings and Salutations In this patch, we have done massive performance fixes and reworked most ring spells. We ask you to have fun, break them and help us to balance these spells. Our next target will be to focus on making the monsters more fun and interesting to face. [previewyoutube=E6EJWQnn_gk;full][/previewyoutube]
New Content
- Major spell rework
- Major performance optimizations
- Added the Thai language
Monsters & Combat
- Improved new damage text and animations
- Improved attack and distance priority for monsters
- New improved monster health bars
- Improved monster visuals
- Monster projectiles now have correct elemental damage instead of physical
- Improved visuals for certain Monster projectiles
- Improved visuals for Monster spell limbs
- The correct cooldown on world turrets
- Improved damage text placement
Player
- Improved ice lance sound effects
- Poison bomb has been changed and improved with Charge state
- Fire Pillar ring is now Charge based and improved
- Arcane Missile has been improved
- Ice Sphere is now Charge based and freezes on max charge
- Lightning Ball is now Charge based for ultimate
- Poison Bomb is Charge based
- Arcane Burst is improved and Charge based
- Eye of Cthulhu is now Charge based
- Bamboo Burst is charge based
- Boulder ring is now Charge based
- Ring of Filth is now Charge based
- Force Push exists as a field now
- Added: New spell ring Poison Rot
- Kings ring has been changed and is now Charge based
- Player damage text is now red
- Melee Slash is now Arcane damage instead of physical
- Charge spells are now displayed along the aim direction while charging
World
- Improved Fog visuals
- Tweaked post effects and lighting in biomes
- Improved Item and Challenge room spawns
- Monsters now have a chance to drop items
- Vendors now have more Trinkets
Other
- Improved visuals for monsters
- Optimized Tower of Knowledge
- Optimized Spells
- Optimized all biomes
- Optimized all boss fights
- Cinematic to prologue now has a loading animation
- Improved AI monster performance
- Improved button binding readability
- Improved gore and gore performance
- Local music is now affected by music volume settings
- Added pooling system for many effects
- Improved visuals of the Skill tree
- Improved Spell performance
- Changed some font character distance relations
Bug Fixes
- Charge spells now scale with tier (Arcane Missile and Force Push)
- Golden chest now has its material back
- Monsters now relax properly on death
- Fixed width of the fog of war in grids
- Fixed saving cam shake settings not working
- Pausing right before scene loading would get you stuck
- Hide zero damage numbers
- Pillar flame used black hole damage settings
- Disable pause menu while talking to NPCs
- Geomancer fighting area bug fixed
- Fixed UI lag bug
- Local Music is now properly affected by the music volume
- Krampus music is now affected by the music volume
- Several cameras are now properly affected by the cam shake slider
Hi again! Oboy have we done some work, you can now save and quit and return to a run through our save zone system which exists in-between biomes. We have also done a ton of world optimizations that should make the game run so much smoother, we still have a few more to do, but not much left!
New Content
- Save between biomes and continue run added
- Save-zone
Monsters & Combat
- Slightly easier and readable monster attacks early on and harder later on
- Monsters now have more reliable intervals between attacks
- Monsters now pause a bit before exiting their attack phase letting the combo finish
- Improved monster dodge behaviour
- Less Blood on dealing damage and monster death
- Optimized and created new Monster spell limbs visuals
- Improved Monster rendering optimizations
- Improved death lag-spikes
- Added culling to eyes
- Web slingers
- Bombers
- Electric wave casters
- Not all limbs detach all of the time from a dead monster
Player
- Life and Bottle state is now saved between zones but can be refilled at the save zone
- The player no longer does extreme poses near borders
- Animation: Pick up Items
- Animation: Interact
- Animation: directional casting
- New optimized cloth simulation
- Low-hp threshold now is 30% instead of 20%
- Improved shadow for Player
- Blood wave balancing
World
- Darker Loam Land Water
- Optimized Tower of Knowledge
- Optimized Loam Land
- Optimized Water rendering a lot
- Removed Deep Background rendering layer to optimize light rendering
- Skill tree rendering optimized
- New Post-effect and water in Forest of Lies
Other
- Bloom is now cheaper on the lowest settings
Bug Fixes
- Monster Positioning Bug
- Interactive grass in Loam Land did not fade movement properly
- Clicking Space on The Third Gate Conversation froze the movement of the player forever
- Skill tree node selection lag-spike
Fixed infinity loading screen, and added fireworks for the new year! Cheers Carry Castle
Happy Holidays and God Jul!
God Jul! In this patch, we will introduce you to the Icemancer and a new boss, The high priest of the goat people in Leng. We removed the permanent effect of family curses to only have them per run. We want to work on more interesting and extreme curses in the future. [previewyoutube=2oeYchmOtpM;full][/previewyoutube]
New Content
- Class: Icemancer
- Class: Pyromancer reworked
- Boss: Krampus
- Gambling Eye
Player
- Skill Tree: Show red text why you cannot unlock certain nodes
- Skill Tree: Bigger tooltips
- No longer permanent curses per name
- Class: Icemancer: Can glide in the air on an ice projectile which is cast on the dash, hold shift to keep gliding. Improve damage with Ice Resistance.
- Class modified: Pyromancer no longer spawns bombs on crit and instead spawns a burning sphere on the dash that lets you deal more critical damage with its other ability of higher crit chance on burning enemies. Improve damage with Fire Resistance.
World
- Gambling Eye: The Gambling Eye is an interactive prayer image in the world that lets you see if you are in the dark gods favor. It can give you legendary items that will push you through to that boss you have been struggling with. Or it will make for an interesting run.
- Boss: Krampus now guards the altar of Icemancers.
- Every Christmas time from now on will spawn Christmas objects around the world
- Improved design for Plateau of Leng
- More variation in Platea of Leng
- The Goat People have ascended their deep caves.
Items & Spells
- Spell: Ice Ball
- Spell: Ice Dagger
- Spell: Ice Lance
- Improved visuals and sound for timed explosives
- Less life reduction from the Arrow of Dexterity trinket.
Bug Fixes
- Monsters freezing the player could push the player through the ground.
- Improved Cloth Physics bindings
- Monsters sometimes dashed too fast
- Monsters sometimes kept on running away from you
- Changed to set velocity instead of force when monsters explode to avoid some more extreme physics bugs.
- Lowered cam shake on strong monster punches
- Monster poison skin should work again
- Changed visuals of Poison
- Moon boss should spawn fewer monsters from the late phase
- Moon boss sound is now more balanced
Added translations for Foul Magic Patch. Thank you for your patience Regards Carry Castle
Greetings and Salutations
This is our big patch of the year! A new class, 6 major new spells, a new biome, Act II boss, Complete Act II, Geomancer reworked. Unfortunately, we will have to wait with translations for the new patch, but it should be here any day now. [previewyoutube=FzT7UgP8FaU;full][/previewyoutube]
New Content
- Class: Stormcaller
- Biome: Planet of Yith
- Act II Boss
Player
- New Class: Stormcaller
- Reworked Geomancer, now has a shield
- Slightly slower falling speed
- Spell icons on GUI are now slightly smaller to make them more readable
- Tweaked light on cast orbs
- The Player is now slightly slowed by 10% during casting
- The Player is now 40% slower during charging ability
- Smoother aiming with a mouse
- Improved going down through platforms and overlapping platforms
- Cloth sim improvement
Items & Spells
- Trinket: Electric Gem
- Trinket: Heart of a Star
- Trinket: Lightning Trinket
- Trinket: Lightning Speed
- Spell: Lightning Beam
- Spell: Lightning Ball
- Spell: Ring of Filth
- Spell: Spider Ring
- Spell: Arcane Missile
- Spell: Force Push
- Charred hood now has improved sound
Bug Fixes
- Worm boss no longer get inverted damage taken debuff from Generalist (This caused it to be healed eventually)
- Localization for Patch: A New Beginning
- Hoods losing hp on entering a new area
- No longer anti-stuck jump on jumping through colliders
- Reduced chance of getting the same class
- Moving between areas with the player does no longer leave a trail of the orb particles
Greetings refugees of the Loam Lands! This is a bit of a spontaneous patch that we wanted to do because of the Thunderful World Event. We have improved the prologue and blood pool for new players. We have also improved the Character movements.
Player
- Item: Charred hood
- Item: Flying hood
- Skill Tree, you can now navigate and read locked nodes
- Shield Bubble can now protect from melee attacks
- Tweaked cloth physics
- The Player falls faster
- The Player runs slightly faster
- Improved Jumping and Falling animations
World
- Redesigned the Skill Tree and Blood Pool area.
- Redesigned the Prologue
Bug Fixes
- Fixed missing Japanese characters
- Monsters could get super-speed in the wrong direction
This patch contains a range of improvements and fixes, based on the feedback on the previous update. Thanks everyone for your suggestions!
Monsters & Combat
- Changed the reward chest from the Blood Worm boss to not open automatically.
- Decreased the damage of Bloodmancers blood orb explosions slightly. This mainly affects the early part of a run.
- Bloodmancers blood orbs drain your life slightly faster, but also gain power faster.
Player
- When you get a family curse it will also show the name of the curse.
- Added the name of your current family curse in the character window.
Items & Spells
- Spells that spawn on the ground, for example Gem Ring, now show an indication effect on the ground before appearing, and are easier to aim.
- Updated the mechanics for stacking buffs and effects, to correctly support both limited and unlimited stacking.
World
- The Curse Master NPC will not let you spend Evenstar if you dont have any curse.
- Added new water puzzles in Rlyeh and increased the chance of getting an underwater area in the level.
- Improved some small level design details in Dungeon of Forgotten Knowledge.
- Added heat crystals to the challenge rooms in Plateau of Leng.
- The turrets in Loam Land which shoot purple projectiles are now easier to destroy.
- Added a shop to the new harbour part of Loam Land, to guarantee that the level always contains a shop.
Performance
- Optimized the performance of a waterfall in Loam Land.
User Interface
- Added the correct translations for all new texts in the previous patch.
- The mouse cursor is now locked to the game screen when playing in fullscreen.
Bug Fixes
- Fixed a bug with how family curses are saved, which caused the curse to reset back to a previous one when you entered a new level.
- Fixed curse tentacles to not get stretched or stuck when going into a side area.
- The new healer NPC in the shop was always giving the Color of the Blind curse, but should now give you a random curse.
- The stats window will now correctly show stats changes while having the inventory open, for example if a buff expires.
- Fixed the heat crystals in Plateau of Leng to not lower the music volume.
- Fixed colliders in the end part of Forest of Lies to prevent falling out of the level.
- Fixed a few visual bugs in Plateau of Leng.
- Fixed physics of some trees and mushrooms in Cave of Lost Souls to not get stretched out.
Hey friends,
we have some awesome news, which we can finally share with you today: We - that's Thunderful Games - welcome all of you to the premiere of our very first digital games showcase Thunderful World! steamhappy
Find out more in the following press release:
Gothenburg, Sweden - October 28th, 2021 - International developer and publisher Thunderful Games, creator of the multi-award winning and multi-million selling SteamWorld franchise, is welcoming everyone to a new digital games showcase, Thunderful World. The event will be taking place on November 10th at 11am PT / 2pm ET / 7pm GMT / 8pm CET, hosted by Hollywood and pop culture icon Mark Hamill. Tune in to the livestream on Twitch, YouTube and the thunderful.world website.
Tune in to see Mark delight us with a ton of exciting new game reveals and announcements from Thunderful. The event will deliver updates on exciting upcoming titles including the surprise indie hit of Summer Game Fest, Planet of Lana. There will also be more news on Thunderful titles like Firegirl, Cursed to Golf, Source of Madness, Tinkertown and White Shadows.
Alongside Marks headline hosting role, the event will also feature appearances from Thunderful Group CEO Brjnn Sigurgeirsson, Corporate Vice President at Xbox Sarah Bond, plus a few other surprise industry partners.
Thunderful is proud to be partnering with Xbox and The MIX for Thunderful World. To sign up for the event and be the first to know all the important information ahead of the show on November 10th, head over to thunderful.world. As your one stop shop for all things Thunderful World, the website will be updated with new announcements and reveals as the event unfolds.
Stay tuned and tune in on Nov 10th - see you all in the event!
Your Thunderful Games-Team
https://store.steampowered.com/app/1315610/Source_of_Madness/
This is the They Came From the Deep Patch, here we are introducing a couple of new things. We are adding shrines and family curses, we are also adding the new Bloodmancer class. On top of this, we are adding two new Biomes for act 2.
Major Features
Biome: The Plateau of Leng
Biome: The City of RLyeh
Family Curses
Bloodmancer
Monsters & Combat
- Elites should now be more aggressive
- Monsters now start with their more powerful attack instead of the weakest
- Moon boss now aims better on players that stands still
- Increased Monster life slightly
- Removed Spikes from monsters in Dungeon of Forgotten Knowledge
Player
- Class: The Bloodmancer has been released
- Status effects now stack
- New Character info UI attached to Inventory
Items & Spells
- Trinket: Eye of Blood
- Trinket: The Last Stand
- Trinket: Blood Stone
- Spell: Blood Wave
- Spell: Vampire Ring
- Buffed Bloodband
World
- Biome: The Plateau of Leng
- Biome: The City of RLyeh
- Water pieces and boatyard to the Loam Lands
- New system to randomize between different level story structures
- Added a season event system
- Added a Halloween event
- 9 shrines have been added
- 6 Family Curses now exist
- The Curse Master NPC can be unlocked
- The Nameless can sometimes be found in the Shop
Performance
- Optimizations on monster deaths
- Blood pool in Loam Land optimized
Bug Fixes
- Infinity Poison bug
- Drowning stopped too early
- Poison bomb offset
- Vampire spells and Hood of Teeth cost too much life with some surnames
- World tentacles now fade properly on death
- Some status effects caused crashes
- Main menu music not affected by Master Volume
- Worm Boss now fades properly
Hi again! In this patch, we have spent almost all of the time improving and reworking the monster attack system. This is something a lot of people reacted to when we released the game on Early Access. We are quite proud of the direction it has been going, so please give us feedback on the new system. We will also let you fight a new boss and enter the first part of Act 2, Dungeons of Forgotten Knowledge. Good luck!
New Content
- Boss fight Act 2
- Dungeons of Forgotten Knowledge
- New pieces to Loam Land and Cave of Lost Souls
Monsters & Combat
- New Redesigned Monster combat with combos
- New melee attack algorithm
- Buffed moon boss limb life slightly
- New spell and turret charge effect
- Turrets on monsters are now more visible
- Anti Oscillation fixes on monster limbs and body
- Removed some micro knockbacks
- More visible melee attacks
Player
- Added a system to prevent the player from accelerating too fast.
- Colorized stats ingame
World
- New Geomancer gate
- New Moon Boss entrance gate
- Changed post-effects and lighting for Forest of Lies
Other
- Longer unlock time event
Bug Fixes
- Fixed mysterious damage numbers
- Worm boss and sacks should despawn faster now
- Fixed corrupt swamp
- Fixed broken door bug
- Vampire Ring and Blood Band should now show info text that they cost life
- Items falling through tree layer
This patch is called Unexpected because we were originally going to save it for the Reckoning Patch. We want to make sure you get the fixes and improvements faster, so as we say in Swedish hoppas det smakar.
Monsters & Combat
- Weaker monster muscle strength (This will make them less stiff)
- You now knockback monsters more with spells
- Monsters now fade more obviously at the first step of death, they are affected more by the light system to make them darker
- Balanced punch attack force to not fly as much
- Hit/Crit effects no longer trigger on none-life objects like stones.
Player
- Inventory should be nicer on the eyes now
- Removed Auto-Shoot with the right aim-stick
- Updated cloth system and Player now has a bit nicer cloak physics
- Improved Player jump blending between animations
- The Player now jumps slightly higher on the second jump to not feel as floaty
- Improved lock aim direction on gamepad while casting a spell
Items & Spells
- Uncommon, Rare, and Legendary now has increased stats values compared to Common items.
- Buffed Hood of Teeth
- Nerfed Boulder Ring speed
- Removed knockback on Copper Ring, Eye of Cthulhu, and Kings Ring.
- Increased Knockback on Flame Lance
- Color of Rarity should now be more visible before pickup
Options
- Option to quit run instead of exit to menu
- Improved Keymapping contrast between button states
World
- Doors should be more obvious lit up when the player is close
- Improved Colliders in Forest of Lies and The Moon
- Harder to Rocket Jump over the Towers of Madness
- Improved Camera not being delayed in some Chunks
- Removed Legacy Pyromancer Altar UI (can be found at the blood pool like usual)
- Improved Geomancer Sidearea
- Improved choke point in Crystal Cave of Cave of Lost Souls
Performance
- Added a pooling system for loot and currency drops, this should eliminate death lag spikes of monsters
- Boss HP bar should now be behind the death-screen
Bug Fixes
- Achievement for completing Act 1 and exiting Tower of Knowledge is now fixed
- Fixed some cameras that did not have the new camshake script on it
- Fast equipment between hoods now properly removes status effects.
- Boulder Ring should no longer push you through the floor
- Dash logic has been improved to avoid players being moved outside the level by the physics system.
- Chest in Worm Fight no longer has interaction active
Thank you all for joining us on the Early Access launch. We have worked hard on this patch and will continue to do so on the forthcoming patches ahead. Later today we will also post our Roadmap, outlining our future plans.
New Content
- A new class, the Geomancer, can now be discovered and unlocked.
- New spells and items can be unlocked in the Geomancer skill tree.
Monsters & Combat
- Reduced the extreme monster jumps that occurred sometimes, especially on the mini-bosses and on flying monsters.
- Increased the Life of monster limbs slightly.
- Relax the muscles of dead monster limbs.
- Turn off animations of dead monsters.
- Added more variation to the shape of mini-bosses in The Loam Land.
- Increased the visibility of monster attacks slightly.
Player
- The dash is now able to dash into monsters. This can help you out when being completely cornered and should improve the flow in the game.
- Increased the base movement speed of the player slightly.
- Increased healing from Small Life Flask.
- Reduced healing from normal Life Flasks.
- Balanced the stats of some family names.
- Randomize the starting spells of new characters.
Items & Spells
- Fire Bomb Ring now deals friendly fire and has a shorter range, but still knocks back monsters nicely.
- The bombs from Fire Bomber Gem trinket now have friendly fire and slightly less damage and area.
- Fire Pillar Ring now has a tighter range.
- Balanced the Hood of Teeth healing and health cost.
- Balanced the Life stats on hoods.
- Reduced the amount of +% Life from random stats.
- Balanced the gold value of some rings.
- Added a sound effect when picking up loot.
Options
- Added a setting for cam shake in the Graphics menu.
Other
- Moved the shop on The Moon to later in the level to let you gear up with more gold.
- Increased the width of the pillar platforms on the Act 1 boss.
Bug Fixes
- Fixed that the dash could go to -1 charge at the beginning of a level.
- Fixed gamepad detection if connecting multiple gamepads, or using third-party gamepad software.
- Fixed a rare bug where you could get stuck at 0 HP and become immortal.
- Improved aiming when running and aiming in different directions, especially for spells with a longer cast time. Were still working on one additional fix for gamepad aiming.
- Going to the balcony of Tower of Knowledge no longer incorrectly grants the hidden area achievement.
- The cooldown in the tooltip was wrong for some spells.
- Stop the player from dashing when exiting certain UIs with the gamepad back button.
- Fixed a special case where the player character got stuck in the cast animation.
- Increased the cooldown ongoing in/out of hidden areas and challenge rooms, to prevent accidental double clicks.
- Dead limbs could sometimes still apply poison or burning on touch.
- Changed the description of Pyromancer to match its bonuses. This is not a nerf, just a text fix.
- Fixed the legendary stat +% Damage against burning enemies which didnt work.
Oh my God, the day is finally here. You will be able to play our Early Access Version of Source of Madness. The first Act! We cant describe how much this is powering us up, we want to make this an amazing experience. Mind you the start of the game will be challenging but I think you will be able to overcome it. With your feedback, we will be able to hit the perfect balance with a few patches down the road. We have a lot of cool ideas to try, like Family Curses, new Classes, richer monsters and enemies, more spells, the list goes on. You can let us know your thoughts and wishes on the steam forum or on our Discord. And we do not want you to worry about this early access, a lot of the content, the whole Act 2 and 3 exist, BUT! We want to make sure we nail the game before we release everything to not spoil the experience. With all of this said. We wish you the best of luck. -The Team at Carry Castle
I knew it was launch day the moment I saw our Discord hit 666 members, a glorious beacon, a sign if you will. You know what this means. 18:00 CEST we will release Source of Madness, we will let it spread among the masses. See you there.
Hey you! Yes, you! We are running a Closed Beta on our Discord, hop on in and test the game for a limited time only! It will run between 2021-09-11 to 2021-09-14 Cheers Per Creative Director Oh yeah, the Discord is here! Phew almost forgot...
Robin is the one who created the algorithm, the monster algorithm. With this algorithm we can combine billions of physiscs rigged monsters and have them walk however they are made. Take this opportunity to ask any questions to our Dr. Frankenstein. Find the Source of Madness...
The Source of Madness demo is now avaliable until the end of the 13th of October. In this demo you can fight physics based monsters controlled by a machine learning AI and explore a lot of new spells and classes. Note that this is still in development, you can give us feedback in our Discord channel . Help us create the perfect game by giving us feedback and wishlisting the game. - Per Creative Director
As the developers stream their first live stream you can ask them about Source of Madness!
Source of Madness
Carry Castle
Thunderful Publishing
2021-09-22
Singleplayer EA
GameBillet
16.99 /
€
Game News Posts 47
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(799 reviews)
https://sourceofmadness.com/
https://store.steampowered.com/app/1315610 
Source of Madness Depot Linux [1.7 G]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Source of Madness is a side-scrolling dark action roguelite set in the Loam Lands, a twisted Lovecraftian inspired world powered by procedural generation and AI machine learning. Take on the role of a new Acolyte as they embark on a nightmarish odyssey. Uncover the cosmic secrets of the Loam Lands and The Tower of Madness, the moon’s mysterious Citadel.
The horrific monsters you face are never the same, concocted with procedural generation and animated using a neural network AI
Explosive close-combat magic, labyrinthine environmental exploration, powerful loot management and a skill tree filled with abilities, classes, and spells
Rendered in a beautiful AI assisted art style, the fascinating world of the Loam Lands reveals a deep arcane lore as players uncover its many secrets
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