Welcome back Wanderers to the 1.0 Release Reveal Marathon #8, where we will unveil a major part of the extensive 1.0 content update. Last week we reveiled Weapon Stash Slots together with a new Weapon Swap System coming to Striving for Light with the upcoming 1.0 release. You can check out the new announcement trailer here in case you missed it:
https://store.steampowered.com/news/app/1646790/view/543360749096927332?l=english
Update 1.0 is the biggest update we have ever developed for Striving for Light, we leave no stone untouched to deliver a cohesive playing experience. A main focus of the 1.0 content update is not only adding new content but breathing new life into older content, to make this content viable and exciting again.
Everything you have seen in the past episodes of the reveal marathon are only the highlights between the extensive array of change, new features and improvements coming with the 1.0 content udpate.
So you can expect even moaar surprises on the expansive patch notes for 1.0, than we will be able to share in these reveal marathon episodes.
Note that everything which is presented here is still in development and testing and might change until release.
Trinket Qualities
Trinkets that "only" grant stat bonuses can be very helpful in the early game but fall off during late game in terms of usability. So with 1.0 we want to bring more excitement to all trinkets that do not grant additional abilities or legendary powers.
Offensive, Defensive and Utility Trinkets that do not come with abilities will be able to drop in 3 rarities. Minor, Greater and Mythic, which all come with their individual loot beams.

Trinket rarity will now determine the power of their stat rolls making hunting for loot even more exciting as mythic trinkes are very rare but hold expansive powers, never before seen on trinkets.
Permanent Companions Rework
Permanent Companions can feel very powerful early on, but as your build develops and possibilities to spawn temporary companions increases they start to lack behind and can even feel useless. Why adding another permanent companion if you could just ramp up attack speed and further increase companion spawn rate from your weapon effects?
With 1.0 permanent companions will get some exciting buffs. Melee and Range Companions now have a 20% chance to trigger all your player attack effects for this attack type if you have the required resources this attack would require. If you do not have enough resources when the companion would trigger the attack only a normal attack will be performed dealing the companion damage but no additional player effects will be triggered.
We think this will open up new ways to play companion builds and allow for better damage scaling in endgame. This will also make the wolf and falcon companion different than the chicken companions. The resource penalty on chicken companions has therefore been reduced to -30% energy and endurance regeneration (was -40%). The resource penalties on wolf and falcon companion remains unchanged.

What about wolfs that cast molten orbs?

Permanent companions will have a 20% change to trigger all your range on attack effects and each projectile hit will have a 20% chance to trigger all your range on hit effects.

So what about crafting a build around lightning falcons? Well this should open up plenty of new build possibilites and playstyles. We are already looking forward what builds you will create!
Skill Stacking & Scaling Rework
You might have tried scaling damage on skills that only scale by stacking the same skill multiple times like meteor or lightning strike. As this scaling makes investing into these skills after a certain point simply not viable, especially for endgame scenarios. Therefore we have reworked the skill damage scaling of skills that only scale by skillstacking.
The damage scaling of skills that only scale with skillstacks (i.e. Meteor, Lightning Strike, Discharge) has now been decoupled from the skill trigger possibility. Previously the damage would only scale if trigger possibility reaches certain thresholds i.e. 200%, 300%. With the new skill damage scaling system each additional skill stack will always scale the skill damange even though the skill trigger chance is still below 100%. Furthermore the skill damage scaling now has a new skill stack damage scaling factor that will make those skills scale with greater magnitude to make them viable endgame skill choices.
Meteor Cast for example now scales on each skillstack:
- 1x Meteor Cast = 45 Damage on 50% On Range Attack Chance
- 2x Meteor Cast = 90 Damage on 100% On Range Attack Chance
- 3x Meteor Cast = 135 Damage on 100% On Range Attack Chance
Burning Skills Rework
Burning skills have been part of the game since pretty much the start of early access. Burning skills have been the very first condition damage skills and have been strong back then, but with the addition of weapons that feature inherent burning on hit effects they simply can not hold up.
Therefore, we gave burning skills a rework to feature bigger AoE sizes and also differentiate between on attack burning skills and on hit burning skills. On Attack burning skills will now feature a very large lava AoE effect that allows to cover huge areas to apply burning conditions to enemies.
The on hit burning skills drop a much smaller lava area effect as the on attack skills but overall remain bigger than all the burning AoE fields before 1.0. The effects have also been reworked for nicer visuals and improved performance. The skill descriptions have also been updated. Also each burning skill now has its unique icon to better tell them apart without needing to read the tooltips.
So what about to set the whole screen on fire?

We hope that this preview excites you for the upcoming 1.0 release! We are looking forward to hear your thoughts on all the new features and content.
But behold, this is only a fraction of what will come with the 1.0 Release, we will continue the reveal marathon on next
Wednesday 2nd of July.
You are invited to join
our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.
[ 2025-06-25 20:25:13 CET ] [ Original post ]