HoT Update 2023-11-24
We have another small content update for you! In this patch were addressing the more defensive items, trying to make them more interesting, relevant, and balanced against what you can get out of them compared to traits.
We are making steady progress on the 5th world, but since this will be all new with a lot of new enemy types, animations, and gameplay features, it will all take a bit longer to cook. Currently, we do not expect this to be finished this year, but rather early next year. Until then well work on smaller updates like this to keep improving the game.
Thank you all for your feedback and the many crash dumps youve sent us. They are still very helpful and we are tinkering on many rough edges to improve the overall stability of the game. Because the technical details are quite involved, we arent listing any changes regarding stability. But in general, after the update, crashes should become less and overall performance should improve, especially for abilities like Hailstorm or Arcane Explosion. If you continue to experience crashes, please let us know and send us the data! More information here: https://steamcommunity.com/app/2218750/discussions/1/3833172326397666982/
Regarding the smaller content updates, well keep adding quests, ability upgrades, and new items as well as improving the existing ones. Since this patch is focussed more on item rework, in the next patch wed like to focus more on getting additional ability upgrades into the game, aside from other new content (including items). This update should most probably arrive before Christmas and it will be coupled with an engine update from Godot 4.1 to Godot 4.2. I will also contain adjustments for the freshly added content depending on your feedback.
Holy Relic (Ring)
Defiant Plate (Body)
Astronomers Orbs
If you have any questions regarding the patch or the outlook, please comment below the news for the next 24 hours and well add the answers here. Do you plan on increasing monster density on Agony 5 or adding additional Agony levels? Undecided yet. Monsters will be definitely stronger and have higher defense on higher "difficulty" levels. But Increasing monster counts also means impact to the performance. And to add to that - We have a feature in mind where you can adjust difficulty level more freely from the start of a session that unlocks with or after Agony in the feature. (If you ever read something about "Torment Shrine" - that) Any plans on adding interactables during runs? Yes, but we haven't them scheduled yet :) When will you add Steam trading cards and point shop items? With the 1.0 release next year! What's with the mysterious stairs to the south of the "camp?" Originally it was the exist bringing you back to the desktop. People were heavily confused during the early stages of the game so removed that functionality. But we have found a new purpose for them that will be revealed at a later time. How exactly will a "Turbo Mode" be implemented? It will be a modifier in the "Shrine of Torment" where you can place artifacts to modify the game. We imagine one or two of those artifacts will be to make the duration shorter. Beware: This would be agony only. Any plans on having a "Progression" level where the player has to travel between hand-crafted areas while fighting off regular spawns? No, that would to big for Halls of Torment. There might be possible some handcrafted landmarks being added on the current maps, but that is the extend we'll probably go with the base game. Are there any plans for adding a gold sink? Yes, but they'll take a bit more time as they are not so high priority right now. Are there any plans for localization into different languages in the future? We'll translate the game for the 1.0 release. Before that we'll continue in English only to hasten development. (Maintaining translations has a big overhead) Take care!
[ 2023-11-24 09:21:57 CET ] [ Original post ]
Update - Known Bugs
- Switching to uncommon variants does not carry over buff effects
- Holy light does not trigger Warrior's Fervour
- Wyrms on Ember Grounds are stuck
Hello Adventurers!
We have another small content update for you! In this patch were addressing the more defensive items, trying to make them more interesting, relevant, and balanced against what you can get out of them compared to traits.
Level 5 Progress
We are making steady progress on the 5th world, but since this will be all new with a lot of new enemy types, animations, and gameplay features, it will all take a bit longer to cook. Currently, we do not expect this to be finished this year, but rather early next year. Until then well work on smaller updates like this to keep improving the game.
Crashes and Performance
Thank you all for your feedback and the many crash dumps youve sent us. They are still very helpful and we are tinkering on many rough edges to improve the overall stability of the game. Because the technical details are quite involved, we arent listing any changes regarding stability. But in general, after the update, crashes should become less and overall performance should improve, especially for abilities like Hailstorm or Arcane Explosion. If you continue to experience crashes, please let us know and send us the data! More information here: https://steamcommunity.com/app/2218750/discussions/1/3833172326397666982/
Whats Next?
Regarding the smaller content updates, well keep adding quests, ability upgrades, and new items as well as improving the existing ones. Since this patch is focussed more on item rework, in the next patch wed like to focus more on getting additional ability upgrades into the game, aside from other new content (including items). This update should most probably arrive before Christmas and it will be coupled with an engine update from Godot 4.1 to Godot 4.2. I will also contain adjustments for the freshly added content depending on your feedback.
Change Log | 2023-11-24
- Various performance optimizations
- Fixed several crash causes and improved overall stability
Features
- Health potions and power ups now have simplified markers
- Red markers are for potions and have a max. distance of 50 meters
- Yellow markers are for power ups with a max. distance of 100 meters
New Items
Holy Relic (Ring)
- Unlocked by the existing Cleric quest Trained Cleric
- Includes two variants (Duality) and (Blessing)
- Unlocked by the new Norseman quest Warriors Fervour
- Collect 10 Power Ups in one run.
- Includes two variants (Lingering) and (Potency)
- Unlocked by the new Warlock quest Horde Summoner
- Have 20 Summons at the same active
- Includes two variants (Numbers) and (Focus)
Item Reworks
Defiant Plate (Body)
- Updating normal version of the item
- Replaced uncommon version with new variants (Passive) and (Reactive)
- Updating normal version of the item
- Replaced uncommon version with new variants (Champion) and (Prepared)
- Updating normal version of the item
- Replaced uncommon version with new variants (Recovery) and (Unrest)
- Updating normal version of the item
- Replaced uncommon version with new variants (Rage) and (Undying)
- Updating normal version of the item
- Replaced uncommon version with new variants (Life) and (Enhancement)
- Replaced uncommon version with new variants (Capacity) and (Sacrifice)
- Updating normal version of the item
- Replaced uncommon version with new variants (Quick Charge) and (Brimming)
Balancing
Astronomers Orbs
- The hit rate now scales with the orb amount in the Orbit
- eg. with 15 orbs the hit rate is now every 0.1s instead of 0.5s for each enemy
- Decreasing Base Damage from 40 to 30
- Decreasing Material-Trait Base Damage improvement from 7 to 6
- Doubled health reductions
- Buffs reduced to 1-2%
- Changing ratio of buffs
- Damage 50%, Attack Speed 33.3%, Multistrike 16.6%
- Expanded description of Degeneration-Variant
- This variant scales with Health Regeneration
- Mask of Madness now lists added sum of buffs in its stats
- Fixed that agony rank was not decreasing on death
- Increasing the time before enemies reduce agony by 25%
- Increasing the amount by which enemies reduce agony by 400%
- Agony does not rubberband anymore
Bug Fixes & Improvements
- Fixed an issue with multiple sources of invincibility affecting each other.
- Fixed an issue with the UI input which made it impossible to navigate to all quests with the gamepad.
- Moved the Ice Slayer-Quest to a new location on the quest board.
- Beast Huntress 2/hp per level bonus did not work, it just added 2 Max. HP in total.
- The Frost Trait of Frost Avalanche wasnt applying its effect.
- Fencer Gauntlets now do work with the Sorceress.
- Meteor Strikes Attack Speed is no longer extended by the attack duration.
- The Meteor Strike cooldown now will be displayed properly.
- Some Ring Blades opacity werent affected by the settings.
- Added a note for the Specialist quest of Phantom Needles regarding double crits.
Q&A
If you have any questions regarding the patch or the outlook, please comment below the news for the next 24 hours and well add the answers here. Do you plan on increasing monster density on Agony 5 or adding additional Agony levels? Undecided yet. Monsters will be definitely stronger and have higher defense on higher "difficulty" levels. But Increasing monster counts also means impact to the performance. And to add to that - We have a feature in mind where you can adjust difficulty level more freely from the start of a session that unlocks with or after Agony in the feature. (If you ever read something about "Torment Shrine" - that) Any plans on adding interactables during runs? Yes, but we haven't them scheduled yet :) When will you add Steam trading cards and point shop items? With the 1.0 release next year! What's with the mysterious stairs to the south of the "camp?" Originally it was the exist bringing you back to the desktop. People were heavily confused during the early stages of the game so removed that functionality. But we have found a new purpose for them that will be revealed at a later time. How exactly will a "Turbo Mode" be implemented? It will be a modifier in the "Shrine of Torment" where you can place artifacts to modify the game. We imagine one or two of those artifacts will be to make the duration shorter. Beware: This would be agony only. Any plans on having a "Progression" level where the player has to travel between hand-crafted areas while fighting off regular spawns? No, that would to big for Halls of Torment. There might be possible some handcrafted landmarks being added on the current maps, but that is the extend we'll probably go with the base game. Are there any plans for adding a gold sink? Yes, but they'll take a bit more time as they are not so high priority right now. Are there any plans for localization into different languages in the future? We'll translate the game for the 1.0 release. Before that we'll continue in English only to hasten development. (Maintaining translations has a big overhead) Take care!
- Chasing Carrots
Halls of Torment
Chasing Carrots
Chasing Carrots
1970-01-01
Indie Casual RPG Singleplayer EA
Game News Posts 75
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Overwhelmingly Positive
(23824 reviews)
https://www.tugastudios.com
https://store.steampowered.com/app/2218750 
[0 B]
Halls of Torment is a casual roguelite action rpg presented in a pre rendered retro look reminiscent of RPGs from the late 90s. Choose one of many hero characters and descend into the deadly Halls of Torment. Fight unholy horrors from beyond and survive wave after wave until you face one of the tormented lords. Advance your hero with character traits, abilities, and items. Create a new powerful build during each run. Explore various underground expanses and find new powerful items that enable you to venture even deeper into the abyss.
Features
- Quick and casual runs of maximum 30 minutes
- Old school pre rendered artstyle
- Quest based meta progression
- Large selection of diverse abilities, traits, and items, all enabling you to create interesting synergies
- Diverse bosses featuring unique mechanics and attack patterns
- Items can be retrieved to the overworld and used to customize future runs
- Dozens of interesting characters allowing many different playstyles
- Unlock and explore multiple interesting and challenging underground worlds
- Interactable environments: Use traps and hazards to your advantage!
MINIMAL SETUP
- Processor: 2 Cores / 3GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel Iris Xe / AMD RX 480
- Storage: 2 GB available space
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