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Hey everyone, I'm excited to announce my next game, Cursemark. It's an action-exploration roguelike, with a huge hand crafted world, tons of cool equipment, and many opportunities to create crazy builds. I can't wait to go on this journey with you all, and make the game everything it can be. Please consider wishlisting the game. Thanks!
https://store.steampowered.com/app/3219180/Cursemark
Bugs - All Boss levels will now correctly tick down blessings/curses - Menu options should no longer be cut off at certain resolutions - Shoulder buttons will no longer take you into the inventory, while in the stash - River Skin works properly now - The Map in the library now shows the Necrovale, not the Witch Trials - Prisoner Log no longer shows info if you havent met an NPC yet - In the Book of Seals, the Seal of Despair now appears broken after beating the final Boss Balance - Enemies can no longer evade while telegraphing or attacking - Mistmoor islands are closer together - Riteshall waves spawn faster - More Naga spawn per wave in the Bedchambers Misc. - Despair no longer zooms the camera in - Overall, the camera is slightly more zoomed out - The Witch Trials is now 10 longer runs, with a boss at the end of each one, instead of 50 regular runs. - Path of Wotana now jumps in difficulty increments of 10 instead of 1 - When you drop an item in the Temple of Despair, its no longer destroyed
Bugs - Seal of Arrogance shouldnt bug out with a black screen - Last Remnant shouldnt get stuck on the wall so much - You should be less likely to die after completing a level/boss - You can no longer drink potions after you die - Per level effects should work consistently on every level - Burning damage now only applies while controls are active Balance - In story mode, you no longer get despair each level - Reduced range on Viperlilys - Reduced lunge on Wraith and Phantom enemies Misc. - An arrow now points to the exit when you complete a level - Slipped Away achievement now triggers when you die with no items at all
Hey Strangers, The time has come to leave Early Access. It's been about 8 months of hard work, fixing bugs, adding QoL, adding items, enemies, levels, areas, bosses, NPCs, and more. With your help, I was able to take it so much farther than I ever imagined when I began. I've said it before, but I'll say it again. Thank you for playing my game and giving feedback and encouragement. Since I was a little kid I dreamed about making games. And somehow, the dream just never went away as I got older, it always kept simmering in the back of my mind. Bringing this game into existence, and having people actually play it and enjoy it, is a satisfaction a long time coming. The only problem is, now I want it even more. Guess I will have to keep making games. For this 1.0 update, I've added a feature I've thought about for a long time: Roguelike Mode. It can be accessed right from the main menu. In this mode, the game should feel a little different. In the main mode, the fun is in gathering items and experimenting with items, and trying to perfect your build. In the Roguelike mode, the fun will be a bit more about scrounging what you can, getting by with what you have, and making difficult choices about what direction to take your build. As for the future, I expect to still update, though not as relentlessly as before. My favorite part of making the game is designing and adding items, so expect some more of those. Also more bug fixes as needed. I have big, big plans. If you enjoy Necrovale, follow me here, on twitter, Discord, or wherever. - CLYDE
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This weeks update is a big one. Im gearing up for 1.0 launch, which to me means that the game can be played front to back, there is an end-game for those who want to keep going, and the game is stable.
Whats new, Mr. CLYDE?
First off, a final boss. The Witch of the Necrovale, the one thats been tormenting you and stealing your items. She sits smugly at the end of the Trials of the Witch. Good luck!
She sounds hard, wont we need something to make us more powerful?
Yes, I added triple melds. You can now unlock a special area behind the Craftsman, where a second item can be mixed into your equipment.
But wont that make the character too powerful again?
Yes, so I added something called the Witchs Curse. It makes the enemies you fight significantly harder. But it also significantly increased the amount of Embers, Coins, and the Rarity of items.
But what if its still too easy?
Well, there is now another end-game beyond the Witch Trials: the Path of Wotana. This mode will get infinitely difficult. Completing a run makes it more difficult, and dying makes it easier. See how far you can get!
Anything else?
Yes, I also made an area in the Refuge, the Garden, where you can pay Hope for blessings that massively increase your Health.
But arent there still bugs and QoL features needed?
Yes, so I fixed around 100 bugs and added a bunch of random QoL things people have been asking for.
When the game hits 1.0, will it be updated any more?
Yes. Bug fixes for sure. More items, enemies, levels, NPCs, and bosses? Likely. Thank you for all the support and encouragement, everyone.
TLDR:
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For today's update, I mainly focused on building out the Off-hand category of items. Big thanks to user Samson for some great designs there, quite a few of his ideas made their way into the game. The slot has always been a bit of an odd duck. It's meant to be an active slot, but nothing there feels too essential. Hopefully some of these new designs fit into your builds better, and provide some actual value. Also, as I figure out the difficulty, some of the defensive Offhands might start to be more relevant.
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Bugs - Extracting embers now extracts the correct type - Fixed Laughing Shield, Chains of Ire, Moonchild Rites, and other emission effects - Fruit from the Garden now picks up Potion Quality Bonus - Items are kicked out of the forge extraction slot when closing the menu - The Innocents health should scale properly now Balance - Reworked forking. Now a fork is always a split into 2, and damage is divided - Projectile bounce damage lowered - Lowered Sunlit Burn, Instant Kill Threshold, and Enemy Start Health properties - Added health on kill to the Harpoon Gun unique - Reworked Messenger Shoes - Reworked Thralls Plate and Crude Plate - Increased Run Speed scaling - Test of Might damage thresholds now scale - Reduced highest possible Refinement Level from Test of Arrogance, increased spawn Misc. - When sacrificing an item, it now checks your inventory first, and then your equipped items
Bugs - Fixed Burning Rate modifier - Controller now works properly on the Prisoners Log - Negative despair per kill items work properly now - Malingerer can no longer be shattered - Malingerer wont die anymore - + Despair on Kill items wont flash You are Hopeless over and over - Max Health can no longer go below 1 - Fix exploding attacks interaction with forking - Fixed Knockback Collision damage - Crown of Storms no longer has a weirdly short range Balance - Reduced Burning Rate scaling - Increase Coin Drop scaling (you get more coins now later on) - Reduced size and increased enemy density in the Confluence - Lowered gate trigger on Kennels level - Added soft and hard cap to many stats - Increased size from Firewalkers trail - Significantly increased health cost from Vlads Grimoire - Witchichor now has a soft and hard cap, and is applied in the correct order Misc. - There are now 10 total ember types, and they combine into each other all the way to the top - Heroic items can now only drop from Chests (not the merchant), and their drop rate is increased - There is now a DPS counter when you hit the Malingerer in the Refuge - Toned down the red screen border when youre at low health - Made the Jack-Pot wheel more accurate Additions - 2 Uncommon staffs
Todays update reworks the Hope and Despair system again. As many people rightly pointed out, it wasnt working very well. Despair was trivial to get rid of, and maxing out Hope was trivial to accomplish. With this rework, I hope its a little more interesting, and easier to understand.
First off, there is no longer Hope and also Hope Crystals. Now, its just Hope. The blue nuggets you get at the end of a run are just Hope. Also, instead of cashing your Hope into Hope Crystals, you now just get an amount of Hope equal to the difficulty. Easy peasy. Second, the meter is just Despair. It starts at 0 and goes up to 100. When you die, you gain 30 Despair, but you can also gain and lose it through many different items and levels. If you die, and you have 100 Despair already, you will succumb to the Despair, and the Witch will have her way with you.
Thanks for playing my game, people
CLYDE
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- Mini bosses should no longer lead to a full run
- Obsidian Staff power move no longer does absurd broken no-good damage
- Fixed crash with empty meld slot
- Heros Courage blessing works correctly now
- Effects that reduce your healing will no longer prevent a full heal from completing a run
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- Increased difficulty scaling
- Melded stats that overlap are no longer doubled
- Lowered overall Ember drop rate, now that they drop at higher levels
- Added soft and hard cap for crit chance
- Reduced damage from Singularities
- Elixirs and Fruit now scale with level. Potion level bonuses are now applied to both
- Coffers reward room is a little farther out, making it harder to steal the goods
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- Reworked Heart of Greed unique amulet, so its not just a gimmick item
- Void Embers and Embers of Heroism can now be combined
- Melded items can now have Embers of Heroism applied, if the main item is fully upgraded
- Capped the time it takes for the Statue of the Mother to dispense Hope
Today's update focuses a lot on how Ember drops work. Basically, it is a lot easier to get high level Embers later in the game. No more seeing 20 Dull Embers sitting on the ground beyond the gates of despair. This update will shorten play time, but I'd rather have the game be shorter and more fun. Hopefully it also lets you experiment more, as its not so difficult to upgrade random pieces of equipment. Bugs
If the highest aim of a captain were to preserve his ship, he would keep it in port forever. - Thomas Aquinas Todays update is a massive rebalancing. Until now, the balance has been more art than science (art as in: childrens finger paintings). This update brings some more science to it. A handful of overwhelmingly powerful items have been brought in line. A huge amount of bad items have been improved. Ive put some serious thought into what my goals for balance are, and then went and touched every single enemy and item to try and fit that goal. Im sure I missed it in some areas, but I think overall we are getting a lot closer. Thanks again for all your patience, feedback, ideas, and enthusiasm. Together I think we can make this game quite good. As always, please let me know what you think is working, or isnt working. Overall, later areas should be significantly harder. But if you feel that this update really makes your build bad, please let me know what youre using and I will look into it. Bugs - Hammer of Wotana now only multiplies attacks on power move, not regular move - Fixed Shock Stickers power move - Fixed Vances Peeler power move - Fixed Pain on Kill from Heirloom - Fixed Thunder Staff Power move - Fixed the Hot Shot power move - Fixed burning status effect sprite - Fixed Steeleye Circlet to actually do damage - Early Bosses can no longer be stunned (though their poise can still be broken) - Fix stat soft cap Balance - Increased overall scaling. Later areas should be harder now - All enemies have been rebalanced - Nearly every single item has been rebalanced - Enemy tracking now tapers off as they wind up, making it easier to avoid them - Player and Enemy poise now resets to full after breaking - Removed the Health Steal stat. Replaced it with Health per Kill - Replaced Barrier Health Steal with Barrier Heal (any heal effect also goes to your Barrier) - IMPROVEMENTS - All projectiles pierce now, substantially buffing all bows and many staffs - Increased the size of nearly every melee attack - Forking no longer subdivides the forked projectiles damage - REDUCTIONS - Overlapping properties on melded items compute differently - Reduced execution damage from 10x base DPS, to 10x attack damage - Lowered the drop rate of Embers in the Embermine - Power moves now do 200% more damage inherently, instead of 400% Misc. - Added Heroic Embers, allowing items to be upgraded to Refinement Level 10. These can not be crafted, only dropped beyond the Gates of Despair - Savage Dictolydium is now Legendary - Desiderata is now Rare - The Warrior Poet is now Uncommon - Reworked the Hock Choppers power move - Reworked the Longbows power move - An areas mini-boss must be defeated before attempting the Seal Additions - 1 new legendary spear
This weeks update finally opens the Gates of Despair Beyond the gates are 50 more challenge levels. Each run pulls randomly from all 5 previous areas. The challenge starts building more and more, so as you advance, youll need to get increasingly broken in your build to survive.
And to that end, Ive introduced a new rarity of item: Heroic, and designed 26 new items for this tier. These items are very rare, more rare than Legendary items, and they only start dropping beyond the Gates of Despair. These items are my take on Set Items. What I dont like about Set Items from others games, is that they end up as the developers making your build for you. Wheres the fun in that? So while each of the 3 items in each set are very powerful, and are meant to synergize well, there is no explicit bonus for using them together. Some builds might use all 3, others might just want one of them. Its all up to you.
This is my first stab at end-game content. Getting the balance right on all of this is hard, Im sure youve had one of your builds nerfed at one point or another. Thats not exactly fun, for you or for me, but my long term goal with this game is to make it as deep and fun as possible, and that unfortunately does require some balancing.
If you feel the Gates of Despair is too hard, or too easy, or some item is overpowered or underpowered, please let me know.
Your feedback is my compass in this wilderness. I suspect that with this new level of challenge, a lot of items will prove to be too weak, and might need some buffs.
Anyway, there is more in store. Thanks for sticking with me and playing my game.
- CLYDE
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- Witch Trials map no longer shows at the end of runs in place of the regular map
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- Each area no longer enforces a specific progression, you can tackle the levels in any order you wish
- The entrance fee for each area has been substantially increased
- Removed the gated doors from the Forge, Craftsman, and Alchemist in the Refuge
- The Intro section now leads to the Coffers or Cemetery, instead of the Sanguinary or Cemetery
- Lowered Coin scaling amounts in later areas
- Increased the Coins you get from the Coffers
- Improved the potential rewards for looting graves in the Cemetery
This week Ive mostly been working on the Gates of Despair end-game area. Todays update is just a few other bugs, balance, etc Items I wanted to get out. I hope to have the Gates of Despair ready next week. Thanks for playing everyone. Bugs
I've been getting feedback that the Palace area is too punishing. I've rebalanced it, so it's not so ridiculous now. Also, the Marquess mini-boss has the wrong weapon, and was dealing over 10x the damage he was meant to. Thanks for your patience, if you found the area too difficult, give it another shot and let me know what you think.
No pleasure is a bad thing in itself: but the means which produce some pleasures bring with them disturbances many times greater than the pleasures. - Epicurus
Today I have released the fifth area: The Palace of the Witch. There are new enemies, levels, two new bosses, and some new items. Now that the area is out, there are no more Early Access areas which are just the same level over and over again. But thats not to say each area is done. I still plan to go through and add more levels and variety and secrets to each area.
But the next step now, is (finally) some actual end-game content. While you might be able to break all the Seals locking the Gates of Despair, the area is not accessible yet, so the doors wont be opening. But soon they will part, and hopefully bring the game to the next level. There will be some serious challenges and rewards available beyond those doors.
Thanks for playing my game, everyone
CLYDE
Today's update is mostly QoL features that I've wanted to get in. Chief among them, is Build Storage. This is a dummy placed near the Forge, which will let you store up to 10 complete builds. With the press of a button, you can swap them on and off. Additionally, you can now compare items to ones you have equipped, and hover over stats to view more details about them in the Stats panel. I hope this makes it a bit easier and more fun to experiment with different builds. Bugs
All the darkness in the world cannot extinguish the light of a single candle. - St. Francis This weeks update realizes the fourth area of the game, the Halls of Shadow. This place is dark, with strange hopeless creatures crawling about. Figures long lost to the darkness of the Necrovale. There are new enemies, new challenges, new items and experiences. The area is focused on Curses. Throughout the area, enemies might randomly curse you when they die. However, a curse is not simply a bad thing. Every curse is a price you pay for some other benefit. You may find people and places in the Halls of Shadow that feed off of curses, too. As for whats coming next, I will start work on the fifth and final area, the Palace of the Witch. In a few weeks I should have that ready to go. In the meantime, I will get out quality of life updates, bug fixes, and additional content. After the fifth area is out, my focus will shift to adding end-game areas. This is where I think the game will really come alive and open new dimensions to the gameplay. Thanks for sticking with me throughout the process. CLYDE
Todays update focuses on balance. Because of the way builds worked, the game would eventually start to get really easy. Thats fun for a while, but it feels a lot better to make a powerful build if there is an actual challenge for it to overcome. So with this update, the first two areas should feel roughly the same. But starting in the River of Souls, the challenge will start to increase more rapidly from how it previously worked. By the time youre at the Palace of the Witch, there should be some more serious resistance to your machine of destruction. Possibly the most significant change now, is that defensive stats actually will start to matter. Enemy damage scales differently now, so if you come in to later areas with no defenses, you might get flattened. Remember, this is all a work in progress, things can change. I count on your feedback to let me know how things are feeling. Im making the game, but at the end of the day, you are the ones spending your time in this world. What you think matters. I hope youll give this update a chance, and let me know what you think. Thanks for playing my game, people. Bugs
Todays update mostly spruces up the Hornslack Ruins area. There is a new enemy, the Crusher, and a few new levels. Other levels have been improved in their rewards, notably the Garden. This has long been a stinker of a room, so hopefully the changes make it into an great room. Let me know what you think. Im building up to fully releasing the next area: The Halls of Shadow. So about half of my time is currently spent working on that, the other half on weekly content. So apologies if this update is a bit smaller than usual. It will be worth it, I think. Balance
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Todays update is a big hodgepodge, mostly consistent of implementing feedback. To cut through the big list, here are what I think are the most important takeaways:
Let death and exile, and all other things which appear terrible, be daily before your eyes, but chiefly death, and you will never entertain any abject thought, nor too eagerly covet anything. - The Enchiridion Greetings Strangers Todays update fleshes out the third zone, the River of Souls. There are new enemies, new levels, new NPCs, new Unique items, and more. I really want each of the five zones to feel unique, and feel fun to explore, while also presenting interesting challenges. I hope you enjoy the new content, and keep the feedback coming. Thanks for playing my game! CLYDE
Unfortunately there can be no doubt that man is, on the whole, less good than he imagines himself or wants to be. Everyone carries a shadow, and the less it is embodied in the individuals conscious life, the blacker and denser it is. - Jung Greetings, Strangers Today, the Seal of Shame opens. Two bosses have been added to the Halls of Shadow area. On launch, I only had two boss fights complete, now there are eight. With every one, I learn more, and soon will be able to go back to earlier ones and improve them as well. I want each one to end up as an epic and unique challenge. I know many players have extremely powerful builds, so going back to these bosses and fighting them is like shredding tissue paper. I appreciate your patience on that, just know that in the end-game areas, these bosses will reappear in far more powerful forms. I am steadily working towards that point, and look forward to seeing just what youre able to achieve Thank you all for sharing your thoughts and feedback, it really helps improve the game. I really see Early Access as a collaboration between myself and the players, which I think will end up making something far greater than I could have achieved by myself. If you have thoughts on what youd like to see more of (or less of), feel free to let me know. Thanks, CLYDE
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Greetings Strangers, First off, thanks everyone who submitted an item to the competition. There were so many great and creative entries. I only meant to pick 1, but ended up making 7. Wish I could have made even more! Perhaps with the next item drop. The six winners are (seventh is a secret) [olist]
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The contact of the senses with the worldly objects gives rise to fleeting perceptions of happiness and distress. They are non-permanent and come and go. Bear them patiently. - The Bhagavad Gita The Seal of Ire has opened This week, Ive been hard at work building out the boss and mini-boss for the third area, the River of Souls. The few bosses so far is the biggest weakness of the game at the moment, I believe. So I will focus on getting more bosses in before adding more enemies and levels and such. This update also includes a lot of groundwork for future bosses, and for the River of Souls area in general. I rebuilt the level layouts so that you can walk out into the water. However, there is a cost to be paid for wading into the River. I hope this will open many interesting gameplay possibilities in the future. Thanks for playing my game. P.S. I am currently running an item design competition. Find some info on Discord or the Steam Forum. If you have an idea for an item youd like to see made, feel free to submit it.
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From his great height he can see for miles around, and one thing he sees puzzles him: The floor of the valley is dotted with craft just like hisnot crashed, simply abandoned. Why, he wonders, arent these craft in the air instead of sitting on the ground? What sort of fools would abandon their aircraft when they could be enjoying the freedom of the air? - Ishmael Its been a little over a month now since launch. The amount of feedback, ideas, love, and broken builds since then has been staggering. I dont think I can really express how grateful I am to everyone for playing my game, so I wont even try. Todays update is the first major content update for the game. Ive built out the second area, the Hornslack Ruins, with new enemies, levels, bosses, and a few items too. Im excited for people to get in and try it out. It feels good to get back to making content, though there is still a lot of bug fixing and QoL to get done as well. As always, I love hearing your thoughts and ideas. Thanks for playing my game, people. Bugs
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The Hope/Despair system has always been a bit of an oddity. Often it feels irrelevant, as there are few rewards for having a lot of it. Sometimes it feels like an annoyance, as when youre struggling, it can further punish you. So todays update is an attempt at giving it more of an identity, and more of a function. Previously, picking up Hope Crystals gave you Hope. Now that works the other way: You can turn your Hope into Hope Crystals. At the end of a run, praying to The Mother will convert any hope youve earned into Hope Crystals, which you can spend as normal. And as for earning Hope, it no longer drains while fighting, and you get a certain amount every time you clear a Combat level. Without any other interactions, you will reach the end of a normal run with about 50 Hope, which will net you half the Crystal Reward from that level. However, any additional Hope you earn during the run will net you extra Hope Crystals. It works the other way, too. Any Hope you spend during the run, will be fewer Crystals you earn at the end. My hope, is that this new system will start leading to some really interesting decision making in the game. As development proceeds, levels will more and more be asking, how many Crystals are you willing to give up to get a leg-up? How much challenge are you willing to accept to get more Crystals? Thanks for playing my game, everyone. As usual, I love hearing your feedback. I will be listening. I dont always get things right the first time. In the end, the game is for you, the people choosing to spend time in this world.
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Greetings Strangers, Today's update focuses on improving the accessibility and usability of the game. That consists of three things: Save Slots Previously, it was a bit of a janky operation to start over. You had to navigate into hidden folders, delete files, prevent SteamCloud from replacing them, etc... Plus, you could only have one save at a time. With this update, there are now 4 save slots, and they can be deleted from in the game, like you would expect. High Contrast Mode I got some great feedback from colorblind players that certain things were difficult or impossible to parse. To address this, I've added a High Contrast Mode under the "Usability" options menu. Currently, it modifies certain colors in the Item Info popup that appears when you hover over an item. If you are colorblind, please let me know about any other difficulties you are having. I will add to the High Contrast mode so that it is more pleasant. Aim Assist This is a feature I've wanted to get in for a long while. Not only for the accessibility, but because I believe it makes play on a controller much more fun and intuitive. The option now exists under the "Gameplay" menu, as a percentage. What does it mean exactly? On a Gamepad, it specifies what percentage of a 90 degree window aim assist will correct within. On a mouse, it specifies how far from a target the aim assist will activate. As an example, at 100% on a mouse, clicking "anywhere close to" an enemy will adjust to be right on top of the enemy. At 10%, there is a small margin around the enemy where it will be corrected. At 0%, it will function as it did previously, giving you precise control. On a Gamepad, 100% means that the nearest enemy to your "actual" aim, within 45 degrees on either side, will be automatically targeted. At 10%, it is only a small margin around which the aim will automatically click onto the target. Full Notes Bugs
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Hey everyone, its been a little over two weeks since launch. The feedback, support, ideas, and encouragement have been incredible. Thank you all for playing my game, sharing your thoughts, and leaving feedback and reviews. I have some exciting news: I found an amazing pixel artist to work with. Diogo is going to be joining the team, and helping to build out the game. These first two weeks have been non-stop bug fixing and balancing, but as the most critical bugs are resolved, Im able to get back to the fun stuff: content. New items, new levels, new enemies, new NPCs. With Diogos help, there will be a lot more of that in store. His first contribution. the player can face up and down now when they run! Hallelujah! Bugs
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It's been an amazing month since launch. Oh wait, it's only been three days. Doesn't feel that way. The support, encouragement, feedback, and reviews have been wonderful to see. It feels like a strong wind in my sails, pushing me on to make this game everything it can be. This first week post-launch is dedicated to fixing bugs, balancing, and quality of life improvements. Once I feel things are smoothed out, I can get back to the fun stuff: new items, new levels, new enemies, new challenges. Below is a list of post-launch updates. Thanks for everything, Strangers... Bugs
Welcome Strangers, Today is the the day Into the Necrovale enters Early Access, a day I've been working towards now for two years. In some ways, this is the real beginning of the game. The small community that's been built around the game has consistently amazed me with the knowledge, ideas, passion, feedback, and humor. I can't wait to share that same experience with a wider audience. This is in some ways on the the beginning. Thank you to everyone who has wishlisted the game, given feedback, expressed interest, or simply tried the demo. If you like the game, and want to see it grow, please consider buying it. The support means so much, and I can not wait to work with the community to make this game everything it should be. I will have a roadmap soon, and together, we will find out just where this road leads. See you soon in the Necrovale.
You should be only a little wise, never too wise. It's best not to know your fate beforehand; you'll live happier if you don't. - The Hvaml Welcome, Strangers. It's been two years since I began this project. I only intended to spend a few months on it, but a good friend of mine played an early version and really liked it. With feedback from players, both kind and harsh, I've worked hard to shape it into the game I dreamed about playing back then. With the game now transitioning into Early Access in one weeks time, I hope that I can continue this process. I want to see how far I can take this. I hope this becomes a game that people can get lost in, doing what I've spent so many thousands of hours doing: tinkering and experimenting with builds. I'm glad to have you along on this journey. See you soon...
Hail to a good host!
A guest has come inside,
where should he sit?
He is impatient,
standing on the threshold,
ready to try his luck.
- The Hvaml
Welcome, Strangers... Many new people are joining us, and trying out out the game. It is a great time to be here! Many changes and new things are in the works. Perhaps most importantly, brand new artwork for your avatar in the Necrovale, The Stranger:
His allies and acquaintances have also had new life breathed into them, take a look:
I am happy to have you here. For everyone who has submitted feedback: thank you for taking the time to help make this game better. Many more levels, items, events, and secrets are in store.
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