- Added a dating mechanic for some post-game banter (Visit the Brook Spring after completing a certain sidequest) - Dead party members will now spawn with 1 HP at save-points inside generated dungeons on Demonic (instead of dying instantly again) - Roviria starts talking to you automatically when near her for the first time at the guild - Made first Blearwood Cave Boom-Shrooms deal non-lethal damage to you - Changed & edited a few music tracks
Including all of the tracks made by Vbuh [previewyoutube=dtndVXVQjyI;full][/previewyoutube]
- Meteor spell now spreads fire when hitting rocks that it breaks upon impact - Monsters cannot spawn inside dungeons anymore as long as there is a cutscene ongoing - Heroic mode now displays an icon in the corner when active & can be disabled anytime - Fixed moveable monuments getting duplicated in water when pushed perfectly in-between tiles - Fixed mushroom boss misplacing dropped items that can get stuck in a wall - Gwen now has her own starting weapon (to avoid confusion with two rusty daggers) - Very high levels now require a bit more EXP to reach
- Added shadows to a lot of graphics - You can now sleep in the barrel during the first night in prison - If you die too often to the talking plants, they will get bored and let you pass - Roviria now keeps her new look in the post-game - Improved dodging of AI controlled partymembers - Partymembers will walk as fast as their movespeed allows for when the gap to the player gets bigger - Reduced drop rate of some items from monsters - Doombas are a bit slower now (and partymembers try to dodge them) - Fixed some collision & dungeon generation bugs (If you encounter a dungeon generation bug i.e. inaccessible rooms, scream at me) Next update will likely take a while, can be expected around end of Semptember
- Added a hotkey for using stored potions inside potion bag (C or press left thumbstick on controllers) - Moveable monuments now show a "ghost preview" near water that makes it easier to gauge where it will land - The Water Spirit in Act 3 now also offers the arcane upgrades to basic spells of Act 1/2 - Items that are held in "hand" slots can now be directly used in crafting recipes - Fixed Arcane Boneskewer only casting the basic Boneskewer (oops)
- Reduced the amount of specific names mentioned in dialogue in the intro - Some NPCs now walk around a bit instead of just standing around - Stronger poison effects now override weaker ones - Storage chest got open/close animation (Added in previous mini-patch) - Added new difficulty "Demonic" & small changes to "Casual" I've wanted to implement an extra-hard difficulty for a while now, but didn't want to simply boost more enemy damage and health, as I fear that would make it more tedious rather than challenging. I think these adjustements could be interesting. I've also made some tweaks to casual like slower movement speed for enemies. Casual: - Enemies have 33% less health - Enemies deal 30% less damage - Enemies have 10% less movespeed - 15% more money from coin pickups Standard: - everything as per usual Demonic: - 10% less money from coin pickups - 10% more movespeed for enemies - 50% cooldown increase for healing - 30% cooldown increase for parry - Cooldown for party/charswitch during bosses - HP/MP pickups regenerate 33% less - NPCs at Rodney's Resort are harder to unlock - Single-use save points in dungeons don't restore HP/MP
- Party Members can now do heavy attacks - Changed some swords to have unique heavy attacks - You can now shift-click to quickly store/grab stuff to/from the storage - Some more sounds, spell effects & particles - Improved hitboxes - Bugfixes for dungeon generation
- Added more weather effects to certain dungeons (wind, sandstorm, thunder) - Visiting the world map will retroactively trigger story-related achievements on old save files - Kan-Kerth style shop is now also opened during the night and in Act 4 - Reduced blast resistance of some traps - Added 2 new achievements
Went a lot faster than I expected. Steam achievements do not activate retroactively though, so if you already have an old save file, you might not be able to unlock everything with that one. - Added Steam Achievements (19 in total, maybe more to come) - Added a - J u k e b o x - to the Golden Pike - Added another unlockable perk at the Stones of Time - Made the title screen text a bit prettier
- Added more sound effects (mostly to UI elements) - Minor changes to some cutscenes/dialogues - Adjusted the movement of the Scorched Mines Boss (movespeed is less important now) - Added a macOS build - Some bugfixerinos If anyone has macOS and wants to try it out, feel free to contact me and tell me whether it works nor not as I lack a device to test it properly Aside from that, Steam achievements are currently being implemented by me and you can expect them to be unlockable with version 1.3
- Mining now increases the damage of thrown rocks - Allowed AI controlled party members to throw rocks when equipped - Adjusted sprites of ignitable pillars to make them look a bit more different to other pillars - Adjusted icons of still locked special attacks to make the left part of the inventory more noticeable - Crate loot skill chance now correctly displayed (not a buff - was higher than tooltip stated) - Minor balance changes
- Added illumina wisp (a new passive light source) Available at Brook Spring, upgrades from the basic lightspell. Can be enhanced twice. - Added very simple pathfinding to party member AI that should help them prevent getting stuck - Improved knockback behaviour - Parrying contact damage from enemies will mini-stun them - Stunned enemies don't deal contact damage anymore (Which means dashing into enemies with a heavy attack is now safer) - Added a new NPC to the style shop in Kan-Kerth that can visually transform you into different characters If you start a new game after changing your appearance, you will keep your transformed look (think of it as kind of a... new game plus feature?) Including the normal human look, there are 5 appearances in total so far (one can be unlocked very late into the game) - Added two portraits for Togerth - Added sounds to spike traps
- Added a casual difficulty setting (Inside main menu - Options) - Fixed cursor getting clamped inside game window when using gamepad controls
Smol update for 1 year anniversary - Added sounds to pushable monuments/boulders and campfires - Added a settings sub-menu to the main menu (Don't have to be in-game anymore to change those) - Added shadows to menu buttons - (Hopefully) Fixed a bug that would sometimes display "Act" on empty save slots and sometimes not
- Added a new equipment slot (Signature Rune): Stat-bonuses provided by the rune are doubled, but will only affect the equipped character This allows for more character-individual build variety, and can also save a bit of inventory space on the side - You can now talk to party members in specific locations/situations for a bit of extra dialogue - Added an alternate location to find the Saelurian Primer - New banger post-game boss music track implemented (Vessel to be Fueled by Vbuh)
- Added a sword swinging effect - Added a final floor to Deathwind Cave - Added two new artifacts and removed Soul Union artifact (deprecated ever since party members could use special attacks on their own) - Runes of the same type can now be stacked for space saving purposes (stacked runes don't grant bonuses) - Item stack amount now displays numbers higher than 999 (overlaps with other items if the number gets too big, tho) - Nicer sprites for gem items
- You can now hide inside barrels - Added a new potential merchant for Rodney's Resort - Added a new post-game dungeon (Bloodstained Plains, Spooky Merchant sells map) - Added three new armors (two mage armors with less damage reduction but a spirit bonus) - Added short pauses to some dialogue texts when you let it type itself - Buff shrines have a smaller hitbox and can't block off passages all by themselves anymore - Steamdeck/Controller: Inverted controls don't require you to face objects with your back to interact with them anymore and other small improvements
- Parrying now blocks projectiles in a small area around you (effective to protect teammates) - AI controlled party members also get better at preemptively parrying incoming projectiles with higher levels - Pickaxes make clanking sound when hitting rocks - Twisted Burrows are added to the map in act 3 - Added new banger music tracks by Vbuh (https://www.youtube.com/@VbuhNWOB/featured) - Added more particle effects to a lot of things - Added a new hairstyle? - Minor balance changes - Corrected typos
- All changes from 1.24 BETA are included - German translation is now complete - Stronger melee weapons now benefit a bit more from power stat - Added power requirement for heavy melee weapons - Improved glaive star hitbox (won't hit walls/edges as often) - Holding right trigger on controllers allows you to pick up smaller amounts of a stack 1.26 will focus on optimizing controls for SteamDeck
- New Language switch in main menu (german is available, but still WIP - expect untranslated text) - Completing quests and progressing the story now also grants bonus EXP - EXP required per level-up has been raised (makes it easier if you just play the story without grinding, but keeps it around the same level if you grind) - Ikkri will start Act 4 with a bone armor - Color coded item names for books (golden) & artifacts (teal) - Spiked monuments can't cross water or ledges anymore & won't snipe you from outside the screen - Melee attacks got a little hit effect so they feel better - Fixed a rare bug with the dungeon generation that could completely separate two areas Known Bug: The save menu will falsely display "load slot" (just ignore it is only visual) NOTE: This is available as a beta due to unfinished german translation, so if you wanna play this update go into properties and enable the beta branch (Full release will happen in one or two weeks) Have fun and stuff
- Scrap merchants will now remind you of unsold items if you close the window without selling - Added "Staff of Chronos" as a reward for completing the Saelurian Temple (found in the last chamber) - Added two new items: Scroll of Paralysis & Scroll of Resurrection (dropped from various loot sources) - Revived party members now instantly reappear while Party mode is enabled - Dialogue tweaks in the intro & smol bugfixes
- Added a fourth talent point tab for specialized skills - Heavy attacks now mini-stun enemies (longer for heavy weapons & critical strike artifact) - Grey, indestructible stones have new graphics to make them look more different to breakable ones - New music track for Vault of the Exiled (credit to JoshuqTheHusk & Vbuh) - Minor balancing changes & bugfixes
- Fixed frame dependencies (some animations/effects were too slow/fast depending on monitor refresh rate) - Added features for Stones of Time dungeon: - Characters have different starting equipment - Item chunks that spawn every floor are walled-off and need to be bombed open (apart from the very first one) - Each floor, there is a high chance for a shop chunk to spawn. In these shop chunks, there is always one merchant that sells potions, bombs, keys and randomized items, as well as an additional NPC. The additional one can be one of the following: - Meraja: You can combine two basic spells into the arcane version of that spell - Scrap Maniac: Get rid of all of your junk for a few coins - Artimancer: You can convert unused artifacts to bonus stats
- The spikes from the Talking Plants challenge do 175 damage now (no insta-kill anymore) - Special Attack books and Purity Scrolls can't be consumed when they have no effect - It is now possible to parry with pickaxes & increased hitbox radius for pickaxes - Keys can now be upgraded to Enchanted Keys by Meraja in Act 5 - Higher tier chests (blue and up) will cosume two lockpicks when picking - Added poison glaive stars, craftable on any workbench - Changed some of the loot in some locations - Bugfixerinos
After loading your save file, make sure to check your control settings, regardless of which input device you used. With the newly implemented DualSense mapping, there were some changes to how the game reads your previous config. If you find yourself with weird keyboard bindings, ESC (or sometimes spacebar) will always open up the in-game menu where you can adjust the setting.
- Enhanced character customization with 3 new hairstyles - Added a stylist store to Kan-Kerth where you can adjust your appearance retroactively - Heroic mode now affects dungeon bosses (+37.5% Damage and +40% Health) - Heroic bosses will drop different loot than usual - You can now hold right-click to pick up and accumulate smaller amounts from an item-stack
- New dungeon with special conditions available at the start of Act 5 - Improved dungeon generation with some new chunks and layouts - Dungeons with treasure at the end can now be completed again for a new, random treasure (This does not affect story-dungeons or dungeons with bosses at the end. Initial treasure has to be collected) Affected dungeons: Brittle Hills Dry Hills Secret Dungeon Crimson Depths Wasteland Vault of the Exiled (new) - Made tutorial enemies easier (in the old guild mine) - Usual bugfixes doo dee doo
Reworked buffs & shrine effects - Buffs granted by shrines don't expire after time anymore and last for the entirety of the dungeon - Buffs can grant bonus damage, armor, mana regeneration or movespeed and can be stacked with each other - Every couple of floors, at least one shrine is guaranteed to spawn - Reduced blast resistance of shrines to 0 (any explosion can destroy them) - Leaving the dungeon or facing a boss will clear you of all shrine buffs - The UI displaying your buffs is also cleaner and more detailed now - Also, some knockback adjustements for a few low-level enemies - And a fix for a bug that got triggered when all party members died at the same time Happy new year 2024 everybody
- Added a new artifact (Ophanim's Eye) that reveals traps and hidden treasures. Buyable at the Brook Spring - Added a setting for prefered control mode (mouse&keyboard/gamepad/auto-detection) inside options - Added an aim marker for controller mode and made the right trigger the "use item" / "attack" input (special attacks are now cast by pressing both the left and right trigger together) - Fixed a bug that caused the crate loot bonus to be inconsistent sometimes Merry xmas everybody
- Partymembers will now try to move away from enemies that are coming too close - Increased visibility of curses on the ground & reduced spawn rate - Tutorial instructions will now give you gamepad-specific controls if a controller is connected - Sounds from projectiles are not getting cut off anymore if they hit something - Fixed explosion collider issues that can get you stuck in a wall
Aight so I adjusted a few of the gamepad controls: (changes are marked as bold) -Movement is handled by the left thumbstick -Attacking/Casting/Using items is handled by the right thumbstick (simply push in the direction that you want to attack. If you don't like the way it holds your attacks until you release it again, you might wanna try it with the auto-attack mode inside the options set to ON. But keep in mind this will restrict the ability to do heavy attacks and combos.) -Inventory is mapped to the upper button (Y / Triangle) -Char Switch is mapped to the right button (B / Circle) -Interacting is mapped to the lower button (A / X) -Party/Solo mode is mapped to the left button (X / Square) -Shoulder bumpers are handling the hotbar item selection -Left shoulder trigger is mapped to the dash-skill -Right shoulder trigger + right thumbstick into any direction will perform your special-attack -Pressing the left thumbstick will fast-skip through dialogue (same as return on keyboard) -Pressing the right thumbstick will do a parry -Start will open/close the in-game menu -Select/Back is a shortcut for returning near a stone of provenance If you have other controllers with different button mappings (such as a Switch Pro Controller), I strongly recommend to use the Steam Input feature to translate them to Xbox layout.
- Forest dungeons now have slightly different color schemes to fit their individual vibe - Mining runes now also grant bonus power for your bombs (IMPORTANT: In order to make them work correctly when loading a previous save file, you need to dump ALL of your mining runes from your inventory into your storage, and then pick them up again AFTER you did that) - The daily task system at the guild got a small rework that makes it possible to choose up to two quests at once, and they can be aborted and re-selected as long as you haven't completed one (but had to slightly reduce the gold reward each task grants to balance it a bit) - BETA FEATURE: PS5 & various Xbox controllers are now supported - this is still a WIP and for most of the UI navigation, you still need the cursor (which is controllable via the D-pad) to click stuff. However, all of the player controls are directly mapped: -Movement is handled by the left thumbstick -Attacking/Casting/Using items is handled by the right thumbstick (simply push in the direction that you want to attack. If you don't like the way it holds your attacks until you release it again, you might wanna try it with the auto-attack mode inside the options set to ON. But keep in mind this will restrict the ability to do heavy attacks and combos.) -Inventory is mapped to the upper button (Y / Triangle) -Char Switch is mapped to the right button (B / Circle) -Interacting is mapped to the lower button (A / X) -Shoulder bumpers are handling the hotbar item selection -Left shoulder trigger is mapped to the dash-skill -Right shoulder trigger is mapped to parrying -Pressing the left thumbstick will fast-skip through dialogue (same as return on keyboard) -Pressing the right thumbstick is a shortcut for returning near a stone of provenance -Start will open/close the in-game menu -Select/Back will toggle the party/solo mode I will probably change these a bit later to make things like special attacks more comfortable to use, as well as work on a way to navigate the UI without needing a cursor at all. But feel free to give me your feedback on this prototype :)
-Runes now have individual icons depending on type and tier -Bomb throwing speed is now depending on mouse position -AI controlled characters won't automatically use special attacks when equipped with Soul Union -Implemented option for windowed mode (with two resolutions) -Minor balance changes & bugfixerinos
-Unbound "cannot return" effect from curses and is now its own, seperate curse type -Quitting in the in-game menu now requires a double click (to prevent accidental clicking) -Deathspark does not harm your own party anymore to make it better for AI usage -Fixed a bug that caused the "Hyperdimensional Storage" upgrade to be delivered to your inventory instead of getting activated - if you still have it as an item due to the bug, you can manually activate it now
-Last floor of the Saelurian Temple at the "Unknown Lands" added Be prepared
- Added a game time counter for save files (note that saves prior to this version will start at 0:00) - Added rewards for completing the Stones of Time dungeon (and made it available after end of Act 4) - Added a new stationary, turret-like type of enemy - Enemies are now capped to a limit per dungeon floor - Tabin is now in charge of guild upgrades from Act 2 onwards - Weaker buffs can't override stronger buffs anymore
Did an oopsie last patch - had to fix it, and I included a couple of other changes right away: Aim of this little "rework" is to encourage more build variety for party members while making a full armor tank build less OP (it's still good tho) - Partymembers can now use special attacks on their own - The AI will cast them against multiple enemies or bosses, but not on lone goons - HP of most bosses has been raised a bit for compensation - Damage reduction is now capped out at 80% of the incoming damage
- Added a new boss - Reworked some cutscenes - Added new endgame pickaxe (& buffed the better ones) - Made Talking Plants minigame a bit easier - Various spawnrate adjustments - Small graphic & audio adjustments - Increased explosion radius of various things - Stones of Time dungeon can now be completed (still a WIP, tho) - When returning to a location with multiple entrances via the world map, you will now return to where you exited it before - Bugfixerinos
- Intro is shorter and has less dialogue - Added new music tracks - Couple of Bugfixes
- Intro is shorter and has less dialogue - Added new music tracks - Couple of Bugfixes
- Couple of Bugfixes - Player UI is now hidden during longer cutscenes - Small tweaks to dialogue in various cutscenes
Indemon Tales
Luzian
Luzian
2023-05-27
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 41
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(39 reviews)
https://store.steampowered.com/app/2426020 
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Getting abducted by a group of monsters and forced to work for their demonic causes - sounds like a pretty terrible fate.
But once you realize that not all of them are monsters you need to fear, and that perhaps you even could become friends with each other, you get a unique opportunity to learn more about the history of Tarborea, the monsters' kingdom, and it's not-so-bright past.
Inside the monster guild, you will meet fellows such as Gwen, the hard-working Kobold, Roviria, the self-proclaimed "Fangster" and Ikkri, the fearsome Demon that is the leader.
Become a seasoned miner, warrior, wizard or anything in-between and earn the respect of Ikkri's guild by completing tasks in dangerous dungeons until you get a chance to go back to the humans. Hopefully, nothing will get in your way, but the demon king might have something to say as well...
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