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This update adds a ton of interface and QoL improvements, as well as some mechanical tweaks and a handful of bug fixes. Quicksaves, cursor repeat for gamepads, improved status visuals and targeting visibility, enemy HP bars for Scouts, more information in certain menus, and improvements to mouse support and color assist mode are some of the highlights.
Added quicksave and quickload functionality. These default to F5 and F9 respectively, but will be unbound initially if you already have custom control settings.
Cursor repeat in menus now works on gamepads.
When choosing a target, all non-targeted enemies display dithered and all targeted enemies display in full brightness, regardless of which row they occupy. If you prefer the previous behavior, you can disable this in the options menu.
Enemies now have visible HP bars under their sprite if the party has a Scout. Exact HP is still visible to Scouts in the status menu, as before.
The equipment screen now displays icons for unequipped items. Items that are too heavy for a character will display a small "H" badge over the icon. In color assist mode, heavy items will also display a '-' after their names.
The weight icon on the equipment screen now behaves the same as in the shop menu, i.e. it will dynamically appear or disappear when selecting equipment according to whether the character will have a final weight penalty after equipping it.
On the equipment screen, the item description panel will now explicitly show the character's score in the required stat, e.g. a character with Vigor 6 viewing a broadsword will see "Req. VIG: 6/8".
Mouse buttons now print in menu prompts and the controls menu. Mouse commands have not changed, but did not previously appear in the help text. Currently mouse controls are not rebindable.
Clicking the name entry field in the character creator with the mouse will prompt the user to choose the physical or virtual keyboard for name entry. This allows the mouse to function for name entry. Previously, the virtual keyboard was only accessible with a gamepad.
Looted items now display their icon in the loot readout.
Improved the graphics for HP/MP bars and status icons.
The Order menu now displays the highlighted character's name and aspect.
Added option to disable UI SFX.
The combat main menu now displays a header with the active character's name.
In color assist mode, invalid menu options (colored red) will also display a white X icon.
During character creation, characters with a stat of 3 will display NONE in the corresponding equipment proficiency readout.
Incurable status effects will display a * next to their duration.
Combat status now displays shield HP, if any.
Slightly reduced initial delay when holding down a movement key.
Earth: Crystallize is now only usable out of combat. MP cost has been reduced from 14 to 10.
Earth: Reduced damage and MP cost of Stone Spike.
Hunt: Removed hit bonus from Blink (it still always hits, but will not have increased critical chance on top of that).
Hunt: Slightly increased the duration of Silver Arrow's wound status.
Moon: Slightly reduced damage of Moon Ray.
Moon: Infusion restores MP more quickly.
Storms: Slightly reduced initial damage of Electrify.
Storms: Slightly reduced damage of Storm Bolt and increased MP cost.
Storms: Windstorm applies its damage more slowly.
Vengeance: Removed hit bonus from Blade Boomerang.
War: Slightly increased base damage of Flashing Blade.
Riposte now triggers only from melee attacks, not all damaging attacks.
Reduced turn delay of Salts.
Clarified the purpose of the Search command in tutorials, which previously only mentioned the assigned hotkey.
Added tutorial explaining the movement arrow option.
The tutorial text explaining healing/wiping in the prologue vs. the main game has returned.
Reduced level scaling of weapon skills.
Increased XP and Rm rewards for Chirurgeon.
Fixed some heal/damage-over-time skill descriptions displaying inaccurate values.
Most bindable non-alphanumeric characters should now print their symbols in help text instead of their name (e.g. ; instead of Semicolon). Let me know if you find any that I missed.
Fixed RMB not opening the field menu when clicked over the movement buttons.
When attempting to apply a status effect to a character that is immune to it, the status popup will always say IMM. Previously this behavior was inconsistent, as the popup would say RES instead if the initial attack roll failed.
Adjusted several status icons for consistency or clarity.
A handful of other minor fixes.
Minerva Labyrinth is a turn-based, party-based, first-person dungeon crawler set in the near future of Earth. Take command of five warriors with incredible powers and defend humanity from an ancient enemy known as the Hate.
In the 1990s, humanity finally comes together on an unprecedented scale to confront the global climate and energy crises that threaten its future. Over fifty years later, civilization thrives worldwide in a new era of cooperation and humanism, and the recent rediscovery of ancient magic promises miraculous new advancements. Yet as human strife recedes, something dark and forgotten returns from deep in the earth...
Create your own party from ten classes, ten passive skills, and customizable stats, or jump in right away with the balanced quick-start party.
You're not alone in your fight. Return to your allies to recover from your wounds and upgrade your equipment, from bows and swords to skirts and tiaras.
Conquer 16 fully hand-crafted dungeon levels, spanning multiple locations and biomes.
The labyrinth itself is your enemy, but beyond traps, riddles, mazes, and grisly monsters lie valuable hidden treasures.
Battle the Hate in fast-paced interleaved turn-based combat. Each enemy type has its own powers and tactics to counter your own, and each labyrinth has a powerful overlord waiting to crush you.
Fully-annotated automap tracks your progress as you explore the labyrinth.
Optional tutorial mode for players new to dungeon crawling.
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