Horripilant is a chilling incremental dungeon crawl through the horrors of a forgotten underworld. Combining idler, puzzle and autobattler elements, you'll fight, mine, and think your way through the depths of a forsaken dungeon. Gather resources, battle unholy creatures, and unravel the mysteries of the abyss. With each step you'll grow stronger, but beware; every boon has its cost.
Story
You awaken. An old, battered knight, lost in the darkest corners of an abandoned dungeon, with no memory of how you got there. The stench of decay permeates the thick air. The walls seem to whisper your name.
As you stir, a strange tree sprout catches your eye. You hit it, for the voice demands it of you; a twig breaks off onto the ground. With your newfound resource, you seem to be able to ameliorate your equipment. Distorted moans echo from an empty staircase. The voice calls to you again, beckoning you. You must go down. It is your purpose...
Encounter bizarre characters, solve cryptic puzzles, and survive the horrors that lurk in every shadow. Will you escape this living nightmare, or will it consume you?
Features
Incrementally gain and collect materials.
Combat horrific foes in the dungeon.
Solve puzzles and explore the depths of your camp.
Upgrade your gear to venture deeper.
Meet god and gain strong boons.
Repeat, adapt, and survive. The depths need you, and you need it.
Version 0.7.6 is now LIVE
Whats new?
Localization
Polish is now supported! Thanks to Maurycy Zarzycki!
[/*]
Materials
Now displaying the click and production value of the selected material inside the material screen.
[/*]
Settings
New option to keep your boon autopick selection between rebirths.
[/*]
Changes
General
The game now auto-saves on exit to menu and exit to desktop button presses.
[/*]
Rebirth
Changed the order of the early skills to help players towards more influencial skills, leading to a better early game experience.
[/*]Changed the Skill Tree scale, drag and capping system for a smoother experience.
[/*]Material Discount
[list]Now affects the material levels to a greater effect (up to 25% discount similar to the base upgrade effects)
[/*]
Blood Lust
Cost Multiplier [c]10x[/c] [c]7x[/c]
[/*][/*]Full Potential Skill
Cost Multiplier [c]10x[/c] [c]5x[/c]
[/*][/*]Materials
Material Sparkles are now kept on scene change.
[/*]Each material now has a unique particle click effect.
[/*]
Combat
Now defaulting the entrance floor to whichever floor is the highest one youve beaten unless its been manually modified.
[/*]Bug Brute
[list]Minimum spawn level : [c]50[/c] [c]35[/c]
[/*]
Bug Bear
Minimum spawn level : [c]75[/c] [c]65[/c]
[/*][/*]Changed some floors at which items drop to give you more to explore earlier in your playthrough.
Item that used to drop at [c]25[/c] now drops at [c]20[/c]
[/*]Item that used to drop at [c]50[/c] now drops at [c]30[/c]
[/*]Item that used to drop at [c]100[/c] now drops at [c]50[/c]
[/*]Item that used to drop at [c]150[/c] now drops at [c]125[/c]
[/*][/*]Equipment
The equipment sprites now are tinted based on which material is selected.
[/*]Upgrades that use locked materials now show up as ???
[/*]
Settings
Default FPS cap has been lowered from [c]300[/c] [c]150[/c]
[/*]
Misc
Changed the players voice sfx to be deeper
[/*]Changed some text behavior in the familiar panel.
[/*]Updated some Localization strings for better consistency
[/*]Updated the X amount of damage every X seconds strings to used named variables so that they may be switched around with different languages.
[/*]Updated Ark Pixel fonts to support a greater amount of characters.
[/*]You are no longer to interact with god while in a dialogue.
[/*]Eye cursors now have a little arrow in the corner to indicate where the mouse pointer tip is.
[/*]Reorganized some settings in settings.
[/*]
Bug Fixes
Changed base settings to be at 1080p instead of 1600x900
[/*]Now correctly calculating the traders Hemalith boost correctly.
[/*]No longer switching materials in the equipment room if youve got the map open and using a number shortcut.
[/*]Now doing an extra check before spawning boons to prevent familiar healing to be selected even if theres no familiar alive.
[/*]Consumable items now correctly count down outside of combat.
[/*]
Whats new?
General
\\[Playtest] Achievements are now unlockable throughout the game!
[/*]Characters now have more dialogue options which give further insight into the world.
[/*]
Rebirth
14 new skills have appeared in the skill tree, which has a new look!
Work Experience
[list]Start at a certain player level.
[/*]
Defy Death
Saves you from death and heals for half of your max health once per dungeon run.
[/*][/*]Stock Pile
Start with an amount of material.
[/*][/*]Base Production
Start with an amount of each production upgrade for all materials.
[/*][/*]Material Discount
Lowers the multiplier applied to the cost of material upgrades.
[/*][/*]Speedy Clicks
Increases the material autoclicker click speed.
[/*][/*]Sparkle Power
Multiplies the value of a sparkle.
[/*][/*]Sparkle Chance
Multiplies the additive chance of spawning a sparkle with each click.
[/*][/*]More Sparkles
Increases the amount of sparkles that appear.
[/*][/*]Leftover Scraps
Get an amount of boons for each 10 floor under which your start your run from.
[/*][/*]Rage
Get a damage multiplier inversely proportional to the amount of health you have.
[/*][/*]Familiar Discount
Decreases the cost of producing new familiars.
[/*][/*]Salvaging Expertise
Keep more meat from impaling a familiar.
[/*][/*]Equipment Discount
Lowers the equipment price multiplier.
[/*][/*]Changes
Changed verbiage from Manual Hit Points to Weak Points
[/*]The 1000th door now shakes the game when opening.
[/*]Dialogues now queue into each other instead of cutting each other off.
[/*]Now calculating the meat given on familiar impale based on its health vs its cost instead of just the cost divided.
[/*]
Bug Fixes
Its no longer possible to go back from a certain traders trade / dialogues screen.
[/*]The effect of the helmets faster speed cap no longer is transferrable between saves.
[/*]Skills are no longer accidentally purchasable by clicking outside of its visible button.
[/*]Better node validity checking on weak point combo hit.
[/*]Fixed Skill description description box preventing skill hover.
[/*]
Version 0.7.4 is now LIVE
Changes
Some Russian Strings have been updated.
[/*]
Bug Fixes
Now correctly setting player health on save load.
[/*]
Version 0.7.3 is now LIVE
Whats new?
Rebirth
\\[New Skill] Power in numbers
[list]Adds another count of each upgrade\'s base production value on level up.
[/*]
Settings
A new setting to disable QTEs
[/*]A new setting to disable screen shakes.
[/*]A new 1600x900 resolution option.
[list]Note: this may change your selected resolution on launch, simply reselect the desired resolution in the settings to set it back to what it was, it will save your preference.
[/*]
Changes
General
God has a new look
[/*]Staircase build price upped from [c]7.5M[/c] to [c]20M[/c].
[/*]
Materials
You may now hold to buy material upgrades.
[/*]Now displaying an unavailable cursor, not clicking when materials are at max capacity and also displaying a toast notification saying why you cannot click anymore.
[/*]Changed the initial cost from [c]250k[/c] to [c]125k[/c] per bonus Hemalith percentage and lowered the cost exponent from [c]1.0553[/c] to [c]1.052[/c] with the trader.
[/*]
Equipment
Now saving and loading last selected material in the equipment room.
[/*]
Ui
Better Cursor change behavior on Consumables, Map, Inventory, Pause buttons.
[/*]Input of floor selector is now released when pressing space.
[/*]Increased contrast between the page and the text in the beastiary.
[/*]Added a darkened background to the map onboarding prompt to improve contrast.
[/*]Toast notification margins now take into account the size of the text as to not overlap.
[/*]Material upgrade buttons now have a drop shadow to improve contrast and legibility.
[/*]Material upgrade buttons now use menu hover and click sounds.
[/*]Made the GUI not overflow as much by letting you scroll through containers that have more content than space available.
[/*]
Misc
Updated strings.
[/*]Now hiding the maps buttons when in certain regions of the game.
[/*]Migrated to a new version of GodotSteam (4.17)
[/*]Now initializing the correct SteamApp ID for demo/full game.
[/*]F11 now toggles fullscreen.
[/*]Changed the alignment of some sprites in combat.
[/*]Bulbs at the door now light up properly.
[/*]The crack in the ??? now has a working outline when hovering over it.
[/*]Now saying that the key doesnt fit the lock when using the wrong key on doors.
[/*]Removed some functions from printing in logs to prevent inflating file size.
[/*]
Bug Fixes
Fixed a hint checking for a different var relating to grates.
[/*]Now correctly resetting pointer after hovering off the lamp button.
[/*]Statues sprites now check for the correct items.
[/*]Water in the ??? room is now correctly inverted.
[/*]Bars in the ??? room now are open correctly when unlocked.
[/*]Fixed fullscreen setting toggle misbehaving.
[/*]Game now gives you offline production after reloading a save.
[/*]The dialogue font now properly gets changed to the alt font when the setting for it is selected.
[/*]Fixed enemy sprite scaling on enemies that havent been killed yet in the beastiary.
[/*]Fixed Material Label cant get added to itself error.
[/*]Better error handling for empty save files preventing errors from being pushed.
[/*]Now correctly tracking total hemalith gain.
[/*]Now preventing you from pressing multiple times not spending hemalith and losing your hemalith.
[/*]
Hey y\'all!
We\'ve just announced with this new trailer that Horripilant Releases February 13th 2026 as a world premiere in The Horror Game Awards!
If you haven\'t played the demo yet or have played it a few months ago, you may jump back in and see the improvements, which I\'m still hacking away at!
Enjoy this updated trailer!
Version 0.7.2 is now LIVE
Changes
Combat
The demo now lets you go through floor 10 instead of kicking you out at the end of 9.
[/*]
Misc
The ??? Rooms plaque now has a proper inscryption.
[/*]Changed the timing of ??? happening in the ??? if you ???
[/*]
Bug Fixes
The Rope is now properly given to the player.
[/*]The crowbar no longer spawns again after its owned.
[/*]The mirror room no longer keeps mentionning its inscription.
[/*]Rebirthing while having consumable effects running no longer keeps those effects going.
[/*]
Version 0.7.1 is now LIVE
Bug Fixes
The item in the shops backroom no longer spawns again if the item is used.
[/*]The lamp no longer works by using the shortcut for it if you no longer own it.
[/*]The lamp now gets turned off automatically when leaving a save.
[/*]The paper no longer gives you the last code at the start of the game.
[/*]Now resetting the ??? displayed in the paper while switching saves.
[/*]Demo no longer lets you drop the lamp by going to floor 10.
[/*]
Version 0.7.0 is now LIVE
Whats new?
\\[Playtest] Tons of new room to explore, with new ways to boost your stats. Most of the game (except the final boss encounter, and story-related dialogue for the people you meet along the way)! Head in the dungeon, drop some items and get exploring!
[/*]
Localization
Traditional Chinese
[/*]
Rebirth
7 new skills have been added to the rebirth tree!
Resource Allocation \\[Unlock]
[list]Lets you transfer production from one material to another.
[/*]
Resource Optimization
Increases the percentage of material production on transfer.
[/*][/*]Quick Thinking \\[Unlock]
Each time the helmet gets reset, lower speed cap by 0.01s, up to a max speed of 0.05s/attack.
[/*][/*]Multiple Hits
Increases the chance of hitting multiple manual hit points at once when clicking a hit point.
[/*][/*]Greater Combo
Increases the amount of manual hit points that are triggered on multiple hit.
[/*][/*]Powerful Strikes
Multiplies the damage dealt on hit from a manual hit.
[/*][/*]Proactive
Increases the additive chance that manual hit points will spawn each second.
[/*][/*]Changes
General
Now showing a pop-up when opening the game after getting jumpscared.
[/*]\\[CONVENTION BUILD] Updated the idle trailer.
[/*]
Combat
Manual hits now display if theyve hit or not by recoloring themselves, and they also animate out.
[/*]
Settings
Now checking the current size of the game window and lowering the resolution of the game if it exceeds the resolution of the monitor its currently playing on.
[/*]Now preventing the user from selecting a higher resolution than the screen theyre playing on.
[/*]
Version 0.6.2 is now LIVE
Whats new?
\\[DEMO] Added a Go back to camp button to end of demo to make it so you dont have to manually reload your save each time if you wish to keep playing.
[/*]
Bug Fixes
Fixed skill button styling/spending logic relating to affordability.
[/*]Fixed Gods eye animation not being centered and visible.
[/*]Fixed the starry background not being visible in skill tree.
[/*]Recentered the Prompt when doing rebirth without spending anything.
[/*]Now properly checking for the Steam link to be established before trying to call Steam API instead of just checking if Steam is running.
[/*]Fixed clicking botttom of the paper triggering to switch into the map.
[/*]
Version 0.6.1 is now LIVE
Whats new?
The Beastiary now includes descriptions and sketches for every monster in game.
[/*]
Changes
SFX
New door entering sound effect.
[/*]
UI
Rebirth skills that are affordable now show up as green.
[/*]Changed how Toast Notifications are displayed to prevent overlapping.
[/*]End of demo screenshots have been updated.
[/*]
Misc
Changed some sound effects to be less loud.
[/*]
Bug Fixes
Fixed multiple memory leaks!
[/*]Fixed clear save signal over-connection errorring.
[/*]Now handling cases where a player would load into a node that didnt exist. EG: modifying save file.
[/*]Resetting portrait color on exit to menu.
[/*]Fixed attack progress bars not resetting to 0 after manually leaving combat through the boon selection screen.
[/*]Fixed Chestplate Defense display while affected by a boon.
[/*]Leaving combat now resets the color of your player correctly.
[/*]Fixed end of demo saving before youre back home causing you to die on return.
[/*]
Version 0.6.0 is now LIVE
A lot of this update was made in preparation for next steps, most of the games exploration is done - though wont be accessible in this update just yet! There is some writing left to be done, some rooms to program, a proper end and custom soundtrack work to be done before the game is feature complete, but a huge chunk of the game is done, exciting!! Keep your eyes peeled for more info, coming sooner than you think! Join the discord to stay up to date!
Whats new?
Localization
Brazilian Portuguese - thanks to @ojpme in the discord!
[/*]Simplified Chinese
[/*]
General
A beastiary! Showing off a bit more info and stats about the monsters in the dungeon!
[/*]Numerous new sound effects.
[/*]Prestige upgrade to unlock more manual hit points.
[/*]Each material now has a unique background!
[/*]Steam Rich Presence now displays time elapsed while in combat.
[/*]Cursor Size Option to scale up Cursor Sprite.
[/*]
Changes
Materials
Rock Base Upgrade Storage Meat Cost: [c]1k[/c] [c]10k[/c]
[/*]Iron Base Upgrade Storage Meat Cost: [c]100k[/c] [c]1M[/c]
[/*]Material cost to unlock new materials: [c]150k[/c] [c]250k[/c]
[/*]
UI
Hemalith now shows Rebirth Hemalith Potential (+X)
[/*]Changed Japaneses alternative font from thin to regular which should make it more readable and usable.
[/*]Familiar purchase screen now shows your current meat amount.
[/*]Material upgrade levels now have a hoverable description that explains what they do.
[/*]Combat now has a little onboarding popup the first time you get into combat explaining it.
[/*]When using an item, it now opens the inventory for you to pick an item to use instead of auto-using an object.
[/*]Now hiding the clear save button if its data is empty.
[/*]Knights portrait now changes colors based on the room theyre in.
[/*]Now closing the inventory while changing rooms
[/*]When no more item slots are available, trying to purchase one will give you a message about not being to hold any more items.
[/*]Redesigned familiar shop screen with longer buttons for a better greater sized font experience.
[/*]Redesigned the Unlock X material? screen.
[/*]Combat entrance now has a little progress bar indicator to show how far in the dungeon you enter.
[/*]Better Material Upgrade Buttons scaling for different fonts/sizes.
[/*]
Combat
Boons now let you reach stat cap before not being able to be picked anymore.
[/*]
Enemies
Changed combat colors.
[/*]Sprite scale up for bosses now is [c]1.3x[/c] instead of [c]1.5x[/c]
[/*]
New sprites for:
Skeleton
[/*]Skeleton Slayer
[/*]Bugbear
[/*]Bugbrute
[/*]Spider
[/*]Amalgam
[/*]Centipede
[/*]Dwarf
[/*]Undead Rogue
[/*]
Familiar
Mummy
Base Health: [c]1.5B[/c] [c]1B[/c]
[/*]
Misc
Migrated to Sentrys plugin to 1.0
[/*]Shopkeep no longer hides when the camp is off.
[/*]Alternative message for using the Skull Amulet sometimes.
[/*]Optimized RAM/VRAM/Resource usage by preloading less Resources. (Going from about 530MB to 270MB of VRAM usage!) (You may now have a tiny loading time while moving between rooms now as theyre no longer all loaded in RAM)
[/*]Now hinting at the hole if you dont die by floor 4.
[/*]Upgraded to Godot 4.5.1
[/*]Barrels and Tomb scenes now have a campfire sfx loop as well.
[/*]
Bug Fixes
Fixed chance of crit hit being base 0.2% instead of modifier.
[/*]Fixed mouse cursor showing different level tool while hovering over materials.
[/*]Fixed inventory ui acting weird and not resetting item types while reopening.
[/*]You are here map position is now kept at camp when on tombs/barrels.
[/*]Now closing the inventory if it is shown upon exiting to main menu.
[/*]Now closing the map if its shown upon exiting to main menu.
[/*]Scientific notation now trims numbers correctly.
[/*]Fixed starting floor picker not loading last value correctly.
[/*]Now re-loading scenes on manual game save load to prevent unexpected player behavior.
[/*]Fixed Lamps timers button display not tracking correctly.
[/*]Campfire sound no longer keeps playing if the fire has been extinguished.
[/*]Now resizing windowed resolution after turning off fullscreen to prevent wrong resolution output.
[/*]
Version 0.5.6 is now LIVE
Whats new?
Localization
New language support!
Japanese - with new font that supports a greater amount of characters!
[/*]
Exploration
There is now art for the 1000th room.
[/*]
Rebirth
New Skill that keeps Materials unlocked after rebirth.
[list]Price: 500 Hemalith
[/*]
Inventory
Now has a piece of paper..?
[/*]
Accessibility
Alternative non-pixel font option in settings.
[/*]
UI
A bunch of new cursors, courtesy of Monster Lover in the discord!
New material tools icons when collecting materials that upgrade with click prestige level!
[/*]New backpack icon while picking up an item.
[/*]New Lock icon while hovering over locked door.
[/*]
Misc
New Convention Build Type for convention use.
[/*]Migrated to Godot 4.5
[/*]
Changes
Player
Health added on new levels lowered by approx 70%, but made the multiplier for each levels hp reward 10% bigger.
[list]This should drastically reduce the insane amounts of HP the player gets, but grant a bit more HP later on.
[/*]
Updated Players armor to have more shading in the hud.
[/*]Materials
Materials were a little bit too quick to unlock so Im raising their base prices. Im also increasing the prices of rocks and irons materials upgrades. Currently you usually have a good chunk of meat when unlocking new materials which make their storage upgrades trivial to get. Hoping to make them a little slower to unlock with these changes.
Rock and Iron unlock price: 10k 150k
[/*]Base meat storage prices for Rock and Iron are increased.
[list]Rock: x100
[/*]Iron: x10k
[/*]
The onboardings triggers requirement to open the equipment room has been lowered from 20 to 10. This should prevent situations where people dont hit that cap and think theyre stuck or something is wrong with the game.
[/*]UI
You can now click to skip room description text animations.
[/*]Added a dark background to Combats boons to have better contrast.
[/*]Better, and more consistent UI sounds/cursors being used in more places.
[/*]Skill tree nodes now move around according to your mouse movement.
[/*]Skill tree nodes now hide hemalith cost multiplier if they are maxed out.
[/*]
Combat
Attack damage boost boon is now capped at 1000%
[/*]Meat gain floor exponant multiplier changed from 2 to 1.9
[/*]Now tracking kill counts on enemies to potentially make them give you material production boost down the line.
[/*]Familiar now has unique string when missing instead of saying You missed! as well.
[/*]New bone particles when killing an enemy instead of blood.
[/*]
Equipment
Sword
Base critical hit chance: 1% 0.2%
[/*]
Helmet
Base helmet attack speed : 3.00s 1.5s
[list]Pretty big buff to base attack speed, since were going to need to boost damage a lot late game because of the minimum time between attacks being slower, Im making a little more faster at its base so its easier to upgrade without sacrificing too much damage. Well see how this plays out.
[/*]
Minimum s/attacks : 0.01s 0.1s
This is a pretty big nerf to attack speed, well see how it plays out throughout a full run of the game, but this should make late game a little harder. Might bring it back down a bit if it makes progression too slow/tedious.
[/*][/*]Item Slot Price Exponent: 100 1000
[/*]Chestplate
Defense base modifier: 0.3% 0.2%
[/*]Base Reflection Chance: 1% 0.2%
[/*]Base Damage Reflection Percentage: 1% 0.2%
[/*]
Leggings
Minimum healing in camp is now floored at leggingss regen stat, this way you wont heal slower at lower health in camp.
[/*]Base Vampire Hit Percentage: 0.1% 0.025%
[/*]Base Vampire of Damage Dealt: 0.1% 0.025%
[/*]
Boots
Evasion base modifier: 0.3% 0.2%
[list]Having bumped these from 0.1% to 0.3% last patch, this made them very strong very quickly, almost cutting the time required to beat the game in half, lowering them here to hopefully make it still affordable but not too OP.
[/*]
Base Opportunity Attack Chance: 1% 0.2%
[/*]Base Opportunity Attack Damage Percentage: 1% 0.2%
[/*]Combat
Experience Gain
Level exponent changed from base_exp_value * current_depth^2 to base_exp_value * current_depth^1.75
[/*]
New Sprites
Mouse
[/*]Crow
[/*]Mummy
[/*]Sludge
[/*]Cyclops
[/*]
Crow
Now stops spawning at level 400.
[/*]
Skeleton
Now stops spawning at floor 600.
[/*]
Bugbrute
Now stops spawning at floor 800.
[/*]
Familiars
Lowered price of all familiars.
[/*]
Mummy
Base Health: 1.6B 1.5B
[/*]
Skeleton Leader
Base Health: 4B 3B
[/*]
Undead Rogue
Base Health: 10B 5B
[/*]
Misc
Changed some verbiage for consistency and clarity.
[/*]Made cursor change behavior better in skill tree.
[/*]You can now go back to camp by hovering and clicking at the bottom of the grate room.
[/*]Change the inventory to be persistent data rather than temp.
[list]Note: this will reset the key thats on the barrels from your inventory if you have a save file with it used/owned in it, Im making this change to prevent having to re-drop every item every run, this should make it not as tedious to get new puzzle items in the long run.
[/*]
Now prebaking shaders.
[/*]Bug Fixes
Game windows now gets centered while changing resolutions/at launch/setting to windowed from fullscreen. This should prevent rare cases where windows put the window in the corner making the dragging bar inaccessible.
[/*]Warning for needing to go through rebirth before you can spend Hemalith no longer gets spammed when entering skill tree for the first time.
[/*]Skills no longer remain white after resetting skill tree spend.
[/*]God no longer invites you to spend your hemalith even though you haven\'t seen the hole if you haven\'t died.
[/*]God no longer hints at you to rebirth at floor 10 if you havent met him before.
[/*]Made Mouse familiar stats visible without having to repurchase it since you already owned it.
[/*]Made it so the blood from your familiar no longer eats mouse input from the impale station.
[/*]Prevented consumables from being used outside of combat.
[/*]Made shop items check the max storage before calculating if its affordable to prevent flickering.
[/*]Stopped the materials unlock icons from flashing if it was not affordable anymore after being affordable.
[/*]Added a check to see if Steam was running before trying to change the Rich Presence Tokens.
[/*]Made material upgrade buttons check for material cap before enabling themselves to prevent flashing.
[/*]Prevented cursor from being turned into an eye during rebirth if you have pause menu opened.
[/*]Fixed button text in combat from overflowing while on higher text size in certain languages.
[/*]Skill is now correctly shown as available to be purchased if you have the exact amount of Hemalith as its cost.
[/*]Fixed Material switcher button not staying held down when switching materials by clicking on them.
[/*]Fixed Skill Tree descriptions styling not updating when maxing out until theyre hovered over again.
[/*]Fixed Enemy Attack Timer trying to cap itself even after leaving the dungeon causing errors.
[/*]
I finally took the time to play through the main gameplay loop on my own, something I havent actively done since the start of dev, this helped me pinpoint a few QOL things, bugfixes and changes to progression that should hopefully make for a better experience.
Whats new?
Combat
New combat backgrounds, that switch more often. 7 total backgrounds, with 3 reserved for the end of the dungeon, while the other 4 change back and forth.
[/*]End of run screen now shows a progress bar to show you how far youve made it in the dungeon.
[/*]
Prestige
New animation while checking out prestige
[/*]
Changes
Progression
Grate room and backroom now stay unlocked when prestiging.
[/*]
Combat
Combat now gives you your attack speed straightaway instead of waiting a second.
[/*]Made the exit to camp button on boon screen take a second before becoming available to prevent misclick from manual attack.
[/*]Now has a small animation going into the dungeon.
[/*]
Familiars
All familiar base health got x10d
[list]Especially after upping their price in last update, they feel a little too disposable and die super easily. Im hoping this makes them last a bit longer in combat.
[/*]
Equipment
Chestplate defense base modifier: 0.1% 0.3%
[/*]Boots evasion base modifier: 0.1% 0.3%
[list]Boosting these two since throughout my playthrough I could barely get them maxed out before beating the game.
[/*]
Leggings Rock and Iron upgrades base modifiers 1% 0.1%
Lowering these since leggings get 10x boost from prestige and that makes them wayyy too easy to max out mid-late game.
[/*][/*]Materials
Brute upgrade base price 250k 50k
[/*]Golem upgrade base price 2.5M 250k
[list]I noticed that these upgrades were super expensive and I never really got around to using them much, lowering to make them more accessible and increase overall Material gain.
[/*]
UI
Click value for each material on the GUI is now formatted.
[/*]Boots evasion % while boosted by a boon is now rounded to 2 decimals instead of 3+
[/*]\\[DEMO] Now displays a message mentionning that progress is carried over to the full game.
[/*]\\[DEMO] Now displays an Add to wishlist button in the pause menu.
[/*]Change string of base material storage skill tree upgrade to mention multiplying by 10.
[/*]
Skill Tree
Skill nodes are now white when available to be purchased in the skill tree order.
[/*]Cursor now shows an open hand on available skills.
[/*]New eye cursor for preview mode.
[/*]Clicking while in preview mode now warns that you cannot spend in preview mode.
[/*]Items descriptions now are green if they are purchasable even while in preview mode.
[/*]God now warns you if you havent spent anything in prestige.
[/*]
Localization
Updated Localization
[/*]
Misc
Removed some combat prints in console to prevent spamming logs.
[/*]Made it so add to wishlist buttons call the Steam API to open the link this way users are signed in through the steam overlay to make it easier to wishlist.
[/*]Grate room color palette change.
[/*]
Bug Fixes
Bosss Iridescent Animation Player child nodes now correctly get freed instead of piling up.
[/*]Enemies time before next attack now cap to their instead of carrying over their old time left which may exceed the current enemys attack speed.
[/*]Setting player is picking boon bool back to false on death in a weird edge case where it would prevent player healing after dying while picking a boon?
[/*]Added missing ) to maxed out skill node modifier
[/*]Helmet mini-prestige no longer requires next level material cost before letting you click on it.
[/*]Added a check to see if the cursor sprite youre trying to change to is different from the current one, if it isnt skip changing it. This fixes a flickering cursor issue in the skill tree.
[/*]Bring me a crows beak string no longer shows up before first god dialogue.
[/*]Button to see into prestige now requires you to have interacted with god first.
[/*]Made some equipment effects displays in equipement/store round up less.
[/*]Discord and steam buttons on end of demo screen not opening links.
[/*]Max skill level outline not being reset on reset
[/*]God doesnt tell you to use your hemalith if you havent died yet (and thus havent unlocked god).
[/*]
Whats new?
New tiered pixel art Knight cursors - Thanks to Monster Lover in the discord for making them!
[list]Copper from 0 75
[/*]Silver from 75 150
[/*]Gold from 150 infinite
[/*]
Combat
Added an exit combat button on the boons picking page, this way if you forgot to set the auto-exit, you may exit at the boon picking stage.
[/*]
Changes
Familiars
Familiars prices have been a little on the lower side, letting you get super powerful familiars early letting you move a lot faster than you should be able to, Im increasing prices of some of them, to hopefully make it more like they were supposed to be at the start. The original intent was to have each familiar worth it/affordable at each 100 floor. Let me know how they feel now, if theyre now underpowered for what they cost, could boost some stats later on.
Skeleton
Cost: 25k 10M
Spider
Cost: 500k 500M
Stingbat
Cost: 5M 1.25B
Amalgam
Cost: 15M 10B
Dwarf
Cost: 50M 50B
Cyclops
Cost: 100M 250B
Mummy
Cost: 200M 500B
Skeleton Leader
Cost: 500M 750B
Undead Rogue
Cost: 5B 1T
Materials
Changed added percentage chance of spawning a sparkle from +0.1% on click to +0.05% to make it appear a little bit less often, but its still very common.
[/*]Made the New material is unlockable move a bit to be more noticeable
[/*]
Misc
Combats door icon now has a handle to be a little bit more clear about what it is.
[/*]Changed the backrooms door to be grey instead of the same color as the background, should help it make it more visible.
[/*]Changed verbiage in prestige buttons from Commit to rebirth to Spend Hemalith to hopefully help clarify how the spending system works, as people have been having a hard time figuring it out.
[/*]Attack speed labels are now correctly rounded instead of showing long numbers.
[/*]Pick your boon buttons percentages are not correctly rounded instead of getting crazy long.
[/*]
Bug Fixes
Material sparkle now only appears over the map hover section.
[/*]Enemy manual hit / weak spot now only appears over the map hover section.
[/*]Fixed combat restarting even if youre picking boon after exiting pause menu
[/*]
Whats new?
The game now has a bunch of new cursors which change depending on context, which should make some actions clearer!
[/*]
Prestige
You now have to drop a crows beak in combat to prove your worth before prestiging. This will not apply if youve already prestiged.
[/*]
Combat
Combat now has randomly spawning weak points spawning on the enemy that when clicked gives you an extra attack.
[/*]
Materials
Materials now get a critical hit point that gets shown every so often, with a chance of it appearing getting greater with each click, that gets you a bonus of material youre currently clicking (based on your click power).
[/*]You can now use 1,2,3 keys to switch between materials.
[/*]Materials now have a little pop up at the bottom telling you you may unlock them when you can!
[/*]
Prestige
Skill tree description box now styles itself depending on if its available to be bought or not.
[/*]
Changes
Combat
Boons now round up to 2 decimals instead of going to crazy long numbers
[/*]Item timers are now paused while picking a boon.
[/*]
Misc
Updated Localization
[/*]Fade to black animation is faster by 0.8s
[/*]
Bug Fixes
Now correctly resetting boons and attack bars progress when getting kicked out from combat at the end of demo.
[/*]Now checking that discord is well connected before trying to refresh Rich Presence which should fix log spamming and potential illegal memory write attempts that may lead to crashes.
[/*]Added greater null checking for Familiars to prevent trying to access values that are nulls eg if your familiar dies while its attacking and trying to find its attack damage.
[/*]Cleaned up some animation keyframes for boss iridescence and GUI shaking, which was potentially causing errors trying to reach unnatainable keyframes.
[/*]Fixed helmet upgrade always resetting attack speed while upgrading other materials upgrades. Now checking for which material is selected before giving you the mini helmet perstige.
[/*]Fixed broken Sentry config overriding user consent in last build re-export patch.
[/*]Leggings and sword base modifiers now correctly show how much they add on level up.
[/*]Fixed boon labels and buttons showing effects affected by boon mults twice.
[/*]
Changes
Now attaching Node Scene Tree to crash/error reporting for greater context.
[/*]Recompiled export templates for Windows for 4.4.1, was currently using 4.5.dev, should prevent potential weird behavior from version mismatch.
[/*]
Bug Fixes
Balance reset now correctly given instead of every time you boot.
[/*]Not being able to heal after beating the demo.
[/*]Stopped Dialogue after beating 10 floors from being shown at end of demo and fixed its pop up happening every run.
[/*]
Whats new?
Implemented Sentry for crash/error tracking.
[list]You will be prompted to activate them or not, it's up to you if you want to share your crash/error logs with me, but if you do, it would greatly help!
[/*]
Settings
Text Speed Slider, you can now go up to 2x text animation speed.
[/*]
Misc
The familiar sacrifice now has a prompt when hovering over it.
[/*]
Changes
Equipment
Helmet - Boon Multiplier
This upgrade was wayyyyy too powerful for how much your prestige boosts your helmet, Im lowering its base modifier drastically, well see how it feels.
Base modifier: 5% 0.25%
[/*]
Misc
Balance pile of materials camps outline on hover is now smaller.
[/*]
Bug Fixes
Evasions upgrade display was rounding too many decimals causing the UI to show +0.00%. This is now fixed.
[/*]Consumables UI not being reset on prestige and creating un-depletable consumables.
[/*]
Ive overhauled the equipment system with this update. You will receive a refund for materials youve spent at your camp so you can reallocate your resources accordingly.
Whats new?
The game now hints at you to prestige if youve reached level 10 without having prestiged once.
[/*]You can now sacrifice your familiar for some meat.
[/*]There are now 5 different items for you to purchase, however, your item slot cap is by default 1, and you may upgrade it up to 3, via your helmet iron upgrades.
[list]Healing Potion - Heals for 20% of max health.
[/*]Spiky Bone - Damage Boost for 30 secs
[/*]Weird Fruit - Healing Boost for 30 secs
[/*]Moldy Mushroom - Defense Boost for 30 secs
[/*]Skull Amulet - Instantly Kill current enemy.
[/*]
Combat
Added a progress bar for enemy attacks
[/*]Disabled loading while in combat.
[/*]
Materials
Materials now upgrade individual skills for equipment, giving them a unique purpose.

Sword
[list]Damage
[/*]Crit Chance
[/*]Crit Multiplier
[/*]
Helmet
Attack speed
[/*]Boon % effectiveness
[/*]Item slots
[/*][/*]Chestplate
Defense
[/*]Reflect Chance
[/*]Reflect percentage
[/*][/*]Leggings
Healing
[/*]Chance of vampire
[/*]Vampire % of damage
[/*][/*]Boots
Evasion
[/*]Opportunity Attack Chance
[/*]Attack damage (% of sword)
[/*][/*]Changes
Combat
Removed Vampire % boon as it now is an upgradable stat.
[/*]
Crow
Evasion: 35% 20%
Misc
Save and Load buttons now have toasts that indicate that theyre saving/loading the game.
[/*]
Bug Fixes
Fixed Bosses having bbcode names in Discord Rich Presence
[/*]Fixed game saving not saving number of total runs.
[/*]
Whats new?
Ive heard from quite a few people that theyd like to have shortcuts to quickly change between locations, you now can use the num keys (rebindable) to change between locations.
- You can now use num keys to switch to specific locations on the map while the map is open.
- Backroom location on the map.
Combat
- Better feedback for getting hit.
---- Player getting hit SFX
---- Flashes for healing + damage taken
- Familiar now has a scratch animation instead of the basic swipe.
Changes
Ive heard quite a bit that progression feels slow and that mat gain should be easier, and that clicking should be more rewarding. With this balance patch, Im hoping to make progression feel more rewarding and promote investing in individual upgrades.
Materials
- Now adds 1 of the effects base value extra every 10 upgrades:
---- eg: Click 0.2 base. on 10 upgrades bought Click Upgrade = 0.2 + 0.2 = 0.4
---- base effect + (floor(owned/10) * base effect)
- Upgrade buttons now show the full effect theyre adding - including multipliers from material level and prestige skills! Finally!
- Changed the name of some upgrades to make it reflect monsters actually in the dungeon instead of random names that were there from the beginning of dev that didnt really make sense.
Click upgrade
- Base effect: 0.1/c 0.2/c
Prestige
- Comitting to prestige now has a different color panel. Which should make differenciating between preview and prestige mode clearer.
- When you have spent hemalith on certain skills, they now show up more clearly in yellow.
Equipment
- Leggings regens effect is now (1.4^leggings_level)*mults which should make it much more effective.
- Health Potions price calculation changed : 10% of max health ((1.00205^level) + (level/2))
---- This should make the potion much more affordable at first, making it exponentially expensive as you gain more levels.
Localization
- Updated Strings
Bug Fixes
- Fixed not being able to heal after giving up the fight while picking a boon.
- Panel styling for unaffordable potion
- Fixed stutter while opening the settings menu.
Whats next?
I intend on changing how the different materials work. As it currently stands, each material is kind of acting as another wood, simply used to fulfill the increasing cost of equipment. In the future, Id like to make it useful for different stat upgrades: eg: Sword: Wood Damage, Rock Crit Chance, Iron Crit Mult.
Other things I want to add:
- A way to sacrifice your familiar.
- A minigame that gives you some extra material once in a while, kinda like golden cookies in cookie clicker.
- Maybe new potions? Temporary speed boost, damage boost, defense boost?
And of course, all the puzzles and things to do in the dungeon in the full game. Keep the feedback coming! Thanks for trying out Horripilant!
Whats new?
Combat
- Abandon combat button that lets you instantly die and get out of the dungeon.Materials
- Different clicking sounds for Wood and IronChanges
- Material Upgrade Buttons and Equipment Upgrade Buttons now have clearer red/green colors to show when theyre unaffordable instead of all being orange.- The map icons now have a bigger hitbox that cover the text as well.
Materials
- Made unlockable materials more prominent when affordable, they now flash.Combat
- Boons screen no longer flashes for a split second when auto-pick is enabled.Mouse
10% evasion is brutal at the start of the game when you only attack every 3 seconds. Im removing the mouses evasion so it doesnt feel as painful to start.- Evasion 10 0%
Localization
- Updated strings.Misc
- End of demo now saves after exiting the dungeon, which should prevent you from finishing the demo, coming back and dying.Bug Fixes
- Hemalith is now tracked as a float when entering the skill tree, prevents reset from losing decimals.- Now tracking how much material you spend in the equipment updates
- Clicking the lowest floor to exit button now saves it as the default value.
- Give the creature some meat? is now correctly localized
- Linux build not launching.
Changes
Localization
- Updated russian strings.
- Map onboarding should now be translated all the time even if you change language mid run.
Other
- Calling Steam.steamShutdown() api before leaving the game manually to hopefully fix the game not being detected as not running anymore by Steam.
- Made jumpscare auto-click detection less sensitive and only happens once.
Bug Fixes
- Meat & Exp Gain are now properly displayed with your prestige multipliers in combat end of run.
Bug Fixes
- Incoming damage is now properly split amongst you and your familiar in combat.
- Made modifications to mouse detection to prevent skill tree descriptions from popping in on hover.
- Buy the full game and see... end of demo is now localized properly.
Changes
Localization
- Updated strings.
Bug Fixes
- Added extra prevention to shop buttons to hopefully prevent them from letting you buy twice.
Version 0.4.0 is now LIVE for playtesters!
This is a big update that shakes up the games progression quite a bit.
YOU WILL START OVER! I have refactored saving/loading code to make it easier to handle in the future. And I havent created a way to port older saves since theres so many balancing changes that progression does not make sense with an old save.
This patch aims to rework how progression works. I made the enemies get a lot harder much faster, as the level cap is 1000. Material upgrades are cheaper to let you buy more equipment to face these new challenges, and changed some prestige prices to incentivize more prestige. You can also now get familiars to fight alongside you which will aid you in your fight.
Share your thoughts on how the new progression feels! Too easy, too fast, too hard Some upgrades too cheap, expensive? Let me know!
I will try and rebalance considering the feedback I get. Ive implemented systemt to help refunds for stuff youve bought if it changes its price if I do big changes.
Whats new?
- Added language onboarding for first time users.
- Qubec Language Localization (fr_CA)
- Spanish Language Localization
Gameplay
- You can now get familiars to fight alongside you for some meat.
- Incoming damage is split amongst the both of you.
- The familiars health does not regenerate HP. It has one life.
- Added initial game onboarding.
- Added an autoclicker prevention.
- Lamp now shows up and works in the UI when bought.
- Doors in the camp now are functionnal
- You can now spend some meat to extinguish the campfire.
- Now gives you 10% of your mat production of offline gain.
- You can increase this percentage in the skill tree.
- Level 1000 cap.
Settings
- Keys are now rebindable.
- New text size accessibility option.
- Disable flashing panels accessibility option.
- Disable numbers pop up particles option.
- Disable particles options for potential users getting lag at high attack speed.
UI
- Pausing the game actually pauses combat.
- There is now a pause button in the right GUI panel! You no longer need the keyboard to play the game if you just want to use the mouse.
- Main Menu animation
- You can now hold click to auto buy in the shop.
- More buttons have hover and click sounds to them.
- Prestige items now display more clearly when maxed out instead of just using the number being blue.
- Added a You are here icon to the map.
- You can now use arrow keys to up/down the spinbox to select which level you want to start at.
- Dropped items show up as new in inventory
- Changed Languages in drop down from locales to fully translated names and their percentages.
Combat
- Fancier death screen with stats on your run.
- Enemy health bar is now animated to show the damage you do to it.
- You can now pick up boons between levels. They only last for your current run.
- Damage Percent Bonus
- Attack Speed Bonus
- Defense Percent Bonus
- Regen Percent Bonus
- Evasion Percent Bonus
- Double Attack Chance
- Crit Hit Chance
- Vampire HP - Percent of damage dealt.
- Chance of reflecting some damage.
- Meat Gain Boost
- Exp Gain Boost
- Heal Familiar for 10 %
- Heal Self for 10%
- New Enemy: Undead Rogue.
Other
- You can now press i ( and rebind that key ) to toggle open the inventory, alongside Tab
- Added a feedback button to the game that opens a form that is linked to the discords feedback forum.
- Implemented Steam Rich Presence which now displays a status on your friends list
- Added emojis to print messages for easier visual parsing of logs.
- Updated Discord Rich Presence assets and presentation.
- Tracking new stats:
- Total monsters slain.
- Total Deaths.
- Total Familiars bought.
- Last save time and date.
- Total runs done.
- How much materials and meat spent in current run (would be used for giving it back to you if balances changes are needed)
- New loading splash screen.
- Added a stats screen to see your stats in your current save.
- Now saves combat entrance level in save file.
Demo
- Created a demo mode, caps at lvl 10.
- Added an end of demo screen.
Changes
Prestige
- Changed max level look of skills.
- Prevents you from prestiging with 0 hemalith.
- New Skills:
- Familiar HP mult
- Familiar XP Mult
- Offline Gain
- Removed:
- Lamp Skill (It now drops as an item)
- Changed some code logic with how Im handling materials and multipliers, should be easier to tweak and create less errors in code.
Equipment
Boots
I kind of forgot that this wasnt capped, you could easily go over 100% evasion which resulted in not getting hit at all.
- Max Evasion: Uncapped 50% cap
Chestplate
The chestplate felt very strong starting off, I want to promote putting some skill points on it before it becoming too overpowered.
- Max Defense: 95% 75%
- Base Upgrade Effect: 1% 0.1%
Combat
- Enemy Health Calculation : Base + Current Level Value Base * Current Level Value^2
- Enemy Attack Damage Calculation : Base + Current Level Value Base * Current Level Value^2
- Enemy Exp Value : Base + (Current Level Value * 0.2) Base * Current Level Value^2
- Enemy Meat Value : Base + (Current Level Value * 0.2) Base * Current Level Value^2
- Combat now formats enemies attack damage numbers.
- Enemy missed messages are no longer toast panels but rather spawn on the chestplate.
- Log messages and names of Bosses are now rainbow!
Enemies:
- Like a bajillion changes, see the before:

and after:

Materials
Hearing from testers how progression felt slow in the beginning, Im lowering the prices of the upgrades to make early progression a little bit more fast, and to let you gain more material later on as you will need more of it with the harder enemies.
Material Level
Cost Multiplier: 100x 50xClick Upgrade
- Base Price: 7.5 1Mouse Upgrade
- Base Price: 1 0.5Rat Upgrade
- Base Price: 50 25- Effect: +0.5/s +1/s
Zombie Upgrade
- Base Price: 500 250- Effect: +2.5/s +5.0/s
Skeleton Upgrade
- Effect: +5/s +10/sBrute Upgrade
- Base Price: 500 000 250 000- Effect: +25/s +50/s
Golem Upgrade
- Base Price: 5 000 000 2 500 000- Effect: +75/s +100/s
Prestige
Meat Gain Mult
Cost Multiplier : 5x 6xMax Level: 50 5
Death Loss Reduction
Cost Multiplier : 5x 2xHemalith Gain Mult
Max Level : 50 5Exp Gain Mult
Cost Multiplier : 10x 2xMax Level : 50 10
Level Health Mult
Cost Mult: 10x 2xMax Level: 50 10
Base Storage Mult
Max Level : 10 3Material Global Gain Mult
Cost Multiplier : 100x 2xMax Level : 10 5
Material Click Value Mult
Cost Multiplier: 100x 10xMax Level: 10 5
Global Equipment Multiplier Skill
Base Cost: 5H 0.5HCost Multiplier: 100x 2x
Max Level: 100 15
Effect: +1.0x +0.2x
Material Production Multiplier
Max Level: 100 5Material Level Cap Upgrade
Base Cost: 100H 10HSword Multiplier Skill
Base Cost: 5H 0.5HCost Multiplier: 100x 2x
Effect: +1x +0.5x
Max Level: 100 15
Helmet Multiplier Skill
Cost Multiplier: 100x 20xMax Level: 100 5
Chestplate Multiplier Skill
Cost Multiplier: 100x 7xMax Level: 100 5
Leggings Multiplier Skill
Leggings have been feeling a bit underpowered so Im raising its effectiveness and lowering the price to encourage its use.- Effect: 1x 10x
- Cost multiplier: 100x 2x
- Max Level 100 10
Boots Multiplier Skill
Boots get very powerful very quickly which is why Im capping the skill.Cost Multiplier: 2x 10x
Max level: 100 5
Misc
- Refactored Saving/Loading code.- Meat loss on death is now formatted.
- Prestige, game reset state and Saved Settings now save in a different folder, this way they wont be saved by Steam Cloud. This should prevent the game from loading a higher resolution from your computer to your steamdeck, for example.
- Russian font change and sizing now is better handled, text is now clearer and scaled correctly across the game.
- Changed how prestige hover info works, to prevent overlapping.
- Prevented autosave from happening while prestiging to prevent weird saving behavior.
- Updated Localization
- Game build is now encrypted.
- Moved stuff around a bit in the map.
- Updated camp bg sprite.
- Changed Health Potion styling to remove the divider which was causing issues on different text sizes at certain languages.
- Changed how settings are stored and loaded. Serializing to json instead of using resources. Settings initializing to null/0 while not having values should be fixed with this!
- Changed tween variable references in combat and Materials which should hopefully prevent increasing memory usage by creating new nulls every time instead of reusing one singular Tween
Bug Fixes
- Base Combat Exit at Spinbox value is now 1 instead of the default 100 which was leftover from when I used to calculate depth in 100m increments.- Helmet mini prestige (x10 damage, reset attack speed.) Is now tracked and reset correctly on prestige.
- Now checks to set the chestplate upgrade back to available if its under the cap (Should hopefully fix the prestiging issue where you cant purchase the chestplate upgrade until game is restarted.)
- Player panic state is now correctly happenning at 10% health as opposed to 30% health.
- Player Health gets recalculated when launching a new save instead of keeping last value.
- Changed how prices were calculated, from ((cost * cost_multiplier) * level) to cost * pow(cost_multiplier, level) which should give the desired price calculation.
- Fixed boolean settings not being loaded correctly.
- Saves now show correctly translated strings for lvl after changing the language.
- Removed focus modes from buttons which should prevent the buttons from eating click inputs on deck.
- Fixed item display logic which made it incorrectly display certain items as other ones.
- Fixed campfire not turning back on after exit to menu.
- Save buttons No data found is now localized.
- Changed way of setting vsync setting. Should work better.
- Level on the combat screen is now localized correctly.
- No longer toggles map, inventory and lamp inputs if youre in the settings menu or in main menu.
- Stairs first time description going by too fast.
- Stairs String not translating after first time.
- Exit to main menu is now prevented while in dialogue to prevent weird overlapping.
- Now caps max player health every frame instead of every second.
- Starting level input is now set while typing instead of having to un-focus it for it to be set.
- Material max level is correctly calculated now.
- Fixed quit to menu button styling while disabled.
Heya!
I've recently uploaded a devlog on YouTube going through my backstory, how I found the game idea, and how I built the game up until what it is today! If you're interested in how games get made and is interested in Horripilant, it's worth a watch!
Want to keep up with dev? Join the discord!
Follow our socials down here!
Version 0.3.1 is now LIVE
A small update but one that adds support to Linux! If anyone runs Linux please give it a shot!
Whats new?
- Linux Support! Please let me know how it runs and if there are any issues!
- Mute when not in focus setting.
Bug Fixes
- Settings are now checked to see if they are null before loading - preventing settings getting set to 0/null/false if they dont exist - requiring players to modify all settings to set them again.
- Volume Settings get initialized correctly
If you have any questions, feedback, bug reports or are interested in playtesting - join the discord!
Once again a polish update adding a lot of QOL stuff. Next up with 0.4.0 is a big rebalancing of general progression, keep an eye out for that. Then with 0.5.0 I want to implement the general puzzles and progression of the game. Before this Ill work on a devlog to push the store page out, go wishlist the game!
Whats new?
- Game now has music!
- Combat now displays how far along you are on a certain floor.
- Main Menu rework!
- You can now have 3 different save files.
- New SFX!
- When opening/closing map.
- Fire crackle in camp.
- Gulp while using a potion.
- Reverb is now applied across the game. - Let me know your thoughts if its too much or not!
- New pause/settings menu!
- New V-SYNC setting. (Doesnt uncap FPS, kind of useless for this game but its there in case it creates any issues.)
- New FPS cap setting.
- New Music and SFX individual volume sliders.
- Added a credits tab.
Equipment Upgrades
- Different new SFX when upgrading equipment.
- New sparkles particles when Upgrading Equipement
Changes
General
- Player Panic mode (low bit-depth, shaking) is now triggered at 10% health or lower instead of 30%.
Bug Fixes
- Formatter setting now saves correctly.
- Map is no longer able to be opened while in combat via GUI button.
- Base mat max level is now correctly 3 instead of 4.
- Materials no longer get capped by storage on loading requiring loading multiple times. (for real this time!!)
If you have any questions, feedback, bug reports or are interested in playtesting - join the discord!
Minimum Setup
- OS: Linux distribution released after 2016
- Processor: x86_64 CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Integrated graphics with full Vulkan 1.0 support
- Storage: 200 MB available space
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