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Devil Spire Falls is a procedurally generated, open-world, hardcore action-RPG built around dynamic and interconnected systems and mechanics.

The first Devil Spire fell. Now the rest of the world is next

Create your own unique character and delve into this dark fantasy world where the actions of heroes past caused the first Devil Spire to fall, and spread an accursed fog throughout the land... And the monsters that lurked within.

A whole world to explore and conquer

Explore the overworld, conquer dungeons, become the town hero, raze every village to the ground, hunt monsters, slay bosses, slaughter bandits or nomad camps, kill that merchant, run away, build your own home, gather your party, go on quests, farm, fish, mine, hunt, tame... The possibilities are endless!

True freedom to do whatever you want

In this world where nothing is predetermined... Everything is permitted. No character is so important it can't be killed. No dungeon is made to be an easy and fair challenge. No obstacle can't be smartly circumvented or brute-forced through. You will enter a world of its own, unconcerned with your well-being, and unprotected against your machinations! And of course, your choices are permanent, and they do matter.

Featuring

  • Fully customizeable character creation, including facial features, with several Races, Classes and Origins, backed by a deep, real RPG system with 7 main stats, skills, perks, equipment, magic and more!

  • 18 unique weapon classes with their own special properties, not to mention your own fists! From swords to flails, from bows to muskets, and from throwing knifes to javelins. You're sure to find one that suits your tastes!

  • 35 Skills with 9 Perks each! Unlock special attacks, acquire new actions, get rid of limiters, learn how to build mighty weapons, or simply unlock a door, etc. With enough training, your powers will know no limits!

  • Create your own spells with over 100 effects, from buffing to burning, invisibility to telekinesis, shrinking to transforming... There's enough magicks to fill an entire library with arcane grimoires!

  • A deep combat system with several unique attacks, blocking and parrying, dodges, kicks, and much more. You must use every tool at your disposal, and the right one, to outmaneuver your enemies, conserve your stamina, leave them stunned and confused, and emerge victorious!

  • Physics and environmental shenanigans: Throw items at enemies, kick them off cliffs, build your own bridges and stairs, sneak past them while snuffing out lights, use the traps and whatever else is around you to come out on top!

  • Climb anything, swim to the deepest depths, leap over mountains, fly above the clouds, run faster than a horse... or just tame and ride one. There are many ways to traverse this vast world, or reach every room in the treacherous dungeons. Just how many secrets lie in the far reaches of the world, or behind a secret wall?

  • In-depth NPC interaction system: Trade items, chit-chat, join factions, do quests, get trained, ask for information, recruit them to your party... not to mention all the interactions outside civil conversation like pick-pocketing, murder, induced comma, and other accidents!

  • An endless amount of items, activities, interactables and things to build or destroy, all interlinked and working with each other! Build your own base, grow your own crops, gather, mine and fish, or just destroy anything that stands in your path. The choice is yours!

While you have the freedom to do whatever it is you desire... The Urge to conquer a newly risen Devil Spire does not leave your mind. Will you repeat the errors of the past, discover the truths behind the massive towers, or simply take their power as your own? You now have the entire world to scour for answers!

Devil Spire Falls
Ithiro SumiDeveloper
Ithiro SumiPublisher
2025-07-07Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (229 reviews)
The Goblin Update is LIVE

As chosen by the Update Poll, the Goblin Update is up! A whole new, unique PLAYABLE AND NPC race has been added, with all the traits you\'d expect! Jump in right now to beat them, or join them!

Enjoy these little creatures as much as you can, as I\'ll go on a 2-week vacation for the holidays, but we\'ll be back soon!

CHANGELOG

  • New playable and NPC race: GOBLINS!! Small, naughty and smelly creatures that are almost monsters, and are treated, and surely act, like such! What Perks could these unique little devils have? Find them in Prisons and Caves, and maybe somewhere else?

    [/*]
  • New Factions: The Monsters Class Faction, and the Goblin Race Faction, as beloved by all the others as you can imagine

    [/*]
  • Added 9 new Lore Books!

    [list]
  • Scripture of the Goddess vol. 0, by A.V.J.K (Archduke of Bigbrains)

    [/*]
  • Encyclopedia of Faiths: Field Notes, by JOJ XIX (JoJman)

    [/*]
  • The Sanguine & The Savage, by JOJ XIX (JoJman)

    [/*]
  • The Gray Journal: Notes on Reversal, by JOJ XIX (JoJman)

    [/*]
  • The Iron Testament, by JOJ XIX (JoJman)

    [/*]
  • Two Paths of the Pox, by JOJ XIX (JoJman)

    [/*]
  • The Tablet of the Hollow Husk, by JOJ XIX (JoJman)

    [/*]
  • The Edict of the Empty Sky, by JOJ XIX (JoJman)

    [/*]
  • The Last Whisper of Zephyr-Khan, by JOJ XIX (JoJman)

    [/*]
[/*]
  • Updated the \"The Last Hide of the Feathershields\" Lore Book, with revised history

    [/*]
  • New Light Armor style for the Head (aka Hat): ???

    [/*]
  • Added a ????? ??? to all character\'s starting items

    [/*]
  • Slightly improved the ??? on the flying ????

    [/*]
  • The world starts at a different time and date, temporarily

    [/*]
  • Added missing map icon for Pyramids

    [/*]
  • Added missing sounds to Character Creation selectors

    [/*]
  • Added some missing terms to the list of words for name generation

    [/*]
  • Better Icons for Light Armor, with an extra layer of shading that was missing

    [/*]
  • Cities will no longer spawn clipping mountains, and thus have excessive average-height, causing them to be way higher up than normal

    [/*]
  • Grasses and Herbs can now spawn on inclined terrain. Rocks do so too, but at half their normal rate

    [/*]
  • Nomads may now fight monsters instead of running away

    [/*]
  • Playing musical instruments now slowly damages them

    [/*]
  • Renamed Tainted Saliva to Tainted Drool, to pair nicely with the Cursed Blood

    [/*]
  • Renamed the Speech Skill to Speechcraft

    [/*]
  • Reordered the Journal so Quests appear first

    [/*]
  • Vampires and Lycanthropes now respawn after death with full HP

    [/*]
  • Fixed bugs, specially with the minimap, when using Scrolls of Escape

    [/*]
  • Fixed bug when starting the game already overencumbered or overloaded

    [/*]
  • Fixed incorrect handling of Race Factions when becoming a Vampire or Lycanthrope. You now betray only your previous one, then are added to the Vampire or Lycanthrope one, once

    [/*]
  • Fixed incorrect value shown in the description of Coin Items

    [/*]
  • Fixed Levitation not always being cleared when the Effect ends

    [/*]
  • Fixed losing The Urge Quest when re-generating a world

    [/*]
  • Fixed several instances of incorrect appearance sliders during Character Creation, specially after changing races

    [/*]
  • Fixed some instances of incorrect values for skin color when randomizing during Character Creation

    [/*]
  • Fixed Transformation Effects resetting racial traits (Perks), including the ones from Vampirism

    [/*]
  • Fixed wrong descriptor for Secretion Drink Consumables

    [/*]
  • [/list]

    [u]Want to vote on what will come next? Join us on Discord![/u]

    https://discord.gg/Rcq7dzQm5C

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-12-26 14:51:02 CET ] [Original Post]
    The Pyramid Update is LIVE

    As chosen by the Update Poll, the Pyramid Update is up! Possibly the hardest dungeon challenge yet, these new labyrinths are very unique, and hide the greatest treasures in the world! Can you conquer them, or will you get lost in their endless corridors and join their inhabitants? Several other fixes and important improvements are also included in this update, so let us know what you think!

    CHANGELOG

    • New dungeon type: Pyramid!

      [list]
    • Spawning in Deserts and rarely in Savannahs, these ancient structures are a hellish maze filled with monsters, traps and secrets!

      [/*]
    • With a new dungeon generation algorithm, distributing rooms as you\'d imagine, these labyrinths might be a nightmare to conquer, but the treasure at the very top is well worth it!

      [/*]
    [/*]
  • New \"Door\" type: Platform Elevators! Not a door at all, but it does act as unique \"stairs\" for Pyramids!

    [/*]
  • Added 8 new lore books! \"A Drought\", and the seven volumes of \"The 7 Fractions - A Translation Of Time And Space\"

    [/*]
  • Improvements to the Ask Menu of NPCs:

    • It now has Sort and Filter Options, including showing only Quest Subjects

      [/*]
    • There\'s now text to the right of the questions detailing what exactly they ask for

      [/*]
    • Split the help/Disposition text to the top and bottom, and added extra info to it

      [/*]

    [/*]
  • Added Cursed Blood and Tainted Salive to the item generator list, so they can be properly created with Effects, or obtained with Services

    [/*]
  • Added extra help text for the Services Menu for Item Services (Cooking, Stealing, etc.) detailing that Skill Levels (and which Skill is it) determine the Items offered, and the character level determines success rate

    [/*]
  • Better and more dynamic UV Mapping and textures for the bottom part of Spike traps (visible on the floor below)

    [/*]
  • Better texturing for Crawl and Climb Spaces, and Broken Walls, so they fit better with their neighbors

    [/*]
  • Crafting Recipes\' \"leftovers\", like the empty bottles when making dough with water and flour, now properly follow the Quantity selector

    [/*]
  • Interface Scaling is now defaulted and preset based on your actual main monitor size

    [/*]
  • Lamp and Badge Items are no longer removed from the shortcuts bar when used/equipped, and also properly show up as equipped or not

    [/*]
  • Made it so Normal Attacks, Power Attacks, and Kicks all have different shout voice pitches for animals and monsters

    [/*]
  • Much better limb-scaling code based on attributes for Monsters and Animals (no more massive shoulders for humanoids!)

    [/*]
  • Nerfed Silver and Gold Coins, they now cost 10 and 100 Copper Coins respectively, so Gold Coins, and Gold in general, can spawn at a decent rate, specially as ores and ingots

    [/*]
  • Nerfed the Skill exp gain of Building, Mechanics, Athletics and Acrobatics

    [/*]
  • Nomads no longer keep trying to ride their horses

    [/*]
  • Renamed the Blood Item Subtype to Secretion, to better cover the Tainted Saliva too, alongside the Cursed Blood Items

    [/*]
  • Shortened Werewolf howl sound

    [/*]
  • Slight adjustments to Lycanthropy turning window\'s text

    [/*]
  • Treasures in underwater dungeons, like Coves, are one extra level above the area\'s average (for a final value of 2 levels above)

    [/*]
  • You can no longer dodge while in invalid states (like Crouching/Sneaking). This mostly applies to the auto-dodge Perk from the Dodging Skill

    [/*]
  • Fixed missing torso mesh polys in Werewolves

    [/*]
  • Fixed a bug when trying to take an equipped Projectile Item from a monster

    [/*]
  • Fixed a bug when asking for Quests from NPCs without a Job Faction

    [/*]
  • Fixed slightly weird sorting of subjects in the Journal Menu (by id)

    [/*]
  • Fixed a bug that made it so Lycanthropes weren\'t forced to turn on a full moon\'s night

    [/*]
  • Fixed bugs with Levitate Effects, specially with Tranform, and them not properly slowing you down at lower levels

    [/*]
  • Fixed behavior bugs when reloading a save while NPCs are trying to climb stairs

    [/*]
  • [/list]

    [u]Want to vote on what will come next? Join us on Discord![/u]

    https://discord.gg/Rcq7dzQm5C

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-12-19 17:21:29 CET ] [Original Post]
    The Vampires VS Werewolves Update is LIVE

    As chosen by the Update Poll, the Vampires VS Werewolves Update is up! Can you solve the mysteries, go through the challenges, and strip away your humanity to obtain power beyond mankind?

    CHANGELOG

    • Vampirism! Pale skin, red eyes, weakness to the sun and water, many dark powers, and a mortal thirst for blood!

      [/*]
    • New Item: Cursed Blood, a chalice filled with the blood of Vampires. Can you survive the pain after drinking it, and become One of the Night?

      [/*]
    • New monster: Werewolf! Creatures of the night that are fast and furious. Drinking their tainted saliva will surely do nothing special!

      [/*]
    • New Item: Tainted Saliva, I wonder what it does...

      [/*]
    • Removed Null from the game. Please report to us immediately if it comes back

      [/*]
    • Added better dialogue for when NPCs witness you commiting a crime, but their low Integrity makes them not report it

      [/*]
    • All Guards that are spawned are now alerted if someone witnesses your crime

      [/*]
    • All items are now unequipped on Transforming back, to avoid several issues with other enchanted equipment

      [/*]
    • Cannibalism is now properly frowned upon and reported to the authorities, this includes bloodsuckin\'!

      [/*]
    • Characters will no longer equip multiple Transform-enchanted items at the same time, causing duping bugs

      [/*]
    • Drain Effects can no longer kill or damage you if the target is dead with negative HP/MP/SP

      [/*]
    • For now, reduced the number of chairs in churches to avoid NPCs inside getting stuck. Will be replaced with proper church benches soon!

      [/*]
    • Made it so \"behind-wall\" checks are now done based on the targets\' eye position, if they have them. So Closest projectiles, for example, are now based on eye-of-sight

      [/*]
    • Made it so bottled Items used as fertilizer in Gather Spots now give you the empty Bottle Item back

      [/*]
    • Monsters now properly go back to trying to kill you once you dismount them

      [/*]
    • Most non-weapon Items now set your range to the minimun (same as unarmed) when equipped as weapons, except long-ish ones (branches, tools, etc.)

      [/*]
    • Nerfed giant Boulders from being 20x as difficult to break, and rewarding, as small Rocks to 5x

      [/*]
    • Nerfed the Skill exp gain of all Crafting Skills

      [/*]
    • Nerfed the Stone drops of destroyed Wells

      [/*]
    • Nerfed the success rate of Get Item NPC Services

      [/*]
    • NPCs now only walk-back if they\'re actively attacking with a ranged weapon, instead of always doing that if they have one

      [/*]
    • Optimized Animals and Monsters to not check for food only not-behind-walls

      [/*]
    • Optimized NPCs to not check for chit-chat candidates only not-behind-walls

      [/*]
    • Party Members that are mounted now unmount to follow you inside buildings instead of being locked to the animal outside

      [/*]
    • Players transformed into Monsters are now properly treated as such by NPCs

      [/*]
    • Prisons now have a small chance of being inhabited by Vampires!

      [/*]
    • Torches now no longer require any Skill levels to craft, and can also be done on simple Craft Stations

      [/*]
    • Updated the Flying Head monster sound to not be the same as the zombie one

      [/*]
    • When passing time (by waiting or sleeping) inside homes, the max number of NPCs that may come visit is limited by the current max (currently 4)

      [/*]
    • You can now drag bodies outside or inside by pushing them against gates/doors while grabbing them

      [/*]
    • You can now properly interact with Monsters in your party, to swap their Items/Equipment

      [/*]
    • You now gain the racial Perks of beasts you transform into

      [/*]
    • Fixed a bug that made it so all locations were shown with 0 population on the Journal Menu

      [/*]
    • Fixed a bug that made it so chests built outside sometimes casued crashes

      [/*]
    • Fixed a bug that made it so gates in prisons always generated with their lever right on them

      [/*]
    • Fixed a bug when mounting from one mount to another freezed the original one

      [/*]
    • Fixed a bug when trying to mount Living Statues that caused positioning issues (aka free teleport to null!)

      [/*]
    • Fixed a bug where 0 duration (instant) effects weren\'t working

      [/*]
    • Fixed a bug where an character casting Magic Bag would cause you to open yours

      [/*]
    • Fixed a bug where broken Crates spawn their items in the wrong position (their original one)

      [/*]
    • Fixed a bug where teleporting to a place you already are could cause chunk duplication (including all their assets like NPCs)

      [/*]
    • Fixed a bug where upgrading stacks of Items (like arrows) didn\'t properly increase the carry/equip weight and thus could create negative ones

      [/*]
    • Fixed a lore inconsitency in the lorebook The Last Hide of the Feathershield, as it does not specifically describe the Old Faith Religion Faction

      [/*]
    • Fixed being caught stealing when NPCs do the Steal Service for you (snitches!)

      [/*]
    • Fixed broken door texture for the inside of Churches

      [/*]
    • Fixed bugs when NPCs that are riding horses are Transformed into something else, and when they come back, even if dead, they\'re forced back into their mounts

      [/*]
    • Fixed bugs with courage checks when dead or completely naked (division by 0)

      [/*]
    • Fixed drop placement of Items inside Containers that are destroyed

      [/*]
    • Fixed ghost inputs when typing on the Filter field of the Journal and Build Menus

      [/*]
    • Fixed incorrect location/object/target name when creating Teleport-Effect Spells or Enchantments

      [/*]
    • Fixed incorrect range shown for Unarmed in the Equipment window of the Inventory Menu

      [/*]
    • Fixed merchants and other NPCs that are riding horses sometimes pointing to the wrong location when asked where something is (bastards!)

      [/*]
    • Fixed not being able to throw crates when you have excessively high Strength

      [/*]
    • Fixed other minor bugs with building and prop-generation

      [/*]
    • Fixed weird No Ground label for building, as that system is disabled

      [/*]
    • Other misc fixes and adjustments

      [/*]

    [u]Want to vote on what will come next? Join us on Discord![/u]

    https://discord.gg/Rcq7dzQm5C

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-12-13 00:15:37 CET ] [Original Post]
    The Adventurer's Guild Update is LIVE

    As chosen by the Update Poll, the Adventurer\'s Guild Update is up! Containing many surprises and long-requested and well-wished-for features, this update is a must try! Featuring a whole new thing instead of simply more assets or data, it\'s sure to please a lot of you!

    CHANGELOG

    • New Building type: Guild Halls! Tall and imposing, these places will house the headquarters of Guilds. Find them in Towns and register yourself in the Adventurer\'s Guild!

      [/*]
    • New NPC Jobs: Attendant and Manager, one gives you Guild Quests based on your rank, and the other handles recruitment and promotions!

      [/*]
    • New Item: Guild Rank Badges! Like Lamps, you use them to pin them to your chest, showing your rank and allowing you to take harder, more rewarding Quests from Attendants. Can you rise through the ranks and collect all 5 of them?

      [/*]
    • New Container, finally: Cabinets! Cheaper and more compact, these wardrobe-style containers fit anywhere, but have half the storage cpaacity of chests!

      [/*]
    • Added a ??? to the flying ????

      [/*]
    • Better selection of targets for Kill quests

      [/*]
    • Clerics now have a unique distribution of Quest types to give you, and rewards

      [/*]
    • NPCs no longer first dispose of a corpse before Witnessing your crime

      [/*]
    • Better elections system to decide the Leader of a Settlement. Usually chosen by age, but Guild masters and members of the clergy get the priority!

      [/*]
    • Now only Adventurers, Guards and Bandits unsheathe their weapons, and update their equipment, when they hear you while you\'re undetected

      [/*]
    • Optimized Time Passing for characters, specially those with multiple Effects applied

      [/*]
    • Creatures that can breathe anywhere can now also breathe above the clouds

      [/*]
    • Monsters and Animals now mostly ignore you if you\'re transformed into their race

      [/*]
    • Towns will now generate more consistently, and with a better ratio to Villages

      [/*]
    • Thrice as many Cities! So 100km Worlds have around 10 of them, and a less varying number of them

      [/*]
    • Better material for the Bonfire\'s wood

      [/*]
    • Fixed incorrect material config for Decoration Constructions: Chairs, Stools, Counters, etc.

      [/*]
    • Fixed some bugs with toggle Effects (like Lamp and Transform) and Equipment Enchantments

      [/*]
    • Fixed the help/recommended world size text in the Title Screen to 100km

      [/*]
    • Other misc fixes and adjustments

      [/*]

    [u]Want to vote on what will come next? Join us on Discord![/u]

    https://discord.gg/Rcq7dzQm5C

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-12-05 19:58:55 CET ] [Original Post]
    Hotfix for the Church Update

    • Adjusted the ration of Villages to Towns when generating a World

      [/*]
    • Improved the consistency of same-name world generation

      [/*]
    • Fixed a bug that rarely caused generating a Cleric NPCs\' weapons to freeze

      [/*]
    • Fixed a bug that made it so Clerics weren\'t generating with books

      [/*]
    • Fixed a bug when generating NPCs that made it so NPC Jobs with few Skill options (like Clerics) could get stuck trying to increase their Skill levels after they all reach 10

      [/*]

    [ 2025-11-28 19:57:33 CET ] [Original Post]
    The Church Update is LIVE

    As chosen by the Update Poll, the Church Update is up! It features a new building in Towns: the Church! While the voted for update was for more buildings, because of several very relevant bug fixes that took extra time and care to implement, we ended up with only one. But instead of 3 new empty buildings that aren\'t generated at the start, we have only the most relevant one, and filled with content to make it a complete addition! Next Updates we may start to focus on adding relevant Things to the game world, instead of new... asset file types. This should make the Update, and the Polls, way more fun!

    CHANGELOG

    • New Building Type: Church! Spawning in Towns, and buildable as all the others. The home of the clergy, built by the Followers, and taken by the Apocalypse. What will you do about them?

      [/*]
    • New NPC Class: Cleric! Selling books, and providing medical services! They\'re now the only Superiors of the Church of Apocalypse Religion Faction, so talk to them if you want in!

      [/*]
    • New Lorebook: Wordscars from a Hired Hand Vol. 1 - Where the Sand Keeps the Names!

      [/*]
    • Improvements and fixes to magic Effects:

      [list]
    • The Create, Invoke, Shoot, Upgrade and Fillup Effects have been rebalanced, so despite not being broken anymore, they\'re still stronger than before!

      [/*]
    • Reworked how the Upgrade Effect works: It no longer treats its Duration as a multiplier, and is now less effective when upgrading higher level items

      [/*]
    • Added missing sounds for the Flight, Float and Levitate Effects

      [/*]
    • Nerfed the Flight and Levitate magic Effects so they don\'t launch you so extremely when cast at high levels

      [/*]
    • Made Float a Duration-Effect, so it usually lasts 10 seconds, which also buffed it and made it more useful

      [/*]
    • Improved the Float Effect\'s description to imply it\'s an acceleration one

      [/*]
    • Loss and Drain Effects now properly tag their actor as the aggressor

      [/*]
    • Create Effect for Equipment now only has a small chance to create Animal Armor if the target/object is also an Armor item

      [/*]
    • Fixed several targets/objects for the Create Effect stopping working properly on reload

      [/*]
    • Fixed the description of the Teleport Effect so it doesn\'t mention the max distance twice

      [/*]
    • Fixed the Magic Bag Effect, when cast from a Scroll in the Inventory Menu, not properly changing the current menu

      [/*]
    • Fixed the gravity-changing effects of the Float Effect ignoring your Acrobatics Skill Perk: Spread Out

      [/*]
    • Fixed the Flight Effect not clearing if you stop flying before its duration ends

      [/*]
    [/*]
  • Improvements and fixes to Spell Creation and Equipment Enchantment:

    • The Effects and Targets/Objects lists are now sorted alphabetically

      [/*]
    • Effects that are supposed to have a duration (like Buff, Levitate, Light, etc.) now set the duration field to the max when selected

      [/*]
    • Added the missing color Red as an option for Light and Dark Effects

      [/*]
    • Added The Unknown to the list of possible Teleport To targets

      [/*]
    • Added an Inventory window to the Spell Creation Menu, so you can check what Gems you have

      [/*]
    • Changed the Area field\'s step to 0.5, to avoid misleading AoEs that are too small to collide with characters. Also made its suffix (x 3m) follow the Imperial Units Options setting

      [/*]
    • Better spacing for the fields\'s suffixes

      [/*]
    • Fixed created Spells ignoring your inputted name

      [/*]
    • Fixed the Before Effect of already Enchanted Items being incorrect

      [/*]
    [/*]
  • Added animations to the HUD that show how much HP or MP has been reduced

    [/*]
  • Added more padding to the inside of Tall Houses to avoid physics failing to stop Items from falling through the floor

    [/*]
  • Made the Gateway ladders less inclined so they\'re easier to climb

    [/*]
  • Cities can now longer generate underwater. Rest asssured sunken civilizations will be implemented properly!

    [/*]
  • Updated the Rearrange Furniture Building Skill Perk\'s description so it mentions you can also remove them

    [/*]
  • Quests will no longer ask you to steal Items that stack, to avoid issues with verifying that they\'re the specific one requested

    [/*]
  • You can now deliver Items above the requested Level for Quests

    [/*]
  • Zombies, Skeletons and other undeads now start with more advanced decomposition when killed, meaning they take less time than other beasts to decompose

    [/*]
  • Nerfed Slimes AGAIN, by changing their stat build: They now have good STR and DEX, terrible INT, WIS and AGI, and extreme VIT and END

    [/*]
  • All Atheists are now Superiors of their Religion Faction, so they can recruit you to it!

    [/*]
  • Eaten bodies now drop all their items, including ones that\'d be generated on decompose (like bones)

    [/*]
  • Equipped Items that expire, including Invoked ones, now properly reduce their weight from Equip Weight

    [/*]
  • Grabbed Items no longer give you Throwing Skill exp by just flailing them around

    [/*]
  • Hitting dead characters no longer trains Stealth

    [/*]
  • NPCs have a lesser chance to spawn stuck inside props, like cages and stairs

    [/*]
  • NPCs now immediately fight, or run away again, if they\'re hit by you while Surrendered

    [/*]
  • NPCs that run away to their homes now won\'t keep trying to leave them over and over

    [/*]
  • In the NPC Chatting menu: You can now hover over the Topic buttons at the bottom like you do for the Moods, if you know to what Mood that Topic will take the chat

    [/*]
  • In the NPC Recruit menu: The description window now includes info on the NPC\'s Equipment\'s Offensive and Defensive capabilities (Attack, Type, Nature, etc.)

    [/*]
  • Fixed a bug that made it so NPCs were globally alerted of murder instead of only when nearby, and conscious

    [/*]
  • Fixed a bug when asking for the closest building of a specific type, while outside

    [/*]
  • Fixed another bug that sometimes caused Lamps to dupe on Use

    [/*]
  • Fixed Lamps erasing their Owned status when equipped/used

    [/*]
  • Fixed more bugs with events that force-close menus, like casting Magic Bag from a Scroll used in the Inventory

    [/*]
  • Fixed not being able to move/remove Buildings with the Mallet (and the Skill Perk) that are repaired past their maximum Durability

    [/*]
  • Fixed roads not properly clearing propsm like trees, that\'re over them

    [/*]
  • Fixed several incorrectly pitched sound effects on bodies

    [/*]
  • Fixed several oddities and bugs with the Create, Upgrade and Fillup Effects, specially with Spell Making. Also rebalanced them to be less broken but more useful. This also spills over to the Invoke and Shoot Effects

    [/*]
  • Fixed the Stun magic Effect not playing the animation on self when cast as a Spell

    [/*]
  • Fixed time passing after the ending not properly aging up your characters

    [/*]
  • Other misc fixes and adjustments

    [/*]
  • [/list]

    [u]Want to vote on what will come next? Join us on Discord![/u]

    https://discord.gg/Rcq7dzQm5C

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-11-28 14:58:58 CET ] [Original Post]
    The NPC Update part 3 is LIVE

    As chosen by the Update Poll, our first 3-parter, the NPC Update Part 3, is up! It focuses on expanding their AI, improving it significantly, and making it final! So aside from interactions with new content, only bugfixes and specific improvements will be made to it from now on! Please let us know what you think!

    CHANGELOG

    • New NPC Actions!

      [list]
    • Dispose: NPCs will now dispose of dead bodies inside their houses by dragging them to the door and outside. No more rotting, festering corpses of beloved dead ones inside!

      [/*]
    • Escape: When Monsters or Bosses appear, NPCs will run back inside to hide! Guards and Bandits will try to fight Monsters, but still run from Bosses

      [/*]
    • Mount: When not-riding or doing anything important, NPCs will mount whatever Animals they own

      [/*]
    [/*]
  • NPCs are now less likely to leave or enter buildings if they don\'t have to for work or sleep

    [/*]
  • NPCs can now detect murder if it happens right next to them, even if they can\'t directly see you doing it

    [/*]
  • NPCs can now use stairs much better!

    [/*]
  • NPCs can now Work repairing Buildings and other Constructions

    [/*]
  • NPCs don\'t keep staring at you after HOURS pass when inside their homes

    [/*]
  • NPCs have much better obstacle-avoidance

    [/*]
  • NPCs have much less ADHD when doing important Actions

    [/*]
  • NPCs now make Gather Spots grow when they work on them

    [/*]
  • NPCs now only update their equipment when they enter battle, run out of ammo, or a piece of it breaks

    [/*]
  • NPCs suffer less to get into beds

    [/*]
  • NPCs that are asked about others that are in another quarter of a City will now properly hint that you should ask there

    [/*]
  • NPCs that back away from you in combat when they have a ranged weapon now strafe to the sides too

    [/*]
  • NPCs have better path-avoidance: more likely to detect obstacles in front, and less likely to spin around when attacking

    [/*]
  • You can now properly teach NPCs Spells if they\'d know how to teach you Spells

    [/*]
  • Further, greatly expanded Ye Olde English for Western Characters. Someone help me

    [/*]
  • Reduced the max number of NPCs that can come visit the house you\'re currently in from 6 to 4

    [/*]
  • Added a super high upper limit to buffed stats (999), just so the numbers don\'t get so big they go out of the engine\'s bounds and cause issues

    [/*]
  • Added more protections against faction bugs when re-generating a world

    [/*]
  • A stolen item\'s owner is now shown in its description

    [/*]
  • Better positioning of Chairs in Tall Houses

    [/*]
  • Bigger and better rubble from destroyed houses, and fixed some items inside the house not being made available for looting from it

    [/*]
  • Double clicking a Crafting recipe no logner sets the quantity to be crafted to the max, instead, that now happens if you roll over the quantity selector to less than 1

    [/*]
  • Improved the description of simple beds to show their END buff on sleep, and made them Advanced blueprints and Tent not so

    [/*]
  • Increased the minimum size of dungeons

    [/*]
  • Reduced the stat growth of Monsters, Bosses and Animals from 2x to 1.5x (2 extra stat points per level to only 1). This is a nerf to Slimes mostly, and other monsters with extreme stat builds

    [/*]
  • Since other, more extreme exploits are allowed, regen effects (HP & SP restore) are now also allowed to be put in Item Enchantments

    [/*]
  • Tables, Furnaces and Cauldrons are no longer considered Advanced Building blueprints

    [/*]
  • The force being applied to your body is now reset on resurrection (Game Over -> Continue)

    [/*]
  • To avoid widespread confusion, Crafttables and Bonfires can now be built at Building Skill Level 1, so you no longer have to demolish things in order to learn how to build anything

    [/*]
  • You can no longer pickpocket multiple items at the same time

    [/*]
  • You can now train the Stealth Skill by hitting enemies when they\'re unaware, unprepared, or facing away from you

    [/*]
  • You can now train the Survival Skill by using or eating consumable items

    [/*]
  • Zooming out after shooting with the Zoom Skill Perks is now twice as fast

    [/*]
  • Fixed a bug that caused NPCs in Cities to sometimes pour out at specific edge times, causing massive lag

    [/*]
  • Fixed broken ye olde english speech for Western NPCs

    [/*]
  • Fixed bug that made Animals not stay put when being ridden by NPCs

    [/*]
  • Fixed bugs with carry and equip weight when acquiring the equip weight reduction Perks from Heavy and Light Armor Skills

    [/*]
  • Fixed bug that made built Tiles become Chairs

    [/*]
  • Fixed clipping with the inner thigh on the Cuisses heavy armor piece

    [/*]
  • Fixed fade-out actions like Wait and Build not working when Transformed

    [/*]
  • Fixed hit indicator sometimes persisting on the screen

    [/*]
  • Fixed houses being demolished weirdly if they\'re too tall

    [/*]
  • Fixed incorrect display values for world size (e.g. 10km -> 100 km)

    [/*]
  • Fixed mismatched get-parried animations

    [/*]
  • Fixed more snags with Effects and characters that despawn at just the right/wrong time

    [/*]
  • Fixed some Chests being generated with the Bone and Ivory materials

    [/*]
  • Fixed some Cities sometimes being generated way too high up

    [/*]
  • Fixed some weirdness with the Teleport and Return magic Effects

    [/*]
  • Fixed Tall Houses being unintentionally generated in Towns, causing issues with their inside props placements

    [/*]
  • Other misc fixes and adjustments

    [/*]
  • [/list]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-11-21 19:25:17 CET ] [Original Post]
    The Cities Update is LIVE

    As chosen by the Update Poll, Cities, the last tier of Settlements, taking up 4x as many chunks as the others, are live! After a small delay, we have one of the biggest updates yet! Cities are still a bit crude in my opinion, but nothing a few more Updates won\'t fix! For now, re-generate your world (after safely bagging everything in your NON-MAGIC bag) and enjoy discovering and exploring the lost capitals of the late Kingdom!

    CHANGELOG

    • The final tier of Settlements: Cities! Massive, walled, gatekept, multi-chunk husks of civilization!

      [/*]
    • New House Type: Tall House, the City\'s standard house, it has two floors and several annexes for a still cramped, but more confortable, life! Build yours now!

      [/*]
    • New Decoration: Tile! Stone flooring that will be used for Cities\' main roads, and as usual, you can build, or destroy, yourself!

      [/*]
    • New Monuments: Wall, a huge stone wall to protect Cities! Also includes a corner piece. Again, buildable and destructable by you!

      [/*]
    • New Prop Type: Mechanisms! All sorts of machinery go here, and for now: Gateways! Massive gates that go with the new Walls! And yes they are dynamic too!

      [/*]
    • Added missing Flight, Levitate and Float Magic graphics

      [/*]
    • Added several Effects to the list of possible Enchantements for spawned Armor

      [/*]
    • Adjusted and standardized tooltips and descriptions of several Attributes in the Status and Character Creation screens

      [/*]
    • Better code for Western NPCs\' Ye Olde English

      [/*]
    • Better texts for interactions with Constructions, specially with the Mallet Tool

      [/*]
    • Equipment Enchanted with Cure Body/Mind Ailments will no longer stack Resistances to it infinitely

      [/*]
    • Items spawned with the Created magical Effect now spawn with at least 1 Durability

      [/*]
    • Made the LEVELUP graphic be behind the interface in the Status Menu

      [/*]
    • New icon for the Party Command \"Same as All\" in the Party Menu

      [/*]
    • Now, if an NPC, which is not a party member, gets the Last Hit on any creature, that creature\'s items will be marked as Owned by them

      [/*]
    • Party Members now no longer unequip everything before updating their Equipment when you Trade items with them

      [/*]
    • Racial speech ticks now apply after regional accents

      [/*]
    • Reduced the opacity of undiscovered dungeon rooms with the Instant Mapping Survival Skill Perk

      [/*]
    • The Carry and Equip Weight of Party Members is now shown in the Party Menu as percentages

      [/*]
    • The starting window size for the Windowed and Borderless window mode in Options now uses the 16:9 aspect ratio, regardless of the monitor\'s own aspect ratio (fullscreen modes still follow the monitor\'s aspect ratio)

      [/*]
    • Underwater Caves are now called Coves

      [/*]
    • Using the Aiming Zoom or throwing Zoom abilities from the Skill Perk now consumes oxygen, mostly for flavor

      [/*]
    • When you look at animals or monsters that are being mounted, you now correctly see the interaction prompt for their rider instead

      [/*]
    • You can now equip two-handed weapons in the offhand. They cannot be wielded this way, but can be quickly swapped to with the Swap Hands action, or when your main weapon breaks. Super useful for side-arms to ranged weapons!

      [/*]
    • You no longer have to unsheathe your weapons again after one breaks

      [/*]
    • You no longer need to remove the Items from Lights and Containers before repairing them

      [/*]
    • More bugfixes with spawned Equipment with the Light or Dark Enchantment causing all sorts of issues

      [/*]
    • Fixed a bug that made it so enchanted and unenchanted weapons or tools could stack with each other, erasing their Effects and causing other issues

      [/*]
    • Fixed a bug that made it so negative effects on self were being counted in the total number of effects for intesity-spreading

      [/*]
    • Fixed a bug that sometimes caused you to spawn on top of houses when leaving them

      [/*]
    • Fixed a crash when transforming into a Living Statue, and other animals without separate heads

      [/*]
    • Fixed bugs when checking for the owner of items from another world

      [/*]
    • Fixed minor bugs when dropped enchanted weapons collide with bodies

      [/*]
    • Fixed slightly misplaced doors in houses

      [/*]
    • Fixed some instances of NPCs leaving houses through the roof

      [/*]
    • Fixed some stairs not playing footstep sounds when walked on

      [/*]
    • Fixed the measures of Buildings in the Build Menu being in weight units instead of length ones

      [/*]
    • Fixed weird unsheathing sounds depending on your main and off hand weapons combo

      [/*]
    • Fixes more bugs that caused duplicated magical Effects in the list of Known Effects

      [/*]
    • Other misc fixes and adjustments

      [/*]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-11-15 14:48:20 CET ] [Original Post]
    The Monster Update part 2 is LIVE

    As chosen by the Update Poll, the second part of the Monster Update is complete! It includes 4 new monsters: 3 from the prequel and 1 classic. Half of them undead, half... unknown. Also in this update: several fixes and improvements to creatures, requested features and adjustments, and more!

    CHANGELOG

    • New Monsters:

      [list]
    • Flying Head! Straight from the depths of the prequel, these grotesque flying monsters will shoot fireballs at you and anything in between!

      [/*]
    • Living Statue! Another one from the prequel, these not-so-static idols of rock with glowing eyes have all the properties of stone, and will also try to make you one!

      [/*]
    • The Desiccated! One more monster from the prequel, originally called Sand Golem. They are the first of biome-specific monsters, spawning only in the desert!

      [/*]
    • The Drowned! Spawning in water, these hairy, blue zombies will try to drag you down to the abyss with them! With a nasty Cramp&Root spell, they\'re sure to trigger childhood pool trauma!

      [/*]
    [/*]
  • New Dungeon variant: Underwater Caves! Terribly more difficult to explore, but much more worth it... or not?

    [/*]
  • Due to widespread hatred, reduced the Strength and Vitality of Slimes, and increased their Agility and Dexterity

    [/*]
  • Special spawning code for monsters when you\'re above the clouds

    [/*]
  • Flying or Swimming Monsters will now try to get to your eye level when chasing you

    [/*]
  • Flying Creatures will now try to get below the clouds to not choke if they\'re not fighting you

    [/*]
  • Creatures can now not-know how to swim, and just sink to the bottom for easy killing, and hard looting!

    [/*]
  • Bosses can now properly swim, except the Abomination can\'t

    [/*]
  • Zombies and Skeletons can no longer be drowned

    [/*]
  • Spawned monsters from Summoning, Birthing, and Waiting around will no longer despawn when you reload the game

    [/*]
  • Improved the names of several Monster spells

    [/*]
  • You can now transform NPCs into Drowned or Desiccated depending on where you raise their corpses!

    [/*]
  • Party Members now update their Equipment immediately on closing their Trade menu

    [/*]
  • Party Members no longer attack each other when commanded to Attack

    [/*]
  • Made it so when Party Members (including summoned/raised-dead creatures) kill something, you get Witness Experience like they do when you kill something

    [/*]
  • Characters now differentiate between footstep sounds and other sounds, and react accordingly: distracted characters won\'t react to footsteps, specially if they\'re outside and not actively patrolling, and if they\'ve already seen you

    [/*]
  • Better reactions from NPCs witnessing Bandits being killed

    [/*]
  • The Skill Lists in the Teach submenu of NPCs can now only show learnable/teachable Skills, if you toggle it to do so

    [/*]
  • Added a small window to the Skill Menu that shows you how to train the selected Skill (previously only accessible by hovering over them)

    [/*]
  • Better, and more standardized, controls for the Skill Menu

    [/*]
  • Light source Items, like Torches and Lamps, are now turned off if they\'re equipped, but sheathed (like off-hand torches with main-hand unsheathed two-handed weapons)

    [/*]
  • You can now Use equipped light sources Items that were extinguished by water to re-light them instead of having to re-equip them

    [/*]
  • When you choose to Drop an Item from Equipment, you now drop the entire stack

    [/*]
  • Made Potion-break AoEs follow Spell AoEs more closely

    [/*]
  • Broken (0 Durability) Equipment will no longer stack with unbroken Equipment

    [/*]
  • Equipment for non-humanoids is now separated into body shapes rather than specific races, so horse armor now fits Unicorns and Headless Mules

    [/*]
  • Monsters now also have their Equipment updated when you close their Items Menu

    [/*]
  • Invalid negative Effects on Self (like Unlock, Speak Dead, Raise Dead, etc.) will no longer trigger the bonus to other Effects when creating Spells

    [/*]
  • Teleport, Return and Escape are now correctly labelled as positive Effects

    [/*]
  • Buffed Attribute values are now shown separately in the Status Menu

    [/*]
  • Buffed Attributes will no longer stop you from putting points from levelup into them if they go over the limit, and won\'t cause issues when these buffs expire (including when you unequip enchanted equipment)

    [/*]
  • Changed the command to open the Console to ALT+APOSTROPHE from CTRL+APOSTROPHE

    [/*]
  • You can now press Arrow Key Up to rewrite the last submitted command to the Console

    [/*]
  • Better, and less, log messages for debugging

    [/*]
  • Moved the trigger to the Devil Spires Steam Achievement Stat to when you strike the *****, to try to avoid the remote call failing due to the heavy processes performed during the ending

    [/*]
  • Fixed excessively high Experience rewards for doing Quests

    [/*]
  • Fixed another bug that caused Devil Spires generated after the first to have their entrances misplaced

    [/*]
  • Fixed spinning Throwing Weapons (Knives and Hatchets) spinning even when they\'re stuck in something or someone

    [/*]
  • Fixed Animals not having their equipment updated on closing their Feed/Items Menu

    [/*]
  • Fixed broken buff spell of Inhumans

    [/*]
  • Fixed a bug where Rescue Quests could be duplicated on accepting them

    [/*]
  • Fixed a bug that made Work Stations in the Overworld not spawn at allowed

    [/*]
  • Fixed a bug that caused Upgrade Effects to try to upgrade Constructions

    [/*]
  • Fixed a bug that made Wave-Projectile Wall-Effect Spells duplicate themselves infinitely on cast, causing crashes

    [/*]
  • Fixed a bug that made it so the Create Item Effect couldn\'t create Grimoires

    [/*]
  • Fixed a bug that sometimes allowed Effects to be added multiple times to the list of Known Effects with Encyclopedias

    [/*]
  • Fixed a bug that made it so if you chose to Wait Until Morning when it was less than an hour away, you waited for 0 hours

    [/*]
  • Fixed bugs when Items create other Items like on breaking or expiring, specially when they\'re dropped

    [/*]
  • Fixed bugs that could trigger Steam Achievements while still in Character Creation

    [/*]
  • Other misc fixes and improvements

    [/*]
  • [/list]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-11-07 15:36:55 CET ] [Original Post]
    The Library Update is LIVE

    As chosen by the Update Poll, the first part of the Library Update is complete! It includes 3 new kinds of Book Items, to add to the already existing Grimoires, and most notably canonized fanworks! Can you find all 5? I also wanted to do more bugfixes too since a lot were reported this week, but I\'ll have to leave it for the next one as allergies hit me hard.

    CHANGELOG

    • New Book Item types:

      [list]
    • Lorebooks! Fan-submitted, peer-reviewed tomes of in-universe lore and stories! Religious Pamphlets, Journals, and more!

      [/*]
    • Encyclopedias! They teach you a bundle of magical Effects you can then use to Create Spells or Enchant Equipment. Including flavorful packing and naming!

      [/*]
    • Manuals, AKA Skill Books! They give you a lot of experience in a given Skill, and you can still sell them after reading!

      [/*]
    [/*]
  • Banished the Necromancers to the Shadow Realm

    [/*]
  • Adjusted the angle of the Book model in the Item Description Window

    [/*]
  • Adjusted the workings of the Train Skill Effect, making it give a consistent amount of XP for every Skill, and also made it describe itself better

    [/*]
  • The list of magical Effects you know in the Magic Menu is now neatly sorted alphabetically

    [/*]
  • The minimap now has a fixed size and aspect ratio in the HUD

    [/*]
  • The cursor is no longer moved, sometimes incorrectly by analog drift, when you\'re in the Map Menu, but not actively using a Gamepad

    [/*]
  • You can now choose to build your last building on the Build Menu

    [/*]
  • You can now back out of moving a Construction with the Mallet Tool, effectively destroying it, easily

    [/*]
  • Adjusted the quantities of Items offered in Service menus from NPCs

    [/*]
  • Greatly increased the chance of success when requesting an Item Service from NPCs

    [/*]
  • Zombified Beasts due to Raise Dead will no longer re-drop their loot on death, or give EXP when they expire

    [/*]
  • Made it so you also get the \"Equipment Broken\", \"Won\'t Fit\" or \"Cannot be Equipped\" messages when trying to equip items from the Shortcut Bar

    [/*]
  • Tools (Pickaxes, Shovels, etc.) now stack with each other like the torches do

    [/*]
  • Fixed missing collision box for Witch Houses\' roofs

    [/*]
  • Fixed misplaced collision box for throwing Hatchets

    [/*]
  • Fixed misaligned collision box for throwing Knifes

    [/*]
  • Fixed a bug that made Buff/Debuff-enchanted clothes invisible on equip

    [/*]
  • Fixed a bug when building Decorations, specially outside

    [/*]
  • Fixed clouds clipping characters\' label text

    [/*]
  • Fixed the Virtual Keypad not overwriting shortcuts in the Build Menu

    [/*]
  • Fixed incorrect filtering by buildable for buildings with variants in the Build Menu

    [/*]
  • Fixed changing the area, mana cost or cast time variants on Spell Creation possibly creating a ghost spell

    [/*]
  • Other misc fixes and improvements

    [/*]
  • [/list]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-10-31 21:43:56 CET ] [Original Post]
    The NECROMANCY Update is LIVE

    As chosen by the Update Poll, the first part of the [strike]Magic[/strike] NECROMANCY Update is complete! It\'s a special update for HALLOWEEN, and it features new, complex effects that are sure to spook you this October! It also includes a limited-time class to try them out immediately: NECROMANCER! Other than that, it also features several fixes and improvements, specially to magic and its creation and effects.

    CHANGELOG

    • New magical Effects for Spells, Enchantments and more:

      [list]
    • Raise Dead! It effectively transforms dead characters into their undead counterparts permanently, and they\'ll help you in battle until they die again after the duration expires

      [/*]
    • Corpse Explosion! It explodes dead bodies by dropping all its items and equipment, plus whatever would be looted from the corpse like meat and bones, and shoots it outward, possibly dealing massive physics damage and blocking paths

      [/*]
    [/*]
  • New special class: Necromancer! Jump straight in to try the new Necromantic magical Effects, available for a limited time only!

    [/*]
  • Improved Spell Creation:

    • The interface now includes a preview window describing what the spell you\'ll create will be like, not counting your own Magic Power and Cast Speed

      [/*]
    • Negative Effects on Self are no longer counted to reduce the effectiveness of multiple Effects (they still double all the others, but no longer may produce a Spell of the same effectiveness but with a downside)

      [/*]
    • Better described the effects of Projectiles on the Spell\'s Intensity

      [/*]
    • Better Gamepad scrolling for the menu

      [/*]
    • Fixed several bugs and oddities related to Spell Creation

      [/*]
    [/*]
  • Orb Stands (to create Spells) are now made with Crystal, instead of Gold, to make them less difficult to construct. Their visuals have been updated to account for this

    [/*]
  • Adjusted the colors and sounds of necromantic Effects (the new ones plus Death and Speak to Dead)

    [/*]
  • The Flight and Levitate Effects now boost your flight speed based on their Intensity

    [/*]
  • Flying (not levitating) is now twice as fast

    [/*]
  • Added new Launch Option: Direct3D 12 (Alternative), better than OpenGL, but less retro-compatible, and possibly more stable than Vulkan

    [/*]
  • New hit indicator to show in the HUD where attacks came from, and if they dealt damage and/or were blocked

    [/*]
  • Dead Zombies are now named Corpses

    [/*]
  • You can now hold-interact to make mounted party members dismount

    [/*]
  • Burned logs now only give 1 coal instead of 4, to avoid cheap money exploits

    [/*]
  • Limited the scaling of limbs on bodies based on attributes to its normal maximum (50), to avoid models breaking when buffed to extreme values

    [/*]
  • Made it so bosses cannot hear you if you\'re outside their arena when they\'re inside

    [/*]
  • Added more safeguards to Transforming characters with other Effects already active

    [/*]
  • Better code to relocate characters that are taken too far away from their original chunk to a closer, spawned chunk

    [/*]
  • Changed some engine physics variables which might reduce cases of falling through the ground in the overworld

    [/*]
  • Fixed some incorrect text for the lore in Character Creation

    [/*]
  • Fixed some texts\' spacing inside subboxes, like in Character Creation and Item Descriptions

    [/*]
  • Fixed NPCs not attacking monsters that are too short

    [/*]
  • Fixed signs sometimes spawning floating in the overworld

    [/*]
  • Fixed some instances where ripples wouldn\'t appear while swimming

    [/*]
  • Fixed a bug with Building that made it so Diamonds weren\'t detected as materials (relevant for building a Lv10 Chest)

    [/*]
  • Fixed several bugs that rarely made rescuees not be generated, or the quest not be acceptable

    [/*]
  • Fixed a bug that caused the list of items for the Steal Service to generate invalid coins

    [/*]
  • Fixed a bug that made Glowshrooms not properly set their color using the new system for Light Effects

    [/*]
  • Fixed all the cases of mismatching between location and terrain positions in the world and map for all World sizes, and removed non-integer values for the size of Worlds

    [/*]
  • Fixed a rare bug when generating worlds that might\'ve caused crashes when generating Light-effect Items with no color

    [/*]
  • Fixed a rare bug with lamps that allowed the activation of infinite ones

    [/*]
  • Fixed a minor bug when throwing crates

    [/*]
  • Fixed several warnings and errors with spell projectiles that start at 0 size and could collide immediately

    [/*]
  • Fixed a bug that could cause Buffed or Debuffed beasts and giants to duplicate their models

    [/*]
  • Fixed a bug that made collisions between bodies and items not work

    [/*]
  • Other misc fixes and improvements

    [/*]
  • [/list]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-10-24 13:30:45 CET ] [Original Post]
    The Maintenance Update is LIVE

    As chosen by the Update Poll, the first part of the Maintenance Update is complete! As major and minor issues, and suggestions, kept piling up, it became necessary for the project\'s health to dedicate a whole update just to sort most of those issues out. So this update was voted for and includes not only almost all major and minor issues solved, or at least the ones that should be done now, but also several of the most requested features, changes and improvements! The remaining points, be it issues or suggestions, will be addressed in future updates, and rest assured that all of them will be dealt with for the game\'s 1.0 release!

    CHANGELOG

    • Better visuals for the World Map:

      [list]
    • Ripped edges!

      [/*]
    • Better color for the underwater regions, and ones outside the map when you\'re inside

      [/*]
    • A stylish compass in the bottom-right

      [/*]
    • Custom markers are no longer a weird dark color, they\'re back to being red

      [/*]
    • Better layout and font for the Fast Travel window, and added button hints to it

      [/*]
    [/*]
  • Implemented a (very lenient) maximum weight to Containers:

    • This makes it so you cannot add more items if the container is above its maximum capacity

      [/*]
    • Bodies are exempt from this (but remember that corpses decay)

      [/*]
    • Higher level containers have higher capacities (Lv10 Chest -> 1000 Kg)

      [/*]
    • This also affects Magic Bag (based on the Spell/Enchantment/Item\'s Power/Effect)

      [/*]
    • And the NPC Service Storage (based on the NPC\'s Bartering, Survival and Athletics Skill Levels)

      [/*]
    [/*]
  • You can now teach your own Skills to NPCs, using the same NPC Teach Menu (which has been updated to support this). It costs Disposition all the same

    [/*]
  • Updated the name of ItemContainer Chests to include their Material

    [/*]
  • You can now choose which color the light of Light/Dark Spells/Enchantments will be! Glowshroom\'s eaten effect has also been updated

    [/*]
  • Added a new Option to disable combat music remix

    [/*]
  • Added a new Option to disable looping of ingame music

    [/*]
  • Improved and fixed the code for checking to despawn characters that are chasing you in the overworld if they\'re away from their spawn point. They now don\'t

    [/*]
  • Made it so Buff and Debuff Effects have their durations lenghtened when you Transform/Hex, like other Transform/Hex Effects, to avoid making stat changes permanent

    [/*]
  • You can now combine Dung with any item that expires to expire it instantly

    [/*]
  • Enchantments and Spells may now buff your attributes past the maximum of 50

    [/*]
  • Reverted the buff to Spell Memory, to nerf high level spell combos

    [/*]
  • You now automatically pick up throw weapons and shot projectiles when you get near them if you\'re still equipping the item and not attacking

    [/*]
  • Added a new Autowalk button, which automatically makes you move forward, and spends Stamina to run correctly. It also allows you to look around as if on a horse (you can still turn with the arrow keys)

    [/*]
  • Added a confirmation window when destroying Worlds in the title screen

    [/*]
  • Shimmied signs to the side so that there\'s space for Nomad camping

    [/*]
  • Made World Generation follow the generation seed (the World\'s Name) much more closely, but it\'s still not perfect

    [/*]
  • You can now manage a Monster\'s Items and check its stats and perks if you interact with them and they\'re in your party (most useful for Transformed Party Members)

    [/*]
  • Added more safeguards against deletion of nodes used in menus, like an NPC\'s soul and body. Most relevant for transformed characters being interacted with and then transforming back

    [/*]
  • Changed the categorization of empty Bottles, so they\'re now Miscellaneous Items instead of Materials, like Lockpicks and Grimoires. This will also categorize them better as Containers, for the future. Expect some weirdness with items from old worlds

    [/*]
  • Using bottles from double clicking in the inventory, or pressing the shortcut key, now properly attempts to fill them up

    [/*]
  • Empty houses in villages will now spawn with their Craft Tables inactive (e.g. Furnaces will not be lit), and Item Containers empty

    [/*]
  • Better text formatting for the ending

    [/*]
  • The boss of the Devil Spire is now 10 levels above its peers

    [/*]
  • Added missing icon for Family Factions

    [/*]
  • Animals are now also properly tagged as unowned if their owner is killed

    [/*]
  • Lamps now no longer cast shadows from their cover

    [/*]
  • Planks can now be used as Fuel in Crafting, and they give the same amount as logs

    [/*]
  • Steal Quests now take the whole stack of the requested stolen item

    [/*]
  • Steal Quests now add the Location of the target\'s owner to the Subject list

    [/*]
  • Accepting Rescue Quests now adds the Location of the target to the Subject list

    [/*]
  • NPCs now gain Skill Experience from doing Services to you, according to what service it is

    [/*]
  • Less jarring head swaying when interacting with Animals

    [/*]
  • Nerfed the Stealth Skill Experience Gain by 50%

    [/*]
  • Thrown or Shot Items now have their delay until collision-damage procs removed, and thus work much better

    [/*]
  • Owned Items that are picked up now check if the owner is alive before reporting it as stolen, and clear the owned status if so

    [/*]
  • Characters that die now set all spawned items that are theirs as unowned

    [/*]
  • Spawned Items that are owned now check if their owner is dead, and if so, set themselves to unowned

    [/*]
  • Better animations for mounted characters, specially for playing the flute

    [/*]
  • The Shoot magic Effect now shoots Items at 4x the speed

    [/*]
  • When Items are upgraded, they now automatically update your armor and accessories bonuses to stats and defense

    [/*]
  • The Carbon plant is now 2x as expensive

    [/*]
  • Everyone-Projectile Spells now no longer affect Disabled bodies, like faraway enemies in dungeons or animal party members outside of it

    [/*]
  • Some Roamers, like Merchants, may now spawn in chunks that have Locations (e.g. inside Villages or near Dungeons)

    [/*]
  • Players Quests are now reset when regenerating the world, as all quest givers in the old one are lost in the void

    [/*]
  • NPCs now have twice as many Skill Levels per Character Level

    [/*]
  • Forges and Witch Houses are now always spawned in Villages at Level 1, so they\'re more distinct from the other houses, and consistent with each other

    [/*]
  • Beasts (Monsters, Animals and Bosses) now get twice as many stat points per level than Humanoids, to account for the many actions and abilities they don\'t have

    [/*]
  • Fixed slightly dislocated/mismatched chunks/minimap/worldmap terrain/POIs

    [/*]
  • Fixed bug when trying to fast-travel multiple times in a row without the Straight Path Perk

    [/*]
  • Fixed incorrect material for the pole of Flags

    [/*]
  • Fixed several incorrect, missing, inconsistent or unbalanced items created with the Create Item magic Effect

    [/*]
  • Fixed bugs when using/equipping Lamps that may get stacked and be stuck unequippable

    [/*]
  • Fixed Scrolls and Grimoires being thrown instead of used/casted when used from the Shortcut bar

    [/*]
  • Fixed incorrect shortcuts and tooltips in the NPC Talk menu, specially for the Service buttons

    [/*]
  • Fixed inconsistent chances of obtaining items from NPC Services

    [/*]
  • Fixed attribute randomization not properly considering if the character is a beast or not, for attribute bonus per level checking

    [/*]
  • Fixed planted spots not saving properly when they despawn due to distance

    [/*]
  • Fixed Can\'t Travel Again message\'s amount of seconds not rounding properly when trying to fast-travel multiple times in a row

    [/*]
  • Fixed minor bug with UUID checking for Crate materials/textures

    [/*]
  • Fixed several bugs with Transformed Party Members

    [/*]
  • Fixed more bugs when spells collide with targets after their caster despawns

    [/*]
  • Fixed the Buff/Debuff Effects not changing your body when they start and end

    [/*]
  • Fixed all oddities when looping around the world

    [/*]
  • Fixed the underwater screen effect so it works on ultrawide displays

    [/*]
  • Fixed Western name generation to account for all variables

    [/*]
  • Many more other fixes and adjustments

    [/*]
  • [/list]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-10-17 16:50:43 CET ] [Original Post]
    The NPC Update part 2 is LIVE

    As chosen by the Update Poll, the second part of the NPC Update is complete! As our first second-parter, it addressed more complaints and demands from the community to expand and improve the NPCs, specially their precious Party Members, and so it delivers!

    CHANGELOG

    • Added new Service submenus, so you can ask NPCs of specific jobs to do several things for you, at the cost of Disposition (and discounted based on Faction standing), according to their own Skills and Level:

      [list]
    • Heal your HP

      [/*]
    • Restore your MP

      [/*]
    • Teach you their Spells

      [/*]
    • Repair one of your Items

      [/*]
    • Store Items (retrievable on every NPC that offers this service)

      [/*]
    • Steal something (item will still be considered stolen)

      [/*]
    • Gather basic materials

      [/*]
    • Mine metal materials

      [/*]
    • Hunt for meat, skins or other parts

      [/*]
    • Cook food or drinks

      [/*]
    • Brew potions and special liquids

      [/*]
    • Craft items and light equipment

      [/*]
    • Smith tools and heavy equipment

      [/*]
    [/*]
  • New Party Menu: Can assign commands for combat (defend, attack or hold) and movement (follow, explore, stay) to all party members, human or beast, including individually

    [/*]
  • NPCs now pick up their thrown weapons and shot projectiles when they exit combat

    [/*]
  • NPCs can now break up their sentences up to 3 times if they\'re too long

    [/*]
  • NPCs from the North, South, East, West and Nomads will have unique accents and language quirks

    [/*]
  • NPCs that die due to the building they\'re inside collapsing are now properly set as dead to the world, and destroy the factions they\'re a leader of

    [/*]
  • Better answers from NPCs inside buildings that\'re asked about where is a specific NPC, Job or building

    [/*]
  • Improved some answers from NPCs asked about Item types, and added the missing one for Faction Items

    [/*]
  • Slightly better dialogue text for NPCs during talks

    [/*]
  • Several improvements to Party Member AI

    [/*]
  • Housekeepers no longer spawn in Villages, to avoid weirdness with their more upstanding clothing and items, instead they\'ve been replaced with indoor Villagers

    [/*]
  • Thrown weapons and shot projectiles no longer are considered un-owned, but will be made so on pickup if the owner is killed

    [/*]
  • Dropped items are now set to unowned on spawn if their owner is dead

    [/*]
  • Decreased the \"step\" in the Options menu for Mouse sensitivity

    [/*]
  • Adjusted the cost and effectiveness of Enchantments, splitting the multiplier for hit and equip effects, overall buffing them from the previous patch

    [/*]
  • When you ressurect, you are now invisible for 10 seconds to avoid cheap instant deaths

    [/*]
  • You now can no longer fast-travel immediately after doing so, instead you have to wait 10 seconds before doing that. The Straight Path perk from Survival removes this limitation

    [/*]
  • Nerfed the Skill Exp gain for Acrobatics, Alchemy, Crafting, Cooking and Smithing to half

    [/*]
  • Slightly nerfed the physics force applied to characters that are knocked down based on the Impact of the attack

    [/*]
  • Removed the requirement to have \"Ground\" when placing constructions, as it was poorly accurate and only created annoyances and limited creativity

    [/*]
  • Expanded the Mallet Tool\'s descritpion to mention you need Building Skills to use it

    [/*]
  • Cut the price of Accessories by 50%

    [/*]
  • Adjusted the spawn rate of grasses in the overworld, most notably to make Cotton and Herbs more rare

    [/*]
  • Reduced the encounter rate of monsters and animals during fast-travel by 50%, but they can now come in numbers to attack you

    [/*]
  • You may now be ambushed by multiple enemies when waiting outside

    [/*]
  • Fixed a bug with destroyed factions stopping the checks for adding disposition from reputation changes

    [/*]
  • Fixed a bug that messed up the UV of clothing when hands became fists (wut)

    [/*]
  • Fixed a bug that caused items to not be set to un-owned if the owner dies

    [/*]
  • Fixed broken code for self-healing for Bestial Party Members

    [/*]
  • Fixed some bottled items having Cutting as their Damage type when used as a weapon

    [/*]
  • Fixed the spawn rate of multiple monsters (specially groups of 3) during normal exploration of the overworld

    [/*]
  • Fixed a rare bug that could cause a crash when an NPC leaves a building at the exact same time you do

    [/*]
  • Fixed a bug that caused characters, including bosses, to be teleported to rooms above them in dungeons sometimes

    [/*]
  • Fixed your high price items disappearing from an NPC\'s inventory when Bartering without the Perk to show high-cost items

    [/*]
  • Fixed moving props with the Mallet sometimes making them invisible

    [/*]
  • Fixed several bugs when Birthing Monsters or Animals in the overworld

    [/*]
  • Fixed floating enchantment effect on equipped Scarves and Flags

    [/*]
  • Fixed trees sometimes giving the wrong seed when cut

    [/*]
  • Fixed neighboring of Character Creation screen\'s elements considering the new one for Geography

    [/*]
  • Other minor fixes and adjustments

    [/*]
  • [/list]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-10-10 15:13:28 CET ] [Original Post]
    The Faction Update is LIVE

    As chosen by the Update Poll, the first part of the Faction Update is complete! It adds several new, significant changes and expansions to the system. This part of the update focused on adding support to several systems that will come later, which will be focused on making Factions more relevant and substantial, including rewards for ranking up in them other than simple Disposition changes, so stay tuned! Oh, and also a mountain of bug fixes and adjustments!

    CHANGELOG

    • Added a new item: Aegis. An expensive and rare item that must be crafted on a furnace from Gold, Silver and Diamond, and which allows you to establish your very own Faction, including type and calling, and with you as its Leader!

      [/*]
    • Added a Faction Relationships system! Factions can now love or hate the fact you are in other Factions of the same type (e.g. Followers of the Goddess HATE if you are in any other religion, Northeners dislike Southeners, etc.) Lots of lore can be inferred from this alone! The more rep you have with the other faction, the more they\'ll love/hate you for it!

      [/*]
    • New Faction Log in the Journal Menu: Displaying all Faction-related events, so you can more clearly see the consequences of your actions in the grand scheme of things!

      [/*]
    • You actions in one faction now affect the relationship between it and the factions you\'re a member of

      [/*]
    • You can now promote, or banish, people from factions you\'re the Leader of

      [/*]
    • Improved Disposition initialization on NPCs, it now considers your previous reputation against your current and changes their Disposition accordingly

      [/*]
    • Adjusted several parts of the Faction system to allow the player to be a Leader, and for NPCs to react accordingly

      [/*]
    • Adjusted, overall lowering the positive effects of your role in the faction on Disposition, and increased the negative ones (for when you\'re a Betrayer or Banished)

      [/*]
    • Adjusted the ids of all factions to be all lowercase, for consistency

      [/*]
    • Adjusted the Steam Achievement for joined factions to trigger on 5 instead of 10, so it\'s not almost impossible with betrayals

      [/*]
    • Added better menu sounds to the Join Faction menu

      [/*]
    • You can now choose where your character is from, affecting their starting Factions

      [/*]
    • New icons for character creation!

      [/*]
    • Felines\' Unarmed Power Attacks have been fixed of several issues and now work as intended

      [/*]
    • Nerfed the skill exp gain of Armor Skills by 50%

      [/*]
    • Nerfed armor enchantments\' effectiveness by 90%, as they were not counting the bonus for longer durations (as they were permanent). Already generated equipment isn\'t affected

      [/*]
    • Light and Dark are now considered Positive Effects, and so you can now use Glowshrooms from the Shortcut bar without yeeting them

      [/*]
    • Drain Effects now no longer restore HP/MP/SP when the target is the same as the caster

      [/*]
    • Renamed the Atheism faction to to Atheists, for consistency

      [/*]
    • Added safeguards to creating physics spheres of 0 or less radius, which could cause problems

      [/*]
    • NPCs now have their topics for Chatting set to the maximum considering all Speech Skill Perks when first encountered

      [/*]
    • NPCs backing off when requested now have their collision with the player disabled during the movement

      [/*]
    • NPCs no longer speak when Muted or Cramped

      [/*]
    • Items that rot are now no longer considered stolen, as the owner no longer wants them

      [/*]
    • Items that are stolen are now untagged as such when the owner dies, as the owner no longer cares about them

      [/*]
    • Gas Traps now have a limited amount of gas that recharges over time, so they can\'t release gas indefinitely when stepped on

      [/*]
    • Gas Traps have had their hole plugged with a black void to avoid ugly visuals

      [/*]
    • Temporarily removed the Multiple Weapons\' Collect Quest target objective, as they\'re not fully supported yet, and will add them back in the next Quest Updates

      [/*]
    • Revised Party teleport-back hitbox, making it less strict on when to teleport faraway party members to your back

      [/*]
    • Made it so characters that fell under the floor in dungeons go down less before being teleported to the entrance

      [/*]
    • Fixed a rare bug with spells hitting bodies after their caster despawns

      [/*]
    • Added a chance bone/gore piles will have fat in them, and a rare chance to have dung

      [/*]
    • The name of locations now pops up when you get near them

      [/*]
    • Adjusted when the Villages Tutorial pops up

      [/*]
    • Fixed bugs that caused ghost inputs and other issues with the Virtual Keyboard for gamepads, specially when pressing the shoulder buttons

      [/*]
    • Fixed a bug that causes monsters in the overworld to not spawn

      [/*]
    • Fixed excessively large label on characters that are Shrunk too small

      [/*]
    • Fixed not being able to double-select an item in the Crafting Menu to set it as Fuel, so now you can do that with a gamepad

      [/*]
    • Fixed other minor issues when selecting Items in the Crafting Menu instead of recipes

      [/*]
    • Fixed Boots and Sandals not being listed properly in the Crafting Menu

      [/*]
    • Fixed the scroll bar not being reset when changing subtabs in windows that use them, like Inventory

      [/*]
    • Fixed issues in the Join/Recruit Menu of NPCs when dealing with Factions from another world

      [/*]
    • Fixed a minor bug when triggering the ending

      [/*]
    • Fixed a bug generating factions for bandit clans, which was using the wrong ID

      [/*]
    • Fixed a bug generating factions for people living in isolated huts, which was using the ID for villages

      [/*]
    • Fixed new Devil Spires sometimes not being added to the world map

      [/*]
    • Fixed new Devil Spires having the wrong counter-name (\"Second\", \"Third\", etc.)

      [/*]
    • Other minor fixes and adjustments

      [/*]

    [carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45588848/f8978ac34a8564b4a296721f4f3b2895c0fc1f94.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45588848/ef9c61a4add9a04fc641dae047fa7937f5e8bb39.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45588848/4ccfba9cd46ab67853889f5f951f2cfd340bf79a.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45588848/2a83530aceff23cac3f31c92db40419d8631349b.jpg\"][/img][/carousel]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-10-03 19:03:52 CET ] [Original Post]
    The Accessory Update is LIVE

    As chosen by the Update Poll, the first part of the Accessory Update is complete! It features 14 all new accessories, including animated ones like capes, and an overhaul of how they work: Now each variant of the accessory in each slot gives a different boost to subattributes, instead of them being fake-enchanted.

    CHANGELOG

    • Added 14 new accessories! Scarves, Chokers, Glasses, Masks, Sashes, Waistbands, Capes, Flags, Gauntlets, Wraps, Bracelets, Armbands, Boots and Sandals!

      [/*]

    • Added a new Max button for Crafting that automatically selects the maximum amount of the recipe you can craft. You can also do this by re-selecting the recipe

      [/*]
    • Unicorns now correctly can throw you off to your doom if you try to mount them

      [/*]
    • Better tables for selecting monsters to spawn in the overworld based on if you\'re at sea, land or night

      [/*]
    • Kobramaris and Slimes are now omnivores

      [/*]
    • All monsters that attack you at night now spawn with 5 levels above the area\'s

      [/*]
    • Adjusted the colors of several list items\' texts

      [/*]
    • Adjusted the names and flavor texts of some Quests

      [/*]
    • The Devil Spire\'s ????? now closes your menus when you ???

      [/*]

    • Fixed some issues with the visual effects from Enchantments

      [/*]
    • Fixed some issues with meshes clipping the head in first-person view

      [/*]
    • Fixed some Collect Quest Items being set with the incorrect type (Coal and Glowshroom)

      [/*]
    • Fixed some chests spawning with no items when they shouldn\'t (including when locked)

      [/*]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-09-26 14:55:54 CET ] [Original Post]
    Hotfix for the Quest Update pt1

      \n
    • Fixed several snags with checking for completing Quests and generating Escort Back ones\n
    • Fixed infinite climbing up and down when climbing completely vertically\n
    • Fixed incorrect name for Glass Shards in the Crafting Menu\n
    • Fixed several instances of characters dying not registering globally immediately\n
    • Made Glowshrooms spawn way more in Caves, and adjusted the other gather spots inside\n
    • Limited the max width of Quest text in the HUD\n
    • Can now unlock more than one 50-Stat Steam Achievements at the same time, and that also procs on Buffs\n
    • Better checking for empty space behind the player character to teleport faraway party members to\n

    [ 2025-09-21 18:44:08 CET ] [Original Post]
    The Quest Update is LIVE

    As chosen by the Update Poll, the first part of the Quest Update is complete! It features a severely expanded Quest System, to push it to the limits so we can see what else it needs to reach its peak! Another important change, outside the usual many fixes and improvements, was an engine update to Godot 4.5!

    CHANGELOG

    • [u]*Updated the engine from version 4.4.1 to 4.5 - Please report any oddity that pops up![/u]

      [/*]
    • Rescue Quests! Also including the sister Escort Quests! A difficult task, but one that is doubly rewarded!

      [/*]
    • Steal Quests! Get a specific item from an npc or chest. Buying, stealing, and looting are all allowed!

      [/*]
    • Many more possible targets for Collect Quests

      [/*]
    • Greatly expanded descriptions/flavor texts for Quests

      [/*]
    • Item Quests now let you select which specific Item to deliver for them

      [/*]
    • Delivered Quest Items are now used or equipped by the Quest giver

      [/*]
    • Now the Location of Quest targets is also highlighted with a * on the Ask menu

      [/*]
    • More reward options for Quests, and based on the giver\'s Job

      [/*]
    • I let the Hyperfocus take over, and greatly expanded name generation, using 4 different systems for each of the game\'s North, South, West and East regions!

      [/*]
    • Caves now tend to generate \"downwards\", meaning they stick up way less than they did before. Please let us know what you think of their appearance, specially outside

      [/*]
    • Improved the sorting of Journal entries

      [/*]
    • Adjusted the position of the ticks in menu sliders

      [/*]
    • Further buffed Jump Height when going out of water

      [/*]
    • Regenerating a World now puts your player character in the Overworld

      [/*]
    • Reworked the K.O. code to be less obtuse, also fixing some bugs, like characters being woken up on reload, and the KO% shown on the HUD not being accurate

      [/*]
    • More precise checking for fire/light sources being underwater, and added better notifications for them

      [/*]
    • It is now shown if an Animal will be stolen or not when ridden, and if you\'re feeding it, if not in your party, or trading items with it

      [/*]
    • The Crafting recipe for Alcohol now gives an empty bottle as a leftover

      [/*]
    • Animals and Monsters that are eating now properly face their meal

      [/*]
    • Humanoid Monsters (Skeleton, Zombie and Inhuman) can now equip items meant for Humanoids (Humans, Felines and Reptilians)

      [/*]
    • Better positioning for props inside dungeons, mostly notably Caves

      [/*]
    • Unconscious NPCs no longer move to beds at night when entering their houses

      [/*]
    • Fixed incorrect margins in Quest window for NPCs

      [/*]
    • Fixed broken pathfinding of NPCs that are far away from home or work

      [/*]
    • Fixed sorting of factions in the Join Faction menu

      [/*]
    • Fixed the tab-filtering of Locations in the Journal being broken

      [/*]
    • Fixed more bugs happening when NPCs vanish/transform when talking to them

      [/*]
    • Fixed a bug that gave lockpicks instead of Lamps on the Create Lamp Effect

      [/*]
    • Fixed a bug when NPCs try to leave interiors while fleeing

      [/*]
    • Fixed incorrect borders in the Join Faction NPC talk submenu\'s Faction list

      [/*]
    • Fixed incorrect materials for the Skeleton shadows during World Generation

      [/*]
    • Fixed broken geometry in one of the Cave room types

      [/*]
    • Fixed some instances where Water checks weren\'t correct, like for floating items and corpses

      [/*]
    • Other minor fixes and adjustments

      [/*]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-09-19 21:12:15 CET ] [Original Post]
    The Cave Update is LIVE

    As chosen by the Update Poll (for the tenth time in a row!), the Cave Update is complete! It features a whole new dungeon type, with many new, unique things to it, and some big surprises! Plus a lot of QoL changes and bug fixes.

    CHANGELOG

    • New Dungeon type: CAVES! Filled with Slimes or Manrooms, they\'re dark (aside from the plentiful glowshrooms), and difficult to navigate due to the lack of stairs and abundance of crawl spaces, but have no traps or other mechanisms like gates

      [/*]
    • Improved dungeon generation algorithm to move evenly distribute room types based on their connections (N, E, S, W, U, and D)

      [/*]
    • Adjusted the placement of traps, doors, walls, etc. based on dungeon type. For example, no broken walls in Prisons, no gates in Caves, etc.

      [/*]
    • Better sound code for the one when you enter/leave Dungeons and Houses, and added a new one for the new Caves

      [/*]
    • Changed the names of Dungeons to Prisons, to better differentiate the specific type from the general one

      [/*]
    • Reduced the button hitbox of Gas Traps, so you can now shimmy to their side when you find them in corridors

      [/*]
    • Some Caves can be ???????

      [/*]
    • Revised the hitboxes when swimming... for some reason

      [/*]
    • Jumping out of water is now 50% better to avoid extreme jankiness

      [/*]
    • Added Torch Stands to the front of Town Houses. Abandoned houses and shops will have their torch snuffed out

      [/*]
    • Renamed the Town Location category from Town/Dungeon to Settlement, to better differentiate it from the specific Town type

      [/*]
    • Added all Log->Plank recipes to the basic Craft Station, just until I implement tiered Crafting Stations

      [/*]
    • Crafting Recipe list now shows what Skill is used and trained for each one, and if it requires a certain Perk to do so

      [/*]
    • Crafting Recipe items now have their name turn red if you don\'t have the ingredients, and the middle text turn red if you don\'t have the Skill Perk

      [/*]
    • Unique World Map Icons for all Dungeon and Town types

      [/*]
    • Much more legible text in world map markers

      [/*]
    • Player \"Crystals\" in Dungeon Minimaps now show which direction you\'re facing

      [/*]
    • Made it so you can now choose how many threads to use to Re-Generate a World

      [/*]
    • Player files are now preserved in case you crash while Re-Generating a World

      [/*]
    • Zombified/Skelefied Bandits that spawn Knocked-Down (fake-dead) will rise up faster and at the same time

      [/*]
    • Items owned by zombified or skelefied bandits are no longed counted as owned/stolen

      [/*]
    • Animals and Monster now save separate values for skin and hair/fur values, this makes it so when you transform into a horse, for example, its color will be your hair color instead of your skin color

      [/*]
    • Monsters/Animals will no longer spawn/generate with spells above the max level of 10

      [/*]
    • NPCs will flip out less when dealing with unopenable doors and crawl spaces

      [/*]
    • Cut the volume of NPC chatter sound effects to a quarter

      [/*]
    • Made it so several villager NPCs spawn as Housekeepers instead of Farmers, so they don\'t all go outside during work hours and cause lag

      [/*]
    • Nomads are now truly jobless (they no longer spawn with the Farmer\'s Guild faction). They still do Farmer like things

      [/*]
    • Fixed Party Members not being able to cast spells to heal themselves

      [/*]
    • Fixed NPCs not being able to dodge traps sometimes, and added a bark to when they do

      [/*]
    • Fixed Characters sometimes being places incorrectly in Dungeons

      [/*]
    • Fixed unrounded level of monsters spawned indoors

      [/*]
    • Fixed gate levers sometimes spawning below stairs

      [/*]
    • Fixed floating levers in up/down corridors

      [/*]
    • Fixed a disabled interaction hitbox for the Boss Door

      [/*]
    • Fixed a bug that added the Weight of picked-up Ammunition items to Carry Weight instead of Equip Weight, when you already have that item equipped (e.g. picking your arrows off the floor)

      [/*]
    • Fixed a bug with the Doors sometimes playing no sounds, specially when locked

      [/*]
    • Fixed a bug with loaded Effects not properly setting their Actor and causing issues

      [/*]
    • Fixed a bug that counted NPC/Chest/etc. Equipment as your own when checking for Level 10 ones for Steam Achievements

      [/*]
    • Other misc fixes and adjustments

      [/*]
    [carousel autoadvance=\"true\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45588848/97e79b0fdcf64275e7391cd19ede343e37b01e00.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45588848/ea081c41a9fab025c7f6eb96bc2f0a6f70e6051a.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45588848/c8b083908f3bce132739b49ccb5cf6a43ed244a1.png\"][/img][/carousel]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-09-12 19:57:50 CET ] [Original Post]
    The Dungeon Update is LIVE

    As chosen by the Update Poll, the Dungeon Update is complete! It features several new doors, traps, obstacles, puzzles and most importantly: Secrets! For now these will all spawn in newly generated dungeons with no real rhyme or reason, just so you can experience them easily, but as soon as new dungeon types roll out, they\'ll be better placed in a way that makes sense (so no gates in Caves, or crawl spaces in Prisons).

    CHANGELOG

    • New \"Doors\":

      [list]
    • Secret Wall! Looks just like a normal Dungeon Wall, but just a little off. Can\'t be destroyed, but can be openend with a simple interaction!

      [/*]
    • Destructible Wall! A cracked wall that is not actually like a door at all, but may be destroyed with enough power!

      [/*]
    • Crawl and Climb Spaces! Walls with holes in them you can squeeze through!

      [/*]
    • Gates! Opened by a lever that is hidden somewhere else. Can also be broken down to help with the frustration of not finding said levers (they should all be reachable, though!)

      [/*]
    [/*]
  • Improved the logic/code for all Door types, specially in regards to their opening and closing and hitboxes

    [/*]
  • Slightly improved the texturing on all Door types and their doorways

    [/*]
  • Better positioning of audio elements on doors, e.g. for the sound of hinges and locks

    [/*]
  • Boss Doors now have collision when they\'re fully opened

    [/*]
  • Added Gas Traps! Inflicting an ailment on anyone who steps on their hidden pressure plate!

    [/*]
  • Restored Traps\' shatter effect when they\'re destroyed

    [/*]
  • Deleted OLD Crafting menu elements

    [/*]
  • Fire, Ice and Elec Damage are no longer broken when affecting indestructible props (with NULL defense)

    [/*]
  • Animals and Monsters no longer eat themselves if they\'re the best food option

    [/*]
  • Rolled back the Carry Weight changes as they made late-game resource gathering disproportionally painful

    [/*]
  • Better code for flying/swimming creatures to sleep

    [/*]
  • Characters no longer fly above the clouds and thus suffocate

    [/*]
  • Now you can no longer fast-travel if any of your party members is overencumbered or overloaded

    [/*]
  • You can now change stances (Standing, Crouching/Sneaking and Climbing) even when overencumbered

    [/*]
  • Added a hotkey (U) for swapping the equipment in the main and off hand outside the Inventory Menu

    [/*]
  • New Starting Position code, by Lucio

    [/*]
  • Improved the code for the Flail Weapon\'s fake physics for its chain and ball, thanks Lucio!

    [/*]
  • Fixed Sheathing and Unsheathing an equipped Potion causing it to expand indefinitely, thanks Lucio!

    [/*]
  • Fixed UV mapping of Torch Stands

    [/*]
  • Fixed a minor bug when some projectiles are destroyed by distance without hitting anything

    [/*]
  • Fixed pressing E or Q while typing for the Filter triggering shortcuts in menus that use the new Inventory

    [/*]
  • Fixed control help labels not displaying the correct glyphs for L3/R3/LSB/RSB

    [/*]
  • Fixed some control help labels not displaying the commands to switch tabs or use the sort/filter

    [/*]
  • Fixed the positioning of bottom texts in several submenus

    [/*]
  • Fixed overlapped shortcuts for Eating Corpses and Using/Equipping Items when interacting with bodies (now you can either do one or the other)

    [/*]
  • Fixed bulk crafting not giving proportional Skill EXP

    [/*]
  • Fixed item names going out of bounds on the Inventory Menu quantity selector

    [/*]
  • Fixed the Upgrade Menu (Grindstones) preview window sometimes not showing the upgraded stats

    [/*]
  • Fixed filled Bottles not visually breaking properly when broken while equipped

    [/*]
  • Fixed duplicated shortcut in the Crafting, Working and Building Menu

    [/*]
  • Fixed incomplete control help text in Building Menu

    [/*]
  • Fixed Factions being duplicated in the list when they\'re destroyed (Leader is killed)

    [/*]
  • Fixed Steam Achievements only proccing on exiting the game

    [/*]
  • Fixed the Leader of Faction being killed alert popping up multiple times

    [/*]
  • Other misc fixes and improvements

    [/*]
  • [/list]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45588848/41a4b7266257475947a1b93235e3a2291d2f8532.png\"][/img]

    Some of the content introduced in updates won\'t show up in your game world, or at least won\'t be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it!

    Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.

    [ 2025-09-05 13:55:39 CET ] [Original Post]
    Hotfix for the Interface Update

      \n
    • Fixed broken check for Activated Craft Tables (e.g. Bonfire lit or not, and ignore that for Tables)\n
    • Fixed incorrect shortcut name of Craft and Add Fuel Buttons\n
    • Fixed not being able to press the Craft button when editing Quantity\n
    • Fixed reversed name sorting for non-Alphabet sorting options\n
    • Fixed broken sorting on style and subtype null items\n
    • Fixed broken counting of the total amount of ingredients available\n
    • Fixed not reselecting the recipe properly on Craft\n
    • Fixed not being able to remove an item from the Fuel slot\n
    • Better amount/count texts for the list of ingredients\n
    • Other misc fixes and adjustments\n

    [ 2025-08-30 12:56:02 CET ] [Original Post]
    Devil Spire Falls surpasses #1000 in top sellers!

    We've gone over, even to 800, of top sellers on Steam!

    https://steamdb.info/app/3646460/charts/

    I am immensely grateful to our game's fans. The reception has been amazing, and so was your feedback!

    And hope I can deliver on awesome weekly updates and bring the game closer and closer to the most complete procedurally-generated RPG experience! And hopefully fix all those pesky bugs and crashes!

    See you in-game, talk with you in our community, and hope you have fun in the world of Devil Spire Falls!

    Oh, and the winner of the first Update Poll was:

    ROADS! Plus more travel and overworld-related items and structures.

    [u]Wish you had voted? Join us on Discord to help choose the next week's Update![/u]

    https://discord.gg/Rcq7dzQm5C

    [ 2025-07-08 11:50:32 CET ] [Original Post]
    Devil Spire Falls OUT NOW!

    Devil Spire Falls is finally officially out on Early Access!

    And 10% OFF on top of the EA discount of $5!

    No more pesky timer, no more world-ending meatballs (for now), and no more losing your progress!

    So dive in and enjoy the dark world of Devil Spire Falls to your heart's content!

    And keep an eye out for future content updates, coming weekly, starting NOW, and voted by the community:

    [u]Join us on Discord to vote:[/u]

    https://discord.gg/Rcq7dzQm5C

    [ 2025-07-06 22:23:33 CET ] [Original Post]
    Early Access Release in 3 days, and first Update Poll!

    With the game releasing in less than 3 days, here's how Updates will work, starting NOW:

    Every week, our community will vote on our Discord server on which Update they want.

    Update Polls will happen weekly after the release of Content Patches, also coming every week! Options are chosen based on priorities and prerequisites. All options will eventually be implemented.

    And the first poll is already up!
    Clothes VS Home VS Outdoors VS Dungeons VS Travel

    [u]Join our DIscord server in order to vote:[/u]https://discord.gg/Rcq7dzQm5C

    [ 2025-07-05 09:41:04 CET ] [Original Post]
    The "First" Update is available NOW for the Demo

    Due to popular demand, the first major content update for the game, which includes important features such as the Options menu, support for Steam Achievements, and full Gamepad configuration, including glyphs and text-input!

    CHANGELOG

    • The complete Options menu, with all major and common settings, including full control remapping, audio configuration, graphics tweaks that impact performance, interface adjustments with scaling, and difficulty + game speed!
    • Support for Steam Achievements and Stats
    • Better Icons, specially for armor
    • Created No-Intensity Effects Spells now have no Intensity and multiply Duration
    • Spinning items now have their collision follow it too
    • Thrown Items are now bigger when thrown
    • Gamepad disconnects now triggers Pause
    • RAM is now part of World Generation texts
    • Virtual Keyboard for Gamepad!
    • Adjusted panel buttons to respect the background window margins
    • Night Vision, Detection and Darkness improvements
    • Added missing Standup animation for the Pole combat stance
    • Un-normalized the Mind Ailment sound effect (the scream) so it's lower
    • Better colors for Spell item mana cost based on your mana
    • Better colors for minimap blips for towns and dungeons
    • Fixed the Experience bar in the Status menu not properly updating
    • Lowered the scaling of Bestial bodies' limbs based on Attributes
    • Fixed Stealth training check not taking into account vision and active state of enemies
    • You now play the Fife worse if you have low Performance Skill levels
    • Fixed playing instruments affecting unconscious characters
    • Fixed the Levitate and Flight Effects having Intensity when it's not used, and also fixed their duration
    • Nerfed Train Skill and Gain Experience Effects to half and a quarer, respectively
    • Fixed Light and Flight not working due to misstypes
    • Fixed Spells with AoEs sometimes not triggering on Bosses
    • Made the logo in the title screen scale and be position more nicely on all resolutions
    • Adjusted the level of loot inside locked chests
    • NPCs now start with one skill level more
    • Bandit Bosses now may also have enchanted shields and off-hand weapons
    • Increased player fall damage and decreased enemy oxygen depletion
    • Rounded experience reward text on quests, and weapon target level
    • Better analog stick text scrolling
    • Less repeated letters in clan names (Druiddive -> Druidive)
    • Fixed a bug with Effect Areas using a single memory for multiple targets
    • Effect Areas visuals now include a disc inside for better readability when you're inside them
    • Added a delay to when Tutorial windows popup, to avoid instantly closing them on accident
    • Since this is an engine issue, until it's fixed there can be no area Transform/Hex spells
    • Many minor fixes and adjustments

    This will be the last update to the DEMO! The next updates will only be available on the Early Access/Full release of the game, to try to combat piracy exploiting the free Demo.

    But even so, please keep those bug reports and suggestions coming, as they will still make it to the final game!

    [ 2025-05-15 15:06:47 CET ] [Original Post]
    The Final Update to the DEMO

    Here's the final update to the DEMO, based on your bug reports and suggestions. It's meant to wrap up the last few issues reported by players, before we get ready to develop the first real update to the game, which will be included in the demo due to popular demand!

    CHANGELOG

    • Reversed have/need counters for crafting recipe material items
    • Fixed bug that stacked perk multipliers in crafted items
    • Added new and better messages when crafting items and perks trigger
    • Items with their price doubled because of the Bartering perk are now labelled "Masterwork"
    • Stolen horses that are tamed no longer count as stolen (your original crime is still witnessed)
    • Fixed loot level-scaling formula for killed animals/monsters
    • Animals that are fed are no longer instantly join your party if they're owned (riding them still counts as a crime, but will add them properly)
    • Rounded numbers in Effect message texts
    • Fixed monsters and animals possibly having slightly higher scaled total attributes than intended for their level

    Updates to the DEMO won't be frequent, or are even intended to happen, but major bugs and crashes will be addressed, specially before the Early Access release.

    So please keep those bug reports and suggestions coming!

    [ 2025-05-02 14:36:06 CET ] [Original Post]
    The Fourth Update to the DEMO

    Here's the fourth update to the DEMO, based on your bug reports and suggestions. It's meant to finally fix some persistent bugs and do a lot of polishing based on reports and suggestions.

    CHANGELOG

    • Fixed the ******* room overlap bug once and for all!
    • Fixed the Gameover Continue when transformed bugs
    • Fixed Ending text scrolling
    • Fixed clipping in status menu subattributes preview text
    • Fixed machine gun slamming and nerfed it overall
    • Fixed wrong race descriptor for (trasnformed) player
    • Roundi in Dispositions
    • Better Teach Skill submenu texts
    • Better chase code for range in animals, bosses and npcs
    • Fixed animal, boss and monster label draw priority
    • Better stats for beasts and a fix to boss
    • Can train blocking by defending vs kicks
    • Fixed dual wielding animations
    • Singularity in wait texts
    • Fixed vertical hitbox of spell areas
    • Fixed Reversed normals in left Shoe
    • Added sort options to the inventory window when it's large enough
    • Changed what selector gets focused on when choosing quantities based on if a gamepad is being used
    • Multiplied Skill and Character EXP values by 100, and rounded them
    • Changed EXP formula to be more in-line with killed enemies' actual power
    • Made Interaction text in the HUD closer to the center, and separated it from the Mount Stats one, which is improved
    • Fixed click ghosting when closing the Tutorial windows
    • Added the soulful levelup sound to when you confirm your stat distribution on level up
    • Added a large text to the status menu when you have points to distribute from levelling up
    • Rouded the values of subattributes when previewing changes from stat allocation
    • Removed the confusing subject from asking for the closest Dungeon BUILDING type from NPCs
    • Improved all special text colors
    • Improved the layouit of texts and buttons in the NPC Faction menu
    • Added a DEAD action to characters when they're dead to avoid problems in the future
    • Stamina regeneration is now relative to Maximum Stamina
    • Blocking when two-handing a one-handed weapon will now properly train the TwoHanding skill
    • Reptilian's Defense bonus is now based off Vitality directly instead of Max HP
    • Fixed Party members improperly shouting NOOO, instead of only when you die
    • Fixed not getting Witness XP when causing an enemy get killed by an object or trap
    • Rounded hours text of the Wait action's message
    • Increased attack ranged overall by 25%, and lowered unarmed attack's range to half
    • Fixed the Auto-Defend perk proccing when you have a shield in your off-hand, but are using a two-handed weapon
    • Halved Damage and other HP/MP/SP Effects' power. Buffed Fire, Ice and Elec Damage by 50%
    • Nerfed Ailment Effects by like 50%
    • AoE Effects now tick once on creation instead of only 1 second after
    • Renamed the Burn, Freeze and Shock spell names to Fire, Ice and Lightning
    • Fixed wrong formula for spell effectiveness scaling from Mana cost
    • Fixed spells not generating with multiple effects
    • Added roman numerals to spell names to denote their level
    • Blasphemer and Excommunicate's starting spells are now fixed instead of randomized, like the rest of starting gear
    • Fixed Reptilian and Human race description texts
    • Brightened up the Title Screen background
    • Fixed the History on world generation to have the correct order of events regarding the first devil spire and the current one
    • Bandit leaders now have enchanted weapons
    • Bandits now have less random ammo for their ranged weapons
    • Bandits now generate weapon types better based on their combat style
    • Improved the "Can't do that, enemies are nearby" checks
    • Improved attribute scaling for monsters and animals
    • ????

    Updates to the DEMO won't be frequent, or are even intended to happen, but major bugs and crashes will be addressed, specially before the Early Access release.

    So please keep those bug reports and suggestions coming!

    [ 2025-04-30 13:38:08 CET ] [Original Post]
    The Third Update to the DEMO

    Here's the third update to the DEMO, based on your bug reports and suggestions. It's meant to address the last few issues more experienced early adopters had with the game, and prepare it for release.

    CHANGELOG

    • The Zooming in from ranged weapon perks now only triggers if you hold the Defend button;
    • Also, you now cancel ranged attacks by pressing the Sheathe button instead of Defend;
    • Plus, you can no longer cancel out of attacks and getting parried by Sheathing your weapon;
    • Fixed clipping of Vests in female bodies;
    • Better rounding on Inventory item list;
    • Better Combat tutorial text;
    • NPC death cries instead of "last words";
    • Fixed the Frozen and Shocked ailments not properly locking you in place;
    • Better code for choosing which side to attack, and defend-attacks now properly work as power ones;
    • Your aim now also Wavers when holding a melee attack;
    • Better melee range calculation for Monsters;
    • Nerfed The Heavy Armor Pushback Perk;
    • Fixed a bug with the Stabbing Chained Attacks Perk that made it only work with Barbaric weapons;
    • Nerfed the Speech Equipment Price Disposition Perk;
    • Larger and better colored minimap blips;
    • Enemies now properly use throwing weapons until they run out;
    • Tooltip for Level box in Character Creation, explaining how you can create a new character of up tot the same level as your previous one;
    • Better compare window for super small resolutions;

    Updates to the DEMO won't be frequent, or are even intended to happen, but major bugs and crashes will be addressed, specially before the Early Access release.

    So please keep those bug reports and suggestions coming!

    [ 2025-04-23 11:57:32 CET ] [Original Post]
    The Second Update to the DEMO

    Here's the second update to the DEMO, based on your bug reports and suggestions. It's meant to address some rare but nasty bugs, and also other minor issues.

    CHANGELOG

    • Fixed incorrect ground collision for Long Rooms in the Devil Spire;
    • Fixed anti-water-spawn code for the Player's starting position;
    • Fixed typing in the name field while in character creation triggering button shortcuts;
    • Fixed side-switch button showing when using mouse&keyboard;
    • Fixed the tooltip in the Immortal/Game Mode selector in character creation;
    • Fixed Tutorial text about Climbing;
    • Fixed Pause screen exit confirm window text for DEMO;
    • Fixed Skills Menu Skill Levels text's rounding;
    • Fixed rounding of Age text in Lore window in character creation;

    Updates to the DEMO won't be frequent, or are even intended to happen, but major bugs and crashes will be addressed, specially before the Early Access release.

    So please keep those bug reports and suggestions coming!

    [ 2025-04-22 18:23:00 CET ] [Original Post]

    Minimum Setup

    • OS: Latest Linux/SteamOS
    • Processor: 4-Core (total 2 GHz)Memory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: 8GB VRAM (with Vulkan support)
    • Storage: 1 GB available spaceAdditional Notes: High-Speed (7200+ RPM) HDD storage unit
  • Memory: 16 GB RAM
  • Recommended Setup

    • OS: Latest Linux/SteamOS
    • Processor: 8-Core (total 4 GHz)Memory: 16 GB RAM
    • Graphics: 16GB VRAM (with Vulkan support)
    • Storage: 2 GB available spaceAdditional Notes: SSD storage unit
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    2.99$ (90.0%)
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