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!
So after my two-week vacation, it seems the goblins have been running rampant and causing all sorts of bugs and problems. So this week we had to have a dedicated bug-fixing update, but rest assured next week the voted-for content update will be done!
CHANGELOG
Goblins
Adjusted several animations for Goblinoids
[/*]Fixed incorrect guide-line from the Throwing Skill Perk for Goblins
[/*]Fixed the Goblins\' Standing, Crouching/Sneaking and Lying/Crawling hitbox areas not being properly scaled for them
[/*]Fixed the Goblin\'s Kick and Slam hitboxes\' height and range
[/*]Fixed the head scaling of all characters with extreme heights and weights
[/*]Fixed the nose positioning of Goblins with different heights
[/*]Fixed the shoot point of Spells for Goblins
[/*]Goblins can now properly swim at the surface of water
[/*]Goblins now have a unique speech tick like Felines and Reptilians, by replacing \"u\" vowels with \"o\"
[/*]Goblins now only get their illumination/darkness bonus when they\'re not completely illuminated
[/*]
Monsters & Transformation
2 new powers for Werewolves: Bite, similar to Vampires\' Blood Suck, but quicker and not required for survival, and Howl, a free buff to Strength
[/*]Beastscourge and Bloodcurse now cancel each other
[/*]If you level while Transformed, you now get those Points even if you spent them while Transformed. As your Attributes are reset, but not your Level and Points
[/*]You are now set back to the max character level when you Transform back from a beast
[/*]
NPC Behavior & AI
Bandits must now have over 75 Disposition with you before they stop attacking you on sight. From 50 to 75, they only have a lower chance of doing so
[/*]Fixed a bug that caused NPCs that use stairs to forget they were battling you
[/*]Fixed a bug that caused names inputted with the virtual keypad for gamepads in Character Creation to be ignored
[/*]Fixed bugs when trying to push animals and monsters through building gates, creating bugged NPCs inside/outside. You can no longer push Bosses inside or outside too
[/*]Fixed NPCs running in circles instead of away from the player in some Flee-action triggers
[/*]Monsters no longer fight each other if they\'re inside, even if they\'re not of the same race
[/*]Non-bandit NPCs now no longer start Patrolling instead of simply Wandering when they give up looking for you, and added extra dialogue to differentiate
[/*]NPCs can now use special \"Kicks\", like Pommel Strike and Shield Bash from their Skill Perks
[/*]NPCs now have unique dialogue when you talk to them as a Monster or Goblin
[/*]NPCs now more frequently use their special/power Attacks like Lunge, Cleave, Uppercut, etc. they know from Skill Perks
[/*]NPCs now no longer attack/run away from you if you\'re a monster or Goblin if they have at least 25 Disposition with you
[/*]NPCs no longer equip armor enchanted with Flight or Float Effects on their own
[/*]NPCs no longer interrupt/cancel their pointing action (like when asking for directions) to run away from you if you\'re a monster or goblin
[/*]Other Goblins now no longer run away or attack you if you\'re a Goblin or a Monster
[/*]Outcasts (mostly Merchants and Nomads) now no longer ignore the fact you\'re a Monster or a Goblin
[/*]Shopkeepers, Guards, Attendants and Managers no longer greet and detect you instantly on entering a building if it\'s not their work hours
[/*]
Services & NPC Mechanics
An NPC may now critically fail or succeed a Steal Service with 1% chance each, either dying on the job, or giving you double the bounty!
[/*]Fixed some instances of horses dying repeatedly if they did so while being ridden by high Riding Skill level NPCs
[/*]Nerfed the Skill levels of NPCs overall
[/*]Only Items owned by the NPC will be cleared of that status when they die while holding them (can\'t launder items by adding them to a knocked out NPC, then killing him)
[/*]Slightly nerfed the Disposition cost reduction from Faction standing for all NPC Services
[/*]Slightly nerfed the success rate of NPC Get Item Services
[/*]
World & Generation
Adjusted the generation/spawn rate of Coins
[/*]Destroyed Christmas
[/*]Dungeons and Settlements are now only half-explored when their chunk is loaded, showing up as ????s in the Map Menu and with no fast-travel, and must be well-approached to be fully revealed
[/*]Fixed a bug that caused Devil Spires after the twenfth to have null names
[/*]Fixed a bug that prevented a new Devil Spire from being generated properly if the world was filled with destroyed ones
[/*]Fixed the labels of NPCs that are highly shrunken/grown to be less extremly scaled
[/*]Gather Spots (Trees, Herbs, etc.) now update their visuals when you wait or sleep if they\'re growing (no need for a full reload or going in and out of buildings to trigger the change)
[/*]Gathered GatherSpots that are destroyed just like when Harvested (like Grass and Herbs) are now also replanted because of the Peasantry Skill Perk, as if they were Harvested (destroyed with attacks or Tools)
[/*]Merchants can now spawn far away from Dungeons and Settlements too
[/*]Monuments and Markers now show up in the HUD minimap!
[/*]New Lorebook by Lucio Magno: Boil. Strain. Wait. Re-levelled the other Lorebooks for it to fit in nicely in the updated drop-table
[/*]Reduced the range in which NPC ages are randomly set
[/*]The Devil Spire now generates with a higher chance of going upward, like Caves do downward
[/*]The generation of Nomads and Merchants is now multi-threaded, like the rest of World Generation, to avoid long hangups at 99%, specially when generating larger worlds
[/*]
Combat & Stealth
Enemies that are invulnerable (like Bosses during their Ultimates) can no longer be tripped, disarmed or turned-around, avoiding bugs
[/*]Fixed a bug when Abominations cast invalid Spells (like those Spell-Stolen from it while casting)
[/*]Fixed an oddity that caused extreme Dodge Skill exp gain when Dodging while on fire
[/*]Fixed endless error messages when casting Trap-Projectile Spells
[/*]Invisibility now works to hide you from enemies with Night Vision
[/*]Reduced the noise for detection purposes of blocking slighlty, and attacking walls highly, and highly increased the noise kills make without the Stealth Kill Skill Perk
[/*]The Stealth Kill Skill Perk now also makes attacks and blocks produce no sound, to make the Perk not useless overall
[/*]You may now use the Invisibility Effect to avoid the negative effects of sunlight on Vampire and Goblin characters
[/*]
Magic & Effects
Effects that must last for a while to have any effect, like Buff, Summon and the like, now can no longer be created with 0 Duration
[/*]Fixed Gravity Effects not pulling targets to the center of their AoE, as was intended
[/*]Light and Dark Effetcs are no longer generated with the default light color being red, instead it is now White/Black
[/*]Renamed Destruct, Force and Blunt Spells to Destroy, Push and Knockout
[/*]Renamed the Ray Spell Projectile to Beam
[/*]Shrink and Grow no longer (poorly) work on Buildings and props
[/*]The Swap Effect now only works on Characters and movable objects
[/*]Walls and Floors created with the Wall or Floor magic Effects on equipment Enchantments now no longer send you to the shadow realm when attacked
[/*]
Crafting & Items
Dropped Items now no longer instantly play collision sounds with each other, except if thrown
[/*]Fixed a bug that caused crashes when scrolling down the Quantity selector in Crafting menus
[/*]Fixed a bug when pressing to Use Items in Containers
[/*]Fixed Interaction raycast disregarding obstacles, for example, being able to open chests through walls
[/*]Items no longer use their Attack Sound pitch when colliding
[/*]Nerfed the proc chance of Double and No-Material Perks of all crafting Skills
[/*]The Magic Bag is now saved to your character, not the world, to avoid widespread confusion and item loss. Old data transfer is made automatically on load
[/*]You can no longer eat items with the Survival Skill Perk Omniphagia that are marked as undroppable (like equipped Lamps)
[/*]You\'re no longer set to an arbitrary 99 quantity when choosing the Max Quantity in Crafting, instead defaulting to 1 if you can\'t craft less than 2
[/*]
Building & Placement
You can now change the distance you place a building by using Q/E or a Gamepad\'s Trigger buttons
[/*]
User Interface & Controls
Fixed a bug that made the Party menu unuseable with gamepads
[/*]Fixed the position of the UI arrow in Character Creation for the Height and Weight spinboxes
[/*]
Performance & Optimization
Applied the \"check for other characters\" optimization to animals too
[/*]Fixed lag/stutter when loading multiple NPCs (as each was loading a separate Humanoid or Goblinoid model, thanks Goblins!)
[/*]Highly optimized the checks for characters and lights for bodies in regards to checking for stealth and illumination
[/*]Put the NPC checks for monsters, bosses and the like on a 1 second timer, which improved performance significantly
[/*]Slightly optimized the physics calls for non-moving characters
[/*]
Bugs & Fixes
Elevator Platforms in Pyramids now have a safeguard against pushing you through the floor
[/*]Fixed a bug that made it so you regenerated Health when outside during the day, but covered by shadow. Mostly noticeable with Darkness Effects and the Goblin Perk
[/*]Fixed a minor bug with player-made Factions and relationships with other Factions
[/*]Fixed NPCs that are escaping instantly going outside if they are attacked
[/*]Members of the Outcasts and Underworld Factions now hate members of the Monsters Faction (Goblins) less
[/*]NPCs that are zombified are now properly marked as Dead to the world
[/*]Reduced the shaking while using Attack and Cast Charging Skill Perks
[/*]You can no longer die during the second part of the Ending F
[/*]
Other misc fixes and improvements
[/*]
[u]Want to vote on what will come next? Join us on Discord![/u]
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.
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
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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