Part noir, part fantasy, and part buddy comedy, Mirrored Soul takes heavily after the JRPGs of old. The story stars out-of-practice detective Cecel and his mysterious feline sidekick Spot, named for his single, unblinking eye. Traverse dimensions, recruit monsters or shake 'em down for information, take down the armies of the shadowy Mirrorlord -- and maybe do some sleuthing here and there.
- Over 200 monsters to recruit to your party, each with their own unique way to be recruited (22 recruitable in the demo)!
- Challenging, engaging gameplay which requires strategy and teambuilding.
- A "monster fusion" mechanic in which players can combine two of their creatures into a new one which inherits skills from each of their movesets.
- A pretty banging OST.
- Many secrets to find off of the beaten path, from rare monsters to sidequests to bosses. Perhaps there's even something a bit more sinister lying deep within the mirror world...
Overworld:
-Fixed broken map backgrounds and some broken tiles in
Hills maps and on the forest castle bridge.
Overworld:
-Fixed broken maps (mostly in Ocean Palace) resulting
from filesize reduction techniques in v1.0.7.
-Adjusted Palace map edges.
-Fixed misaligned tiles in the Mines.
Battle:
-Thrasher now offers a "fair and equitable deal" instead
of just taking your items.
Overworld:
-Fixed issues with Sundial 5F tiles.
-Fixed being able to leave the desert after the
sandstorm crossing cutscene but before the cutscene
in the next room.
-Fixed misplaced tiles on desert maps.
-Fixed missing collision tiles in two rooms in a
lategame dungeon.
UI:
-Fixed Coffee being listed as a key item.
General:
-Fixed typos in skill descriptions and dialogue.
-Reworked map importing to drastically decrease
game file size.
Balance:
-Toughen Up changed from self-target to single-target.
-Added new skill Springbreeze (single-target speed up).
-Added new skill Anabolize (single-target attack up).
-Nerfed damage of Flaming Lance & Frozen Lance by 10.
-Lowered Flaming Lance's shock chance (30% -> 15%).
-Lowered Spikify's MP cost (100 -> 45).
-Lowered Wind Up's MP cost (200 -> 80).
-Lowered Despon's level to 18.
-Increased Sprumpling's item drop rates.
-Altered several monster learnsets. Changes are spoilered below - view at your own discretion!
[spoiler]-Shroot learns Anabolize at level 17.
-Anglite learns Springbreeze at level 18.
-Knagon learns Firecracker earlier (20 -> 18).
-Excalot learns Testudo earlier (22 -> 20) and Rally Call earlier (24 -> 23).
-Sprumpling learns Snowball instead of Stab, learns Toughen Up earlier (19 -> 18), and now learns Crocodile Tears by levelup.
-Shamyna learns Springbreeze by default.
-Shruman learns Anabolize by default.
-Lunabuni no longer learns Snowball.
-Luvyun learns Elegy of Energy later (23 -> 25) and Pep Talk later (26 -> 28).
-Budley learns Springbreeze by default, Gust Blow later (23 -> 25), and Purify Body Later (26 -> 28).
-Mesmerlin learns Karmic Laser later (22 -> 24) and Magnet Drain later (25 -> 27).
-Mindslayer learns Crocodile Tears instead of Snowball.
-Ditzel learns Springbreeze at level 26 and Gust Blow at level 29.
-Cyptode learns Anabolize at level 26 and Acid Rain at level 32.
-Jackalient learns Springbreeze by default.
-Pyramortar learns Anabolize at level 35.
-Trilob learns Piercicle instead of Snowball.
-Plugos learns Anabolize by default.
-Hiebis learns Sahara Mist at level 40.
-Felirae learns Anabolize at level 46 and learns Singularity earlier (55 -> 49).
-Chukachoo learns Springbreeze by default.
-Winderm learns Springbreeze by default.
-Eskew no longer learns Snowball.
-Taloc learns Springbreeze by default.[/spoiler]
Battle:
-Added a new toggleable item called the Challenge
Stone that that, when enabled, will lower the party's
levels to the highest enemy level at the start of each
combat. It can be found in a Castle Town house.
-Attempted to fix a crash related to enemy targeting.
-Reanimated Medget, Obscubis, Obscubicante, and bosses
#7, #16, and #24.
-Made minor tweaks to Cecel's status menu sprites.
-Fixed incorrect check in Sprujitsuce's negotiation
that caused it to assume the player was armed if a
weapon was owned instead of just equipped.
-Corrected dialogue that plays on a gaining a status
causing incorrect behavior when multiple dialogues
would trigger at the same time (ex. two Jackulups).
-Adjusted Runch's dialogue: food counter now persists
between negotiations.
-Altered Wind Up skill animation.
-Clarified Pep Talk's description.
Overworld:
-Fixed undefined behavior (including crashes in
certain cases) when activating a dialogue trigger
at the same time as starting a battle.
-If an encounter cannot reach its set home position
in a straight line from its spawn position, it will
instead use its spawn position as its home.
-Overworld encounters can no longer wander off the map.
-If chasing an overworld encounter off a map edge with
the Monster Spray upgrade, it will despawn.
-Smagma now has a fusion recipe.
-Rebuilt most of the Forest Castle maps to make the
layout overall make more logical sense.
-The interior's overall architecture shape now
reflects the exterior instead of being exceedingly
long.
-The windows pointed at other walls were changed to
banners, and added south-facing windows.
-Added a few more rooms and reworked some rooms.
-Can now see the upper floor bridge when boating
behind the outside of the castle.
-Fixed cutoff dialogue after meeting Sprumpking that
resulted in Cecel's neutral animation having Spot.
-Slightly adjusted visuals on Valor Bridge.
-Did a consistency pass over the Old Castle maps.
-Reworked the outdoor part of the castle.
-Fixed strangely placed windows.
-Added extra pieces of visual flair.
-Improved scripting in Al's introductory cutscene.
-Improved the Sundial floor trap hitboxes to be
uniform in size/position and more lenient.
-Improved camera boundaries on Cave of Dragons, Techno
Base, and Tower of Lucian maps.
-Fixed encounter home positions in Hills maps sometimes
being placed in an unreachable spot.
-The party is now fully healed before entering the
Mines the first time.
UI:
-The save/load screen now shows the player's level.
-Party status boxes now initialize at the correct
horizontal position instead of the far edge of
the screen.
-Poison no longer causes party member status panel
to show during dialogue/cutscenes outside battle.
-Key items that are toggled on are now highlighted
red in the items menu.
-Corrected the zoom on Redmask's sprite in the
monster library.
General:
-Fixed controller often dropping dpad inputs for
menus and targeting. This was most noticeable on
Steam Deck.
-Fixed several typos and dialogue formatting issues.
-The battle animation and turn order display options
are now properly saved between game sessions.
-Set framebuffer allocation to 2D, which may provide
a miniscule performance improvement.
Battle:
-Fixed a crash related to monsters that change forms
or tag out mid-battle.
-Escaping and failing to escape battle now plays one
of a handful of lines instead of always playing a
single line.
-Fixed failing to escape battle sometimes rearranging
the turn order UI.
-The acting monster sprite now flashes slightly brighter.
-Fixed an extra direction in Blighter's dialogue.
-Fixed bugged Negotiate dialogue on Ifron and Chromos.
-Birthday Bomb's price has been set to 0; Thrasher will
no longer request it.
-Fixed Hooblin missing a Fusion Group.
-Turn decision is halted while dialogue is active, which
should prevent an issue with Chukachoo's recruitment
dialogue getting stuck onscreen.
-Fixed endgame Aulastor minion being invisible.
-Endgame optional boss's Funeral Bomb now deals 400
damage instead of 100.
-Fixed dialogue inconsistency in Kashroud's negotiation.
-Buffed HP and defense of Mines boss. Improved its
movepool at half HP.
-Buffed HP and defense of an optional endgame boss.
Overworld:
-Healing at a save point now removes statuses from
unsummoned party members.
-Fixed a few missing tree tiles in Shroot Village.
-Fixed a few early-game instances of not playing the
jingle when acquiring an item.
-Removed a few out-of-bounds items pickups in the first
forest map past the entrance.
-Fixed forest maze issues with tree shadow layers.
-Slightly adjusted the Mirrorshroom acquisition text to
make more sense.
-Kukushka encounter will now appear after entering its
map even if the NPCs are not spoken to.
-Improved performance in the Palace knife spitter rooms.
-Added an extra collision around Cecel that prevents
moving boxes/switches in the Hills from trapping him.
-Fixed a render order issue with Chapter 5 spike tiles
causing them to draw floor shadows over Cecel's knees.
-Fixed the levers in one of the Chapter 5 rooms being
intangible.
-Fixed Obscubicante and Cognazzo spawns not being locked
to defeating the corresponding miniboss earlier ingame.
-Fixed Captain Jones's overworld sprite not being
direction-locked.
-Fixed missing map collision instances.
-Fixed error in late-game puzzle where Blue Key
wouldn't work if it was the last key remaining.
UI:
-Cached skill button and mini-sprite UI elements, which
should reduce or eliminate stutter on some menus.
-Fixed the skill culler buttons not denoting that a skill
would consume a percentage of max MP.
-Fixed some minor button neighbor inconsistencies in the
options menu.
-Pressing the Page Up/Down buttons (L1 & R1 by default
on controller) will now move the volume controls in the
options menu by 10 ticks.
-Fixed the monster library not instantly updating the list
of learnable skills when a monster would learn a new skill
by levelup. It would only update after reloading a save.
-Fixed items that trigger dialogue, such as Monsterpedia,
rendering the item menu page change arrow over the
text box and allowing scrolling the item menu pages
while the dialogue is active.
-The next/previous page icons on the monster library are
now colored light gray when focused.
Meta:
-Added Steam cloud save capability. Saves will now be
carried between devices regardless of platform.
General:
-Fixed Nostalgia Incense giving stat buffs when it
should give debuffs.
-Fixed Naturae Incense costing no money.
Overworld:
-Fixed an incredibly obvious exploit in one of the
Hills puzzles.
-Made Dungeon B2 puzzle a bit less obtuse.
-Fixed error where Dungeon B2 puzzle was impossible
to complete using mouse controls.
-Slightly adjusted an NPC's hint in one of the
puzzles in chapter 3 to be less misleading.
Battle:
-Fixed error wherein a certain boss would remain
impervious to damage for its entire fight.
-Lowered Shuriken's damage output from 200 to 150.
-Fixed one of the optional fights in chapter 2
containing usage of a move which didn't
exist.
-Fixed Multi-Shot having no SFX.
General:
-Fixed a crash related to a late-game monster which
could also trigger a crash when browsing the monster
library.
UI:
-Fixed a bug where the Cancel button was not closing
menus within the pause menu. The player can now
properly use the Menu OR the Cancel button.
Balance:
-Fixed Purple Locket not being equippable.
Battle:
-Fixed missing frames in Salavador's sprite.
-Fixed bugs with Felirae's dialogue.
Overworld:
-Updated Old Castle tiles to prevent misleading players.
-Fixed possible out-of-bounds clip in Sun Kingdom.
UI:
-Recruiting an enemy now leaves the space where its
status box used to be open, similar to if it is KOed.
-Fixed inconsistencies between enemy status boxes and
sprite positions in rare instances where enemies are
tagging in/out in battles with 5+ enemies.
-Added the ability to rearrange monster skills from
the party menu.
-Fixed Cecel's box in the party turn order overlay
shifting to the top after the first action if he
negotiated this turn. It now stays in place.
-Fixed a typo in the monster library menu.
Meta:
-Fixed inflated filesize. Thanks for sticking with us while we fixed this!
Battle:
-Fixed strange targeting behavior and crashes after
recruiting a Rattock.
Overworld:
-Fixed a crash if healing unsummoned party members with
an all-heal skill.
-Fixed using certain healing skills outside of battle by
unsummoned monsters not playing sounds for certain
skills, such as Elegy of Energy.
-Fixed the wizard in castle town cutting off dialogue
early if buying the charm. Reduced charm to $150.
-Reduced price of Type Chart to $30.
-Fixed possible softlock in the underground base.
-Fixed out-of-bounds clip in the desert.
-Made Dungeon timers much more lenient and added a
save point before a specific timer. The timers are now
paused in the pause menu and while learning skills.
-Added extra clarification to hint in Dungeon B2 puzzle.
UI:
-The pause and options menus are now cached on launch,
similar to the party menu (among others). This should
help with first-time-per-session load times for
these menus on some systems (this was notably a
problem on Steam Deck).
-Fixed certain healing skills, such as Elegy of Energy,
showing their battle visuals when used from the
pause menu by active party members.
-The enemy status panels now update instantly if an
enemy is added or removed while they are hidden; they
would previously slide into place after reappearing.
Mirrored Soul's demo has just been updated to include a completely revamped combo system, as well as some other improvements to combat. There are also a couple quality-of-life improvements, like a volume slider and a portable weakness chart.
Oh yeah, there's a debt system now too. That's right: you can now officially buy more items than you can afford. What are the consequences? Find out yourself!
Enjoy.
Press shift on the overworld to run, and press it again to return to your normal speed. Honestly I can't see why anyone would want to do the latter outside of those Guargoyle puzzles, but hey, whatever floats your goat
Hex noticed that the game was optimized like total crap -- especially for a goddamn pixel RPG -- so he worked hard to overhaul the way the game runs. There are now far fewer frame drops in the demo.
Minimum Setup
- Storage: 1 GB available space
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