Hi! A small patch that addresses some things collected by the community over at Discord. Let's look at the patchnotes! By the way, if you like this game, please consider writing a nice review! Thank you!
ADDED
- Pause menu now shows you how and where you can save your game (at safe floors, y'all).
- Gem health is now shown more prominently when focussing on one in your inventory.
- Gems that affect targets will now log its event better and take into account the target's resists.
CHANGED
- When removing a gem at the blacksmith, you will now see selected gem info and health.
- Sometimes the graphic of the floor on the right stack interface didn't align properly.
- Mimics and similar monsters may now be one-shot killed without them activating first.
- Some monsters will now take into account your resists before trying to poison you.
FIXED
- Fixed trying to deconstruct an item when it should not be possible.
- Fixed typo's in some texts.
- Names of other player champions are sometimes sanitized if they contain illegal characters.
- Fixed savegame not always recognizing the appropriate Summoning scroll.
- Fixed disguised monsters accidently exposing themselves through the event log.
Hi! This patch took a little longer than needed but it was important to work on some performance. From here forward, you may not be able to backtrack allllll the way back! However, you can backtrack all the way back to 5 floors before your current. To put that into perspective: if you have reached a safe floor with a merchant, you may travel back to the previous merchant freely! This means you will still be able to go back and loot/sell what you missed without fear of not being able anymore. While many computers don't really care for the data that is needed to track all this (which, really, isn't that much), it really shines on lower-end PCs or laptops. It is especially important when attempting the Endless challenge; you wouldn't want to start lagging out on your 78th floor because the game is still tracking floor 4... And that's why I felt it was important to tackle this now rather than later when we start adding things again. Anyway, let's look at the patchnotes! By the way, if you like this game, please consider writing a nice review! Thank you!
CHANGED
- Backtracking now limited to clear memory and enhance performance long-term
- Spell scrolls are slightly more rare (a bit overtuned last patch)
- You will no longer be able to cast spells from Spellsbook UI if you are frozen, stunned or silenced (sorry)
FIXED
- Fixed Blacksmith's ability to clear gems properly
- Fixed loot window now properly showing Deconstruct option
- Fixed various text offsets and rendering for Gem Crafting and Blacksmith UI
- Fixed opening inventory while the dungeon is transitioning in some rare cases
- Champ screen checks if cancelled before able to finish data fetch
Hi! In this follow-up patch, I hope to resolve a few interesting bugs and adjust some mechanics to accomodate our new Nintendo Switch players that are now attempting to dominate the leaderboards! Let's look at the patchnotes! By the way, if you like this game, please consider writing a nice review! Thank you!
CHANGED
- Spell scrolls are more common to find
- Golden treasures will now provide more varied loot and usually more of it as well
FIXED
- Fixed a very obscure bug where the game may freeze if a visible neutral monster is cornered with no available paths to take and can take 1 action per 1 turn (e.g Rock Crabs, but not Slugs or Snails)
- Fixed a bug where mimics or pumpkins in their neutral forms who take damage by thrown items think they are attacking themselves (due to the effect) and send them in a frenzy (usually event log spam, sometimes game freeze)
- Fixed a bug where when creatures decided where to walk, they dont see player blocking the tile into consideration (they consider the player's tile free, which can be a problem)
Hello, everyone! This is a small update to tie some final things up. I've focussed a little more on some fixes behind the scenes this time around and looked around in the Discord server to see what issues arose over the last couple of months. Linux players should now have parity! Mac users, hang in there, I'm freed up to work on that so stay tuned. Having said that, the price of this game on PC will be bumped up slightly to match the cost across all current and future platforms. The new price will be USD$5.99 or your equivalent value starting August 14th! If you already own this game, it will not matter for you - you got it cheap and I hope it gave you some enjoyment. :) If you don't own this game yet, get it while it's still at this price! Anyway, let's look at the patchnotes! By the way, if you like this game, please consider writing a nice review! Thank you!
ADDED
- Added new loading screen graphic
- Items may be deconstructed from looting window
- Gem effects are now listed for gear that has it
- Added notification if your ranking can't be sent because you ended too early
- Added notification if you try to toggle offline mode during gameplay
CHANGED
- Monsters should no longer spawn too close or ontop spawn position when skipping tutorial or playing endless
- Pause Menu item "Give up" now properly states if this will rank you or not
- Some skills have received a small re-balance on effects
FIXED
- Fixed spells sometimes losing their mana cost upon reloading save game
- Fixed spells not getting actual targetting position where it mattered (e.g summons, teleporting)
- Fixed context menu when using mana healing items being disabled when mana can still be replenished
- Fixed AI resuming processes after player has died
- Fixed loading screen animation if you use alternate map loading (Windows only)
- Fixed ranking bug where it will occassionally send multiple records when game ends
- Fixed toggling offline mode when there is no network available anyway
- Fixed crash when skipping tutorial and using alternate map loading
Hello, everyone! I'm happy to share the next iteration of the game! It's been a little while as I was collecting some long standing issues and some suggestions as well. I work a little slow because I'm the only developer for this particular game, but I'm making progress on what people like to see. We're now looking at the final stages of the 1.1.x cycle and we might start to look ahead for the 1.2 cycle, fairly soon! Anyway, let's look at the patchnotes! By the way, if you like this game, please consider writing a nice review! Thank you!
ADDED
- You can now consume items or learn scrolls straight out of the loot window
- Effects from your gear, such as gem effects, are now listed on the right side of inventory
- When naming your character wrong (profanity, unsupported characters etc), the game will now inform you
- When uploading your character at game over, a screen overlay will show this
- Opening and breaking doors now, if enabled, vibrates your controller
- Some items are internally localised in the continued effort for full localisation
- When looting a Boss Key from Champions, a tooltip will appear for the door to use it on
- New tips will appear in the pre-load screen
- You can now unbind any key or button
- Gem Crafting now will show an Additional Effect where relevant
- Added new gearsets for magic builds
- Left thumbstick on the controller may now be used to move character or navigate UI (cannot be rebound)
CHANGED
- Complete redesign of the trophy/achievement window
- Contextwindow when using an item now disables options if they don't work (e.g healing when full HP)
- Contextwindow will not close if trying to select an option that cannot complete
- Disable Praise mechanic if not connected to the internet
- Healthpoints text slightly larger when looking at enemies
- Adjusted user interface for Monster Database, Trader, Blacksmith and Jeweler
- Default keybinds for gem binding and repairing has adjusted to overlap more
- No longer able to open inventory when selecting targets on the map
- Hide more info of an item if the item was flagged unknown
- Controls Info bar also fades out if trying to select a tile on the map
- Renamed instances of Paralyze to Stun for better naming
FIXED
- Fixed a bug where some item names were not properly rendering
- Fixed slotted gem icon not rendering properly after loading a savegame
- Fixed knockback properly taking into account the size of targets
- Fixed titlescreen text if no controller was plugged in
- Fixed graphical issue in Crafting window
- Fixed text overlapping when viewing unknown effects of items
- Fixed moving around inventory during gem crafting when not relevant
- Fixed gearset bonus calculation if multiple of the same item exists in inventory
- Fixed showing certain unobtainable items in Monster Database
- Fixed render order of pop-up windows in inventory window
- Fixed a crash when entering unsupported characters for player name
- Fixed a crash when all items are dropped and trying to select an empty inventory slot
- Fixed a crash trying to check on gear effects that may not exist anymore (e.g broken gems)
- Fixed a potential lock-up when being beaten while low health and Bleeding status
- Fixed a potential lock-up where enemies are unable to end their turn when player dies in a 'freak accident'
This is a small patch with some clean-up reported by some of you simply by playing! The Linux patch will be out soon, needs some additional testing (as always). Also, in testing right now, there is a MacOS version as well. You could try it by switching to the 'mac_test' branch of the game. It is far from finished but you can give it a try. Please keep in mind that it might not work, it is a work in progress to port it properly. Anyway, let's look at the patchnotes! By the way, if you like this game, please consider writing a nice review! Thank you!
CHANGED
- If you beat the game, your savegame will be deleted (sorry)
- Spells you already know will have their item names prefixed with "Known"
- It is no longer possible to deconstruct or throw red keys dropped by Champions (it will hinder progress)
FIXED
- Fixed a weird bug where monsters will idle indefinitely after a basic attack under specific circumstances
- Fixed soundeffect spam when holding down delete button naming your character with controller
- Fixed button sequence for item generation altar now properly clears so you can try a different code if a previous code did not allow you to collect (e.g item too strong)
- Fixed an issue with casting blinding spells on monsters and getting stuck in an endless loop trying to update their field of view and re-rendering the map
- Fixed an issue if a spell ended up in a strange situation not actually having a target
Hey all, it's been a little while! This update includes several needed fixes and changes a couple of things to give it a fresh look. I focussed a little on the overal readability of the game's aspects and as a start I introduced a handy way to see exactly what kind of elemental changes gear is affecting your character with. In addition, it should be easier now to understand and find your way around the champion process - particularly how to continue after beating a named creature. Anyway, let's look at some of the patchnotes. By the way, if you like this game, please consider writing a nice review! Thank you!
ADDED
- Added an elemental info bar to the inventory window
- Added champion key and safezone notifications on the map to help guide you better
- Added small idle animation to player if not moving for a short while
- Added a method to re-connect to the internet on the title screen instead of restarting game
CHANGED
- Text on title screen glows a bit for better readability
- Text selecting game mode animates for easier readability
- Caret while naming your character now blinks for easier readability
- If messages become too long in the eventbox, they will spread over multiple lines now
- Several texts concerning elemental comparing is adjusted for better understanding
- You can no longer use a champion key in gem crafting
- When playing offline, will not attempt to notify Discord of new achievements if enabled
- Fire traps will now heal monsters who absorb fire damage
- When you are game over, your savegame will no longer be deleted
- Control info bar now hides when you move around
FIXED
- Enemy champions are now able to cast Focus on themselves
- Fixed spell information on creation screen be more accurate and descriptive
- Fixed skipping intro when retrying a new game in the same session
- Fixed intro background music not starting properly on retrying a new game in same session
- Fixed fading audio not resetting to normal when backed out during fade out
- Fixed an issue when attempting to resurrect an enemy creature
- Fixed an issue where item health is not properly reloaded when continue a savegame
- Fixed text offset in trophy notifications
- Champ stats is hidden on title screen if they are zero
- Fixed visibility issue sometimes not showing objects right as you enter a new floor
- Fixed a crash when an enemy is backed into a corner and attempts to flee anyway
- Fixed a potential crash when textfile containing seed names is missing or corrupt
- Fixed a potential freeze if names being written or generated keep making profane names by accident
Hey all, this is an incremental update adjusting several smaller issues that were left intact from our previous large update! In addition, the Linux version of the game has been brought up to speed with the rest, now with parity (mostly) with all platforms. Because it's not the main platform we develop on, feedback on its stability is most appreciated. Reach out to me using the forums or Discord (see sticky topics for how-to). Anyway, let's look at some of the patchnotes. By the way, if you like this game, please consider writing a nice review! Thank you!
ADDED
- Added a small reminder to use the Spellbook to the tutorial
- Added a loading bar animation to the leaderboards, reminding you the game's not frozen!
CHANGED
- Keybinding system received a full upgrade
- When using game controllers, the virtual keyboard for naming the character has improved
FIXED
- Fixed leaderboards sometimes not loading up
- Fixed boss door visibility, previously rendered invisible or darkened
- Fixed starting loadout not consistent with chosen loadout when skipping tutorial
- Fixed some wrong default keybinds for certain interfaces
- Fixed a rare issue preventing minimaps to render
- Fixed the background image for character creation inconsistent between screens
- The in-game trophy for using Steam now has its wiggle animation back
Everyone, thank you for your patience. It's finally here. The beta for 1.1 was a long process, taking a lot longer than I anticipated. Some of the core of the game has been completely rewritten in the interest for the future and we've had to experiment a lot with new values for the new game mode. But where I would usually rush things a little bit, it seemed better to really try to nail this update and get it out properly. As I write this, the Linux update is being prepared as that requires some additional testing and adjustment. Reaching out We have community where I'm active in and approachable. Feel free to drop in for your feedback, critique or just for a nice talk. http://bit.ly/YellowcakeDiscord As always, thank you and I hope you have a good time with this little game. If you're enjoying playing it, please consider dropping a friendly review!
Patchnotes
ADDED
- Added new game mode: Endless! How far can you go up this tower?
- Added new warning window when leaving safezone without saving
- Added option to disable all fluff game animation
- Added Repair option for all active equipment or single item
- Added option to skip tutorial (including introduction slides), going straight to the game
- Highscores now show what platform the user was playing on (e.g Steam, Discord, itch.io, etc...)
- Added a couple of new achievements for Endless mode
- Added new statistics to view in the Progress window
- Added a new introduction animation to complete the sequence
CHANGED
- Graphic rendering completely rewritten, promises better performance
- Champions System completely rewritten, promising less freezes
- Save Points now has a helpful tip
- Discovering potion effects now have more helpful event message
- Traps no longer appear in interaction windows
- Removed Repair option for Pristine and Usable
- Some monsters have new abilities
- Bone Shield now also part of the Bone gear set
- Settings window now has actual checkboxes instead of those weird white/black rectangles
- Poison Tooth crafting item can now be thrown for a poison effect on targets
- Removed unnecessary Twitter screenshot reminder. If you want the game to tweet your victory, see the Settings window
FIXED
- Fixed crafting now removes correct amount of items
- Fixed deconstructing now yields correct amount of items
- Fixed potential crash when internet connection is not possible
- Fixed Wooden Sword/Wooden Shield gear set completion
- Fixed spell information on Character Creation when selecting a starting load-out
- Fixed potential crash in foreign characters sneaking into Loot Window
- Fixed a bug where users were able to duplicate items when thrown on to the floor
- Fixed a bug where some background graphics were not shown until a step is taken
- Fixed a bug where an attempt could be made to revive a Champion by another monster
- Fixed a bug where borderless fullscreen would reset your resolution choice with some funky results
- Fixed a bug where speeding up the introduction sequence would only speed up text but not the imagery
- Fixed a bug where creature notifications (e.g exclaim!) would briefly appear in a different position before moving to the creature
- Improved performance by getting rid of old legacy sections of the game
- Fixed a bug where connected controller would be inaccurately detected in the Settings window
- Fixed a bug where the tutorial movement images would reduce performance occassionally
Hello, everyone! The next big update is nearly here. To skip the formalities: you can now check out the upcoming 1.1 update through the experimental branch. You can access this by rightclick on the game in your steam library, going to options, access the beta's tab and select 'experimental' from the dropdown. Linux users will have to wait for the end of the beta to get access to this update. Please note that the 1.1 is in active beta testing and will contain new and interesting ways to break. It is opt-in only! Please report these to me through the usual channels, see the sticky note in the community.
What's new?
Quite frankly, I've basically complete rewritten the way graphics are rendered. For you, it means nothing more than most likely increased performance. On older laptops and/or pc's, this is especially visible as the performance there counts a lot more. Using better profiler tools to analyze various bottlenecks of the game, I've been able to rework problem areas deep within the core. So, across the board, performance should be better. If you didn't have any performance issues before, you will not see anything changing.
Endless Mode
A highly requested mode I hear a lot. I've tried to stay true to the definition of the term and the game is, indeed, quite endless. You are able to begin at floor 1 (as opposed to B35) and you can go as far as you want. Statistics break the limits and can go far and beyond regular designed values. Monsters, items, damage and heals will all scale beyond the normal limits. Endless Mode does not currently have an online highscore list! I'll get on that later. For this reason, the champions you encounter are NPC's for the time being. Your best run will, of course, still be recorded in your own local leaderboard. :) In the future, you will be able to resume Endless Mode from a checkpoint you've unlocked (which is every x amount of floors).
Several small, but notable, changes
Patchnotes aside, there's some small notable changes worth a mention. - Savepoints and how to save the game have become more apparent and obvious. - Blacksmith will no longer repair either to pristine or to usable. It makes zero sense. Blacksmith will now either repair one item fully, or all your active equipment fully. That makes more sense. - You can now toggle off animations fully. Game becomes super fast. - You can also toggle off the entire tutorial area. Go straight into the game.
Leaderboards clear
With every major update, leaderboards will fully clear. Global leaderboards remain but version leaderboards will clean and you may now become the ultimate champion of version 1.1, soon! With the beta, this is also already cleared but will not carry over to the live 1.1 version. Just so you know.
Full patchnotes after beta
I'll be collecting reports for this beta and fix any last minute things that pop up. For this reason, the full patchnotes will be posted after the beta ends. Enjoy the beta and let me know what you think! -Lance
It's been a while! I'm still alive, I apologize for the absence! As the sole programmer in this three-person team, my attention has been diverted to a mainline project over at Yellowcake Games that is nearing completion after 3 years in development, but I still wanted to get some small fixes out on my personal project that have been left unresolved... By the way, if you like this game, please consider writing a nice review! Thank you!
CHANGED
- Game Over screens have had some small graphical updates
- The font used in the character creation doesn't support non-latin characters, this has been fixed by simply saying 'YOU' instead of the player name (until we find a suitable font).
FIXED
- Swap ability no longer freezes character occasionally.
- Resurrection has some additional checks for who they can resurrect.
- Tiny performance boost on lower-end computers.
Another small performance and security update. By the way, if you like the game, please consider writing a nice review! Thank you! This update also includes undocumented security updates. In addition, the regular patchnotes are the following:
CHANGED
- Updated the game over screen animation to the new art standards
FIXED
- Resolved black screen on startup that affected some people.
- Game crash when attempting to use the in-game Screenshot function (not Steam's) while game is not fully loaded yet.
Little performance updates, mostly. By the way, if you like the game, please consider writing a nice review! Thank you! Hacks & Cheats I've noticed some people cheating in the game. Starting today, accounts may find themselves banned for abusing the system. Hacking and cheating in indie games is a little sad. I've been forced to implement features that can deal with this. I apologize that I have to do this. The majority of players will never notice anything. If you think your ban is incorrect, contact me. If you are (thinking of) hacking/cheating, consider playing in offline mode instead. This way, you won't affect other players as that is the main concern. Small performance increases This past week and the coming time I will be focussing a little bit on the behind-the-scenes stuff of the game. For the most of you it would make no difference and won't notice a change at all. There might be some among you with lower end PCs who could benefit from this. If you are experiencing some loss of performance, let me know, I'd love to know your computer specifications. -Lance
Small update to address some reports. By the way, if you like the game, please consider writing a nice review! Thank you!
ADDED
- Favorite items now show their icon in the interface!
CHANGED
- Favorite items now show up in the Prison floor, too.
FIXED
- Potential fix for using favorites that do not exist.
- Potential fix for managing equipment for items that do not exist.
It took a little longer than usual but here it is! Linux version this week! Immediately visible when playing this update is the change in art. I've been using the artpieces for a while now but it was time for a refit. Especially the fonts needed replaced to properly support languages that have more than the basic alphabet (e.g most eastern european languages). This update was mostly focussed on the art overhaul and the on-going translation effort. It's a ton of work by myself! While not accessible yet, 1500+ words have been indexed for translation and we have just now started tackling the final bits: items and spells. Once everything is indexed, it will go to our translation partners to provide the best experience. Let's get into the patchnotes so you can see what else has changed.
ADDED
- New fonts
- New introduction art
- New title screen art
- Updated leaderboards backend to V2
CHANGED
- Mana no longer regenerates while under the effects of "Focus"
- The 'controls info bar' at the top will now subtly fade away when you're moving
- Based on feedback, monsters have been made slightly stronger again
- Spells are sorted by usability when viewing the spellbook
FIXED
- Fixed a crash where selecting 'Give Up' in the first room 'Prison' would sometimes result in a crash
- Fixed a crash when closing Steam before closing the game would sometimes result in a crash
- Fixed map not immediately revealing when opening a door.
- Fixed gear durability restoring when reloading a savegame
- Fixed favorite item restoring when reloading a savegame
- Fixed last used spell restoring when reloading a savegame
I took the time this week to make sure the patch is good with the help of the Discord community. In addition to the 1.0.8 patchnotes, this is what also changed since:
CHANGED
- Attack Chance no longer exceeds 100% hitrate
- Legendary items no longer spawn by cheesing savegame reloads until it spawns
- Sound effect for sockets won't play if there's no sockets on the item to flip through
FIXED
- Fixed status effects completing the entire list of effects to tick, even if host is already dead
- Fixed creatures that die taking with them a random object in the map
- Fixed players sometimes experiencing two melee hits in a single turn
- Fixed occassional crash if levelling up while champion is being created in loading screen
- Fixed traps sometimes doing damage to dead monsters
Hey all! I'm aware of some issues with the latest update that some people may be experiencing! I am rolling back to 1.0.7 for the time being and making 1.0.8 available as experimental instead. I need some extra time to look into some of the issues happening. In the coming days, I will gradually patch the game up to standards. If you experience any strangeness with the experimental, feel free to let me know about it through here, the community hub, our Discord server or through email if you feel comfortable with it ( staysafe@yellowcakegames.com ). My intention is to offer a chill experience for a game you can play for about 30minutes a time. Because of the nature of the game and how it is built, it's a little difficult to test every possible way thing that may happen (it is by nature random generated through and through). Unfortunately, I don't have many people who help me "quality control" each build but we do what we can in the time we have. Again, I apologize for the state of the game. Despite my dayjob, I will do my best to get it back up to normal as soon as possible! Thank you for your understanding. -Lance
This patch overhauls several aspects of the game behind the scenes. Let's go over them! Linux update follows soon. All champions have been cleared for this update. The dungeon is free to conquer!
CORE
- Game crash when desktop DPI scaling set to 175% or similar. (Windows-only)
- Added alternative way to generate dungeon! See Gameplay settings.
- Added more translation work.
ADDED
- Corpses have their own unique interface graphic
- Defender class has unique ability, "Swap". Swaps places with a target!
CHANGED
- Some gear pieces now require a minimum floor number to reach to get them! Treasures, Item Altars and merchants will now only give access to items appropriate to where you are in the game.
- Turn System received a complete overhaul. Enemies are not unfair anymore.
- Grab ability now has a 10% fail rate.
- Many spell effects now only show in eventlog if they are actually visible to you.
- Some monsters now have a passive resistance to Stun. Stun is a little OP, guys.
- Champion characters are now slightly weaker. Champs were a little OP, too.
- Overall monsters have slightly less Power and Defense.
- Experience is now gained by exploring.
- Several spells are slightly nerfed in radius (e.g stat boosters)
FIXED
- Fixed a crash involving last item favorited
- Fixed the word "FAVORITED" being off center
- Fixed gearset bonus when reloading savegame
- Fixed field of view centering on player on reloading savegame
- Fixed able to take turns while items are being thrown
- Fixed several combat actions logged twice in eventlog
- Fixed corpses being able to die. Wtf.
- Fixed morgue files will not generate if the folder has no permission!
Going from a good base, we continue our trek through to get the best version out there in the given time! Here's some patchnote since, err, yesterday! Whew. Linux version this week!
ADDED
- Added 2 new spells
- Added tips to the preloader for better gaming
CHANGED
- Monsters picking up and using items from the floor now ends their turn instead of giving another one for free
- Adjusted the after-image effect when Focussed
FIXED
- Fixed a crash when trying to save the game while holding a previously new spell, Snowfall. Thanks, Discord community!
- Fixed Champion's Key not dropping 1% of the time.
- Fixed Focus spell type now no longer showing type as healing
This is a patch adding some needed adjustments!
ADDED
- Added 2 new spells
- Added 2 new gearset bonusses
- Added new status effect, "Focussed"
- Fighters and Defenders have a new default ability, "Focus".
CHANGED
- Prison Guards have zero evasion
- Some gearpieces cannot be found at the Trader's
- Champions received a small buff and will now hit harder
- Some monsters have received more balancing in their overall stats
- New default spells will appear when making a new character
FIXED
- Crash when looting and pressing a hidden debug key (thank you, Japanese player!)
- Spellseffects originating from a radius are very slow, now fixed
- Fixed borderless window for some users
- Fixed graphical issue with inventory tabs
- Fixed some achievements not triggering between sessions
This is a small balancing patch! Linux version follows soon. :)
ADDED
- Rich Presence for Steam users while escaping dungeons
CHANGED
- Fighters have slightly more power
- Defenders have slightly more power
- Monsters have less health points overall
- Freezing now lasts 4 turns, down from 6
- Bats now only take 2 turns instead of 3
- Lizards now only take 1 turn instead of 2
FIXED
- Leaderboards not grouping post-1.0 clients together under 1.0
- Partial rewrite for the status effects ticking algorithm
This week's update adds some more stability. Let's take a look at the patchnotes.
ADDED
- Added numpad keys to available bindings
CHANGED
- Slowly rolling out translation module in preperation for translations
- Slightly better memory footprint
FIXED
- Fixed potential crash regarding equipment (thank you, kind stranger for report!)
- Fixed not getting exp when traps or hurtful tiles finish off your enemies
- Fixed some monster descriptions going out of bounds in the textbox
Just a small fix to compliment yesterday's update. :)
FIXED
- Fixed potential crash regarding player update (thank you, kind stranger for report!)
- Favorite items now show the Favorite-word in the appropriate place
- Fixed Resurrection on Champions which isn't allowed (sorry)
- Fixed wrong item types when reloading games for certain items
Everyone, thank you for your patience. It's finally here. The beta went well so 1.0 is releasing now! Linux version will follow shortly as that requires some additional testing. Here's some patchnotes for this update! Enjoy! Couple of notes before you dive in. Saves Because the savegame feature has been reworked a little bit in this update, it's not quite compatible with previous versions. There were some issues that prevented me from making them backwards compatible. For this, I apologize. On the up-side, however, the current system is a lot better and future proof. So we got that going for us, which is nice. Your new savegames should be good to go. In the event that your saves get rejected, feel free to send them to me for analysis. They are located in your Documents/My Games folder. Crashes The Crash Reporter is active and should work on your computer (if you are connected to the internet) that will send me the crash report if it happens. The contents of the crashes may be viewed in your Documents/My Games folder for Stay Safe, specifically in the Crashlog folder. I don't receive any personally identifyable information (e.g your steam name, pc composition or IP address, whatever). I don't really care who you are, where you are or what your buying habits are. I just want to make games. Reaching out We have community where I'm active in and approachable. Feel free to drop in for your feedback, critique or just for a nice talk. http://bit.ly/YellowcakeDiscord
Patchnotes
ADDED
- Added new equipment
- Added new throwable items
- Added new themes
- Added new monsters
- Added new monster abilities
- Added gear set bonus feature
- Added new pre-load screen to warm up graphics
CHANGED
- Inventory screen has different graphics
- Savegames are not deleted if they are incompatible/corrupt (send them to me!)
- Some monsters have new passive abilities
- Bite and Scratch abilities now only apply Bleed if these attacks actually hit
- Hunter Cap now shows your beard when equipped as helmet
- Iceblock radius reduced
- Overall monsters have been slightly nerfed
- Merchant have slightly less items to sell
- Some monsters have their loot tables altered
- Interacting with empty objects now notifies you
- Changed the player gear graphic overview to a more compact one
FIXED
- Fixed crash during savegame
- Fixed crash during status effect update
- Fixed crash during loadgame for mana regeneration
- Fixed crash of audio manager trying to play an unloaded file
- Fixed crash when certain graphical values get mixed up
- Fixed crash when using unsupported characters during naming (e.g japanese)
- Fixed crash when trying to use an invalid favorite spell
- Fixed crash trying to use a gem for crafting that has an empty effect
- Fixed Crash Reporter not working/triggering
- Fixed player sometimes frozen when loading game
- Fixed player sometimes frozen when entering champion floor
- Fixed wrong mana values when loading game
- Fixed monster surprise triggering after they died
- Fixed monster sometimes doing additional effects on you, even if they miss
- Fixed monsters sometimes not getting hurt by hurting tiles (e.g campfire)
- Fixed monsters sometimes attacking you after they died the previous turn
- Fixed monsters properly using the Blind spell
- Fixed monsters sometimes trying to get double turns when they shouldn't
- Fixed monsters accidently giving you a free Throw achievement
- Fixed goblin parties not trying to kill themselves on campfires
- Fixed game not unsetting loadgame internal flag when making a new game
- Fixed game giving a free turn to monsters while the game was still loading a save
- Fixed memory issue of tiles trying to update when they aren't even in view
- Fixed some items showing wrong descriptions
- Fixed Key item using proper rarity values
- Fixed camera resets after the begin of player's turn if it has moved
- Fixed effects not loading properly in Wands/Staves
- Fixed boss doors occassionally being placed awkwardly
- Fixed status effects manager trying to update when there are no effects
- Fixed Strange Potions sometimes having the wrong effects
- Fixed a typo for certain gear graphics
Happy belated New Year! Over the last couple of months, we've been doing a lot of work behind the scenes. First of all, we apologize for the lack of communication. Although we're quite active over at Discord, we understand not everyone is part of this external community. So what's been going on, in a nutshell?
Console
In the last couple of months, we have been hard at work to get a version of this up and running on the Nintendo Switch. We have made great progress but it is still a work in progress and will last for some time until completion. This version, with other console versions, is being ported from the PC version primarily. This means that we always put our PC players first and foremost. The PC version will always be the definitive.
Crash Reports
We've noticed our internal crash reporting service has not been working for some time. Normally, we receive each and every crash report quite directly (provided you are connected to the internet) and helps us create a patch rapidly. Unfortunately, due to migrations over on our end, we have stopped receiving reports. In the updates following, this will be enabled once more. We apologize for the inconvenience.
Linux
For a little while, Linux has been our focus to get it up and running. We hardly receive any feedback on this platform but we encourage everyone who currently plays on Linux to reach out to us and help us get a better experience out to you! Unfortunately, we do not currently have access to Apple hardware and have not heard sufficient need for a Mac version. If you would like this, please let us know!
New features
All that being said, we've been busy. We have enabled the 'experimental'-branch that you can check out! We are a little careful to immediately drop this update on everyone and encourage you to check out 'experimental' and reach out to us if any problems arise. Of course, the Crash Reporter has been enabled once more and we should be getting in the reports. This experimental version will be up for a few days before we drop the update with the gigantic patchnotes. One of the new features we are currently testing is Gear Set Bonusses! Collect and wear a set of certain armor to unlock bonusses! Please be aware that there has been a rewrite of the save-system and as such, your previous savegames will not be compatible. They will, however, be compatible going forward. Thank you for your understanding. If you are joining us on this beta, make sure you do you a fresh install.
Future
Currently, we're developing a scenario editor (images and videos being posted on our Discord community). This editor allows you to create your own floors complete with events and dialogue. It is the major focus for the next set of features, namely, puzzles and obtacles to break up the gameplay. This feature is currently not in the beta but will shortly be. In addition, while we aim to port the game to the consoles, we have no plans to cease support for this game for the foreseeable future!
In closing...
Yellowcake Games is a three-man company working on two projects simultaneously, however, Stay Safe has always been developed by a single person since the beginning. The game is very much alive and kicking, and I appreciate every single comment/review I receive. I take all of them into account. I hope you've had some fun with this little game for its price. While we continue to add features, content and fix bugs, the price will never go up. Enjoy the beta and let me know what you think! -Lance
Are you on Linux? You're in luck! The game is being tested on Linux and you can try it, too! We currently have a beta branch open for you where you can opt into our current trial of Linux release. It's where it needs to be, sans some Windows-only leftovers we will remove in the coming days.
How to opt-in
1. Rightclick on the game in your library. 2. Click on "Properties". 3. Navigate to the "BETAS" tab. 4. On this tab, select "linux_test" in the dropdown menu. 5. You can now install and play on Linux! Is it working for you? Or it isn't? Let us know in Discussions or in our Discord server! Good luck, have fun!
First of all, thank you all for playing. We've received many kind words and support from the community and it fills our hearts with happiness and relief. Of course, this is a tiny roguelike but seeing the types of playthroughs and wonder by players through livestreams and videos, makes even the little things spark a lot of joy. Thank you.
Before getting into the patches, we'd like to remind everyone that while it's unfortunate if the game crashes or freezes, we do receive the reports automatically and immediately. In our Discord, we release 'beta patches' as a result of crashlogs coming in, more frequently. These will eventually summarize into a major patch, alongside new content. We apologize for the inconvenience if a crash interrupted your otherwise good experience.
That being said, in this new update, we took a little step back to look at the bigger picture. There are a few things we wanted to address immediately and there's a few things we would love to adjust in the future.
First and foremost, we adjusted the inventory UI across the board to make it more readable what's being selected. Furthermore, we adjusted the merchant's UI to appear a bit more easier to follow as well. We intend to tackle the other NPCs mechanics and streamline those experieneces in the coming time.
As always we add new items, monsters, spells and gear in each update. You will see new things appear in your playthroughs.
As a final note: while we do not have an ETA on this yet, a Linux version of the game will be released in the coming time. We'll post a nice big announcement about it when the time is there. Thank you for your understanding.
Without further ado, here is the changelog since 0.60:
ADDED
- Strange Potions have new effects
- Added new consumable status effect cure items
- Added new gear pieces
- Added new throwable bomb types
- Added new monsters
- Added new Staff type weapons
- Added new spells
- Added new status effect type
- Added new shield items
- Monsters will now investigate location if you throw an item while it didn't see you yet
CHANGED
- All inventory windows have improved UI
- Trader window UI has been updated
- Some Crowned enemies will not appear until much later
- Monsters, in general, have been slightly nerfed
- Some monsters appear in differently locations now
- Some spells have had their mana costs decreased
- Some spells have had their ranges adjusted
- The "Bat" monster was slightly nerfed
- Monsters will be alerted if it gets hit by a thrown item
- Adjusted object placement in some prison map layouts
- Some graphics have been adjusted
- Some high-level monsters were slightly nerfed
- The charging item "Elemental Essence" will appear more often
- Added a note when entering character name for minimum letters
- Supportive spells have their radius/ranks adjusted heavily
FIXED
- Fixed Steam Achievements did not trigger at release
- Fixed some items using wrong statistics when calculating their worth
- Fixed some achievements being triggered by monsters, not the player (haha)
- Fixed name generator a little more fair on name generations
- Fixed savegame info box appearing, even if the savegame is invalid
- Fixed dead creatures still being affected by some hurtful objects
- Fixed some achievement data persisting through sessions when they shouldn't
- Fixed audio volume not resetting properly after returning to title screen
- Fixed magic recast text on player UI being dark when should be light
- Fixed a potential crash when a monster tried leaping as player leaves floor
- Fixed ability to throw consumables on non-creature objects
- Fixed some missing sprites for older leaderboards ingame
- Fixed a crash when trying to unlock a specific achievement
- Fixed an issue where a monster tries to spot hostiles when it has no clue
- Fixed wrong sprites for some items
- Fixed drawing order of some traps not overlaying the character
- Fixed player not being noticed by monsters if they are ontop of another object
Stay Safe is released. But, work continues! In the days leading up to release, there were actually two major revisions that followed eachother up rather quickly. For this reason, the 0.59 and 0.60 changelogs will be merged into one.
The 0.60 version is very important as it ushers us into a new milestone. In this milestone, we will take what we have and expand on the ways to play, to include new ones. We've seen how the game works now, and the dangers the dungeons have. Of course, balancing continues (and we may never find a sweet spot!). The 0.60 finalizes features we've long had (crafting, deconstructing, throwing stuff around) and we pave way for some new features. We'll talk about those in time, very very soon actually.
Let's get to the changelog!
ADDED
- Added new spells
- Added a lot of new sound effects
- Added a bunch of new creatures
- Added more throwable items for creatures
- Added a bunch of new gear sets
- Added new accessory items
- Added new head gear
- Added new variations to existing gear
- Added Steam achievements
- Added variations to the starting zone
- Added new achievements for throwing and charging items
CHANGED
- Strange Potions have their probabilities adjusted so you come across the same ones more often
- Strange Potions now show their consume effects in the tooltip, where applicable
- Crafting ingredients now stack
- Saving will now disable on the same floor you load back into
- Some spells have their animation changed
- Adjusted some status effect names
- Some spells are slightly stronger (e.g absorb)
- Champions (other players) begin slightly stronger but lose power over time
- Several monsters have better starting MP
- Several monsters also have new spells to use
- Many gear items now have their stats adjusted, significantly buffed in parts
- Items in your inventory now show if they're Crafting items or not
- Dungeon's Monster Budget (i.e how many monsters can be placed) is slightly higher (more monsters on average)
- Shields have small amount of Strength now
- Monsters Defense is slightly buffed
- Some spells have their MP cost adjusted (e.g Clairvoyance is down to 1 from 3)
FIXED
- Removing/deconstructing items now properly takes into account its uniqueness
- Fixed equipment not auto-equipping when you reload a savegame
- Fixed gems now dropped onto floor when inventory is full instead of error
- Fixed illegible spells revealed after loading savegame
- Fixed some items showing both curing and inflicting when it has more than one effect
- Fixed recipe scrolls not showing if already learned in loot window
- Fixed crash when trophy tries to trigger while still in the loading screen
- Fixed crash when video card does not support the right amount of resolutions (sometimes zero?!)
- Fixed missing items in generation database
- Fixed legendary loot appearing in loot boxes, can't have that nope nope
- Fixed savegame info appearing even if savegame is somehow invalid
Today we release Stay Safe: Labyrinth of the Mad!
(Patch notes for 0.60 will be posted soon)
It's been a nice journey to get here. And honestly, let's see where the journey continues off to. There's a lot we can still do to make the game even better.
Here's a shortlist of things we're working on and releasing in the near future:
- Cursed gear
- Gear set bonusses
- Expanded Blacksmith facilities
- Leaving notes and more communication between players...
- Endless Mode!
- Puzzles and other obstacles, non-combat...
Working hard! Release is NEXT WEEK! Oh my god.
This update changes a couple of things that you might've been getting used to. First and foremost, the spellbook and recipebook have been removed as standalone items from your inventory, freeing the 2 slots that were simply inaccessible for you to use. Now, these two became standard actions in your inventory (default: 1 and 2, or controller: RightShoulder and LeftShoulder) and therefore freeing up some slots in your inventory to use freely.
In addition, definitely important: you can compare accessory items properly now. It took a while to implement (sorry all) but you compare these equippables now and see which one's better. With this, of course, the rest of the gear that's being compared are also better. You get to see the status effects they may inflict or what kind of elemental defense they provide. Just seeing the element of the item is there, too.
Certainly, new items and spells have been added. You can find more shields now, some variations of items (Morning Star, for example) and you can find gloves to wear. These equip both hands but generally deal with stunning your enemies and sometimes making them bleed in the process.
And indeed, I've been receiving your crash logs. It works. Over at our discord, we have been testing this version for quite some time. There's been many bugfixes in this one (some behind the scenes, too) and this version is the best one yet. Anyway, onto the changelog!
ADDED
- Added spellbook and recipebook tabs instead of items using up slots
- Added new monster abilities
- Added new themes
- Added new music
- Added comparing of accessories
- Added element and status effect info on compare tooltips
- Added 'unequip' context command for equipped gear
- Added quantity selection for deconstruct/discard items with quantity
- Added small preview for savegames in title screen
- Added new shield items
- Added new gear type 'glove'
- Added new spells
- Added new weapon variations
- Added discord events for all platforms (can be turned off in settings)
- Added sound effects to various objects, including traps and campfires
- Added new consumable items
- Added statistics breakdown in the Stats category of your inventory!
CHANGED
- Generating a dungeon using controller now shows controller button seed in leaderboard
- Recipe scrolls are slightly cheaper to sell now
- Fighter class has been buffed by 50% in power
- Defender class has been buffed by 25% in power, 25% in defense
- Recipe item description in inventory will show whether you already know this recipe
- Crafted weapons now have better starting stats
- Gems have increased durability
- Increaed gold chest yields
- Some monsters have their stats nerfed a bit
- Strange Meat item has less healing power
- Reveal Scroll now also gives you EXP as if you explored everything manually
- Champions have their power growth adjusted slightly
- Some monsters might appear more often
- Some monsters have new death sounds
- Special monsters might have special sounds for them
- Prisoner gear now deconstructs into bandages, leaving a dedicated bandage recipe available
- Some item selling values have been increased (not you, recipes)
- Existing sound effects have their volume levels more normalized (and overall, lower)
- Various sprites have been adjusted
- Gold treasures and their keys will appear slightly more
- Some monsters have their descriptions adjusted
- Magic scrolls appear slightly more often in general
FIXED
- Fixed game crash when the computer has less than 5 available monitor resolutions to play in (sorry)
- Fixed weird mana sprite animation when using mana items
- Fixed screenshot keybind
- Fixed defeated monster list now also saving on file
- Fixed deconstructing multiple items now yields appropriate amounts
- Fixed flying monsters getting hurt by ground hazards
- Fixed morgue file not showing HP/MP stats for player
- Fixed mimic's not showing their true form if they attacked first
- Fixed gem effects not all doing their job, sorry about this
- Fixed trophy window trying to show while loading game
- Fixed level-up window trying to show while loading game
- Fixed audio settings being properly reloaded and saved
- Fixed a redudant message after knockback does no damage
- Fixed clairvoyant monsters showing their path
- Fixed ranged weapons with skill effect showing throw damage twice
- Fixed spells with radius somehow also playing an animation at the 0,0 position isolated
- Fixed saving being still available after just loading the game back in
- Fixed missing gem effects after loading a savegame
- Fixed death sounds overlapping hit sounds
- Fixed eventlog not properly clearing when doing a fresh run after played a loaded game before
- Fixed game crash when going out of a multi-status effect state
- Fixed deconstruction and discarding items not taking account its uniqueness and just grabbing similars
- Fixed darkness colors when loading game being imperfect or just kind of off
The update is finally out! It changes inventory management and creates an overall better experience for the game. Monsters are a bit smarter and most of them have new tricks up their sleeve! We're inching towards release!
ADDED
- Added context menus to inventory
- Added throwing mechanic (for monsters, too)
- Added new music
- Added throw info on item descriptions
- Added monster-specific throwables
- Added new monster abilities
- Added new mana regeneration/usage effects
- Added new floor cycle info UI
- Added new sfx for various abilities
- Added experimental Discord achievement, more in the future
CHANGED
- Mage class nerfed 25% magic stat
- Defender class buffed 25% strength stat
- Defender class nerfed 25% magic stat
- More items are deconstructible now, including leather helmets, bows and spears
- Increased overall droprates for items
- Floor UI has changed graphics
- Some monsters resist new effects
- Some monsters have their stats adjusted
- Adjusted Iceblock radius/range
- Removed minimap background graphic
- Status effects now shown in damage floaties where applicable
- Campfire now does more damage, health appropriate
- Increased overall gear durability
- Scared monsters seem less worried now
- Adjusted champion's stat growth
- Most monster abilities try to fuzzy target you less (i.e more direct hits)
- Various game graphics have been updated, e.g equip/fav icons and mana
FIXED
- Fixed looting stacks
- Fixed treasure sprite sometimes disappearing after opening it
- Fixed enemies sometimes attacking dead creatures
- Fixed prison barrel sometimes being locked
- Fixed starter spells sometimes being illegible
- Fixed audio manager improperly saving values, resetting it
- Fixed missing icons for eventlog in some occassions
- Fixed item descriptions for recipes
- Fixed potion discovery not saved with quick save
- Fixed some status effects still affecting a dead creature
- Fixed elemental essence losing value after save game load
- Fixed crafting window element tinting
- Fixed missing sprite for stairs in some themes
- Fixed resurrection spell now actually targetting corpses
- Fixed boss door placement sometimes out of place, inaccessible or too accessible
- Fixed slime balls sometimes wrong mana/health healing info
- Fixed strange delay when an enemy broods off-screen
- Fixed event spam when player is frozen and tries to use ranged weapon
- Fixed CrashReporter now finally reporting logs again, sorry about that
- Fixed bosskeys being destroyed if the corpse that holds it is destroyed
- Fixed Teleport and Summon spells properly targetting by monsters now
- Fixed some combat messages triggering multiple times, or in redundance
This updates focus more on the stability of the game and the ways to play it. Although it adds a bunch of new things to play with, it also changes a lot more to be more balanced and a stable experience.
ADDED
- Added Borderless graphic option
- Added new spells and abilities
- Added new new trap
- Added elemental icons to gear
- Added little thank-you to Settings window
- Added new items
- Added stacking items functionality
- Added multi-use functionality
- Added new themes
- Added new music
- Added new crafting complete window
- Added new NPC avatars
- Added rebind for screenshot
- Added F1-F12 to rebindable key options
CHANGED
- Change overall floor layout. Champs before shops!
- Only one crowned enemy per map allowed
- Some spells have their max range nerfed
- Some monsters have new resists
- Some monsters have new spells
- Goblins now try harder to avoid campfires
- Some monsters now resist knockbacks
- Some monsters have new loot
- Twitter tweeting now only happens at victory
- Monsters are slightly weaker
- Some notifications don't stall the game anymore
- Wands and some other items inherit their elemental info as their base element
- Some game texts have been adjusted to better communicate info
- Added some new controller button icons for button sequence
- Regular traps now has a chance to inflict bleeding
- Some spells have a higher effectiveness
- Going game over now deletes your quick saves!
- Deconstruction has higher yield rates
- Gem crafting now always includes the effects of involved items
- Crafting items when inventory full will now just drop it on the floor
- Deconstruction when inventory full will now just drop it on the floor
- Daggers are have slightly better stats overall
- Status effects no longer try to apply if their target is actually dead
- Champs now gain their proper sight bonus from class
- Merchants have bit more items to sell
- Electric abilities don't stun anymore if their target is frozen
- Gem crafting now actually deletes all the involved items!
- Default keybind buttons for screenshot and recast are swapped
- Changed some window graphics
- Some enemies leave behind different type of corpse
- Save statue has a different graphic
- Dragon eggs no longer show in nearby list (declutter)
- Certain skills do no not trigger a turn's end, allowing another go
- Some items may now display their consuming effects
- Some gear can now be deconstructed
- Scared monsters may occassionally fight back anyway
- Champ are similarly powerful as real players, degrading over time
FIXED
- Game freeze after crafting
- Invisible poison trail no longer appears invisible
- Game crash sometimes on crafting gems
- Fixed wrong sound effect in settings window
- Fixed no text no achievement notification
- Fixed sound effect spam on virtual keyboard
- Fixed ability to have long names using virtual keyboard
- Fixed levelling achievement triggering properly now
- Fixed a potential crash when some effects are non existent
- Fixed a visual glitch where creatures appear elsewhere after knockback
- Fixed discord functionality working again (sorry, guys)
- Fixed fourth healing item not adding to Defender class
- Fixed still able to cast magic after losing spellbook
- Fixed damage popups clear when starting new game
- Fixed game crash when trying to render class for your personal champs
- Fixed missing 2hander info for item in loot window
- Fixed monsters unable to recall their last cast spell
- Fixed sometimes game crash when player levels up while loading save game
- Fixed highscore crashing game when keys use unknown icons
- Fixed defender class starting with a default spell
- Fixed crafting sometimes using too many items in requirements
- Fixed Wands having some weird empty space in the name
- Fixed some item name typos
- Fixed intro music triggering properly
- Fixed recipes not being properly included in save game (sorry guys)
- Fixed save games not properly loading your mana
- Fixed creation screen sometimes saving values from a previous attempt
- Fixed ability to change the character creation setting right as it fades out
- Fixed virtual keyboard resetting will by default display random hero name
This update is one of the biggest one to date. It adds some very important changes that fundamentally change the game. Not only does it add the long awaited save game feature, it also adds the classes system. You may choose from 4 basic classes to begin, which affect your stats in various ways. In the future, classes will be more customizable and may unlock subclasses.
The values of these classes are still a work in progress. This is the first release! :)
Saving the Game
The save game feature is new. It should work completely, but it might come back with bugs. Of course, do let me know if this happens (see contact info on game page).
There is some restrictions to saving the game though! These restrictions are mostly gameplay based and slightly due to under the hood. Here's the rules:
- You can only save while you are in a Safe Zone.
- Leaving the Safe Zone will disable the feature! Think ahead.
- If you reload a save game, you will lose the save game file.
- If you reload a save game, you cannot backtrack to earlier floors! Think ahead.
ADDED
- Class system
- Save game feature
- New monsters have been added
- Some monsters can form parties
- New theme has been added
- New trophies were added
- Monster AI has been updated
- Added Borderless Fullscreen Windowed graphics option
- Added new sound effects
- Some monsters have new abilities
- Confirmation will show when tweet is sent now
- Some spells have new effects
- Until the new event system, reaching B1 triggers a special message
CHANGED
- All maps are smaller now to increase fun
- Your champs now also use spells you had
- Monsters now try to avoid eachother, to surround you
- Some entities no longer show in Nearlist
- Monsters can now eat healing items they have
- Monsters can now pick up items from the floor (including from corpses)
- Gems with additional effects/equip effects now also trigger
- Legendary altars now have a defending mechanism
- Some monsters have their placement costs adjusted
- Maps can only have one crowned enemy, max
- Adjusted some magic texts
- Adjusted mana regen rates
- Some monsters have new status effect resists
- Added a warning text to gem crafting. It destroys the items!
- Eventlog shows a bit more info when something's not right (errors)
- Merchants have more cash on hand
- Adjusted some gear values for sell
- Some customization options for the player have been adjusted
- Certain legendary items are no longer craftable
- Recipe scrolls are more common
- Healing items are more rare (sorry guys)
- Legendary altars no longer emit light
- Waiting while feared will trigger the fear effect
- Adjusted casting text when casting on self
FIXED
- Leaderboards (Global) now show up properly again
- Unexplored tiles now have theme-specific color
- Levelling trophy properly triggers on time now
- Fixed able to have longer names using controller
- Poison splatter should no longer have an invisible state
- Player no longer freezes after crafting
- Fixed a crash when deconstructing a legendary item
- Fixed some graphical glitch when favoriting a spell item
- Fixed deconstruct window height not high enough
- Some items had the wrong required steps to craft
- Initial spell no longer starts Illegible
- Fixed potential file access issue for mod files (more on this later)
- Area of effect spells now work properly even if no creature is targetted
Adding a couple of new things to add another layer of complexity as well as some quality of life changes. This update was all about adding bit more to play with!
ADDED
- Added 6 new gear pieces.
- Added 4 new basic weapons.
- Added 3 new spells.
- Added 2 new status effects to deal with.
- Added a quick hotkey for re-casting last spell.
- Added true local leaderboards, including seed view.
CHANGED
- Changed support spell text to better communicate what it does.
- Reduced mana regeneration chance.
- Increased profanity filter list (come on, guys, stay safe).
- Fixed a few typo's on items and effects.
- Tweaked many texts regarding status effects.
- Changed spell rank values.
- Reduced overall spell damages.
- Discovering and learning spells permanently will now show in event log.
- Local leaderboard is now the default screen when going to leaderboards.
- Improved texts to guide player through gem crafting window.
- Circlets can now be deconstructed.
- Invisibility spell now has ranks.
- Some monsters have new loot.
- Prison Guards health is decreased.
FIXED
- Fixed keybinds no longer being confused when an update adds new keys.
- Fixed left shift working as intended during character naming process.
- Fixed a crash when looking at small clutter on the floor.
- Fixed monsters invisible when knockbacked or reappearing from fog of war.
- Reduced memory usage slightly.
- Fixed gem damaging to only happen in appropriate situations instead of always.
- Fixed crafting recipe list now show quantity result, too.
- Fixed some status effect texts when using on self.
- Fixed corpse pile naming entity.
- Fixed monsters still somehow seeing targets despite invisibility.
- Fixed spells not taking into account when user is under influence of Magic Up/Down.
- Fixed Cure spell now only removing debuffs instead of everything.
- Fixed controls info UI overlapping minimap after certain floors passed.
- Fixed a potential bug when less than 5 resolutions are available.
- Fixed a potential bug where player cannot exit Smith's UI after a certain condition.
- Fixed a bug where button/key icons were named wrong, resulting in a crash.
- Fixed Circlet using wrong icon.
- Fixed a potential bug when crafting a gem under special circumstances.
- Fixed some UI still showing "Pick a file" when this option is disabled.
Bit more utility to heal mana, some fixes for non-latin based languages (I need a multi-language pixel font!) and a whole bunch of fixes. Here's the changelog.
ADDDED
- Mana Potions and other items capable of regenerating mana
- Added several new keybinds
- Added personal leaderboard, see only yourself and where you ranked globally
- Added new theme
- Added small clutter to most themes, e.g grass and small rocks
- Added several more spears
- Added a morgue feature: see your previous runs in text format. Look in your Documents folder for the game's Morgue file
- Some entities now emit light
- Added a little smoke puff when something perishes
CHANGED
- Creating gems now tries to always include any effect from used items
- When deconstructing, any excess items you can't carry will be simply dropped on the floor
- When several creatures die ontop of eachother, the corpse becomes a pile
- Enabled content compression to reduce overall game install
- Mind Blast is nerfed slightly
- Several tile objects are themed according to their overall map theme now
- Many spells have their MP costs lowered
- Adjusted value to how many scrolls are needed to learn a spell
- Monsters' basic attack may now be of an elemental, instead of always physical
- Monster AI has been slightly improved, now knowing when to cure eachother
- Reduced player sight from 6 to 5
FIXED
- Fixed non-lating texts crashing the game when trying to render the characters
- Fixed some weapons missing recipes
- Fixed memory leak when starting new session from pause menu
- Fixed controls info keeping active after cancelling ranged weapons
- Fixed audio glitch when using ranged weapons or item generation altar
- Fixed game crash when abusing button sequencer
- Fixed missing keybinds for Game Over screen
- Fixed holding shift not producing capitalized letters in creation screen
- Fixed level clamping for champions to be a bit more generous
- When using controller and unplugging it mid-play, the game will pause
- Fixed game crash trying to deconstruct some basic items
- Fixed no champion showing up if you were the champ to that floor
- Fixed potential problem when champ spawn on traps
- Fixed character randomization going out of bounds (but not crashing the game)
- Fixed game crash when using spell on an empty tile for damaging or heals
- Fixed small clutter trying to appear in interaction window when they shouldn't
- Fixed spells never hiding their info anymore, should appear more now
- Fixed game crash when trying to use an empty slot in your spell book
- Fixed item generation altar showing pick file when this is disabled in settings
- Fixed twitter notification showing after every champ, should only show once
- Fixed various typo's
Rebindable keys are finally a reality now, with this update. Some new items got added and tweaks all round!
ADDED
- Added key rebinds, find it in the Settings window under Controls.
- Added new mana healing items.
- You now start with two standard spells to use. One of them is whatever you choose at the beginning.
- You may now view your active status effects in the character window.
CHANGED
- Some spells have had their values tweaked.
- If no internet available, you will always be in Offline mode until internet is available again.
- Gem results from gem crafting now always includes the effects of the items used in its creation.
- The texts of Strange Potions (and its effects) have been made more clear.
- If no champion on a floor, an NPC champion will now appear.
- Monsters have a great magic buff.
- Coins can always be looted, even when using Take All.
- Spellsbook now shows spell type and cost when it is learned.
FIXED
- Fixed crash when trying to render special characters (e.g Russian, Thai, etc).
- Fixed a bug where it shows a normal non-ranged weapon in the ranged weapon UI.
- Fixed when sometimes a regular item is classified as a skill in Favorites.
- Fixed tile selection animation showing up when trying to use ranged weapons.
- Fixed a rare crash when adjusting entities on a map.
- Fixed some missing recipes (e.g Mithril Sword)
- Fixed a memory leak when restarting a new game within the session.
- Fixed the ranged weapon UI not leaving the screen.
- Fixed a crash when using button sequences too fast.
- Fixed an audio bug when viewing item generation and gem crafting.
- Fixed not able to use caps on name entry when holding down Shift.
- Fixed some spells not knowing what to do when you don't select a creature but empty tile.
- Fixed magic damage shown in tooltips now in line with actual damage.
- Fixed the way favorites are indexed.
- Fixed controller rumble.
Stay Safe: Labyrinth of the Mad
Yellowcake Games
Yellowcake Games
2019-08-13
Indie Strategy Casual RPG Singleplayer
Game News Posts 36
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(35 reviews)
http://yellowcakegames.com
https://store.steampowered.com/app/1105660 
Stay Safe: Labyrinth of the Mad Linux [97.5 M]
Break out the deep prison and escape this subterranean dungeon 35 floors underground.
Explore
Each play session is different, explore every inch of the map for precious loot, trinkets and gems with added effects to help you on your journey to the top.
Fight
Battle you way through each floor using a variety of ranged and melee weapons or spells. Over 50+ different creatures to encounter, coming at you with evil intent.
Magic
Find magic scrolls and unleash strange powers upon your enemies or yourself. Use scrolls often to learn them permanently, casting them from your own spellbook without the need of a scroll!
Craft
Create better gear, tools, arrows for your bows and more. Craft a variety of items to increase your odds at surviving, or even to make a little coin.
Every so often, you'll meet face to face with another escapee - a copy of another real player. Don't worry, it's not real-time... Their playthrough, gear, items, the progress they had: it's all there. Ready to fight you!
Defeating this copy of another player will then make you the new champion of that floor! Now you, your copy, will be encountered by other players! Survive, and make sure nobody else does. Above all else, stay safe.
35 floors of turn-based roguelike challenge, variety of monsters, items and spells. And more, every update. Plus, every playthrough matters: your progress is recorded in a leaderboard!
- Unique generation system! Use files on your PC, key presses on your keyboard or buttons on the controller to create your random dungeon, items and gems!
- Randomized characters! Start off with a random weapon, spells and helpful items, different each time.
- Leaderboards! Record your gear, level, kills, alive time... How did you do?
Additionally...
- Colorblind mode! Deuteranopia, Tritanopia and Protanpoia all supported!
- Offline mode for when you'd rather not encounter other players.
- Rebind every action for your keyboard or controller!
- Let the game tweet out your sweet victory in the form of a screenshot on our official Twitter page (@StaySafeGame)! Enable it in the settings!
- Earn trophies as you play!
- OS: Ubuntu 12.04 LTS
- Processor: 1 GhzMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: 128MB VRAM. OpenGL 3
- Storage: 250 MB available space
- OS: Ubuntu 18.04
- Processor: 2 Ghz or fasterMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 256M VRAM. OpenGL 4Network: Broadband Internet connection
- Storage: 250 MB available space
[ 5951 ]
[ 3198 ]