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TLDR: new keys will be given free of charge at a later date. Hey everyone! I wanted to kick things off with apologising for my long absence. As many of you know I signed with a publisher back in November and it was their job to pay me a wage whilst I developed the game and to market/promote it as much as possible. This didn't really go as planned. From the offset I had to constantly chase them up to get them to do anything at all and I was always given excuses as to why things weren't happening. To further add insult to injury they frequently asked me to delay patches, so the cycle we was used to, was broken. I was also prohibited from sharing as much info as I used to, so communication dried up between myself and you guys, which, as those of you who have been with the game for a long time, will know. I hate. As of 3 months ago they stopped paying my wage and communicating all together. I was fed endless excuses throughout this time whenever I attempted to contact them to find out what was going on, and as of last week, they have abandoned the game completely. I have had a lot of time during this scenario to reflect on the game as a whole, and overall I am not happy with it. I was very new to coding when I began working on the foundations of Sanctum Breach and it shows. There are numerous bugs that are rooted deep in the game and are virtually impossible to fix without completely destroying large amounts of code. However, I am not giving up! This game is my baby and I want to take the opportunity to completely redesign and revamp it from the ground up. I cannot say exactly when this will happen, because I will need to work on it part-time. I am already in the process of doing so, and I think it is already looking amazing. Anyone that has already purchased the game will be entitled to a free copy of the new, revamped, game when it releases on Steam and anyone who has kickstarter rewards, can you please contact me asap to discuss adding them into the new game. I want to thank everyone for their commitment to the game, and I hope that this turbulent ride hasn't put people off. I want to return to the way things was before, with high amounts of communication, player input and dedication. Yours sincerely, Sam.
This patch wraps up the base skills for the latest class: Warbringer. From here I will begin to work on the class masteries. Double Strike - Hit twice in a small area in front of you dealing Physical Damage. Major 1 - Grants 30% Increased Speed for 5 seconds on use. Augment 1 - Increases Speed gained by 10%. Major 2 - Grants 10% Movement Speed for 5 seconds on use. Augment 2 - Increases Movement Speed gained by 5%. Major 3 - The second hit causes enemies to bleed for 2 Physical Damage per second for 3 seconds. Augment 3 - Increases bleed damage by 0.5. Major 4 - The first hit causes enemies to burn for 2 Fire Damage per second for 3 seconds. Augment 4 - Increases burn damage by 0.5. Major 5 - Leeches 5% of damage dealt back as Health. Augment 5 - Increases Leech amount by 1%. Major 6 - Leeches 5% of damage dealt back as Iron Skin. Augment 6 - Increases Leech amount by 1%. Major 7 - Enemies hit have a 30% chance to be Stunned. Augment 7 - Increases chance by 10%. Major 8 - Enemies hit have a 10% chance to Melt. Augment 8 - Increases chance by 5%. If anyone has any feedback or bug reports please list them in the appropriate sections either here or on Discord. Thanks, Sam
Hey folks! Firstly I would like to apologize for the delay in this patch. I have some exciting news though: I have signed with Kiss Publishing! We have been working together over the last few months to get everything in place and that has been the cause of this delay. Now that everything is sorted out things should be back to normal with a patch every month. So it's back to focusing on completing the Warbringer and then transitioning into Beta, where I can start adding lots more Endgame content to grind! This patch adds 2 new Skills to the Warbringer: Cleave Cleave in front of you, dealing Physical Damage. Tag: Melee 180% of Weapon Damage as Physical Damage 150 Range 250 Radius 1.4 Second Cast Time
Alongside the release of the biggest patch yet (hype!), I will also be running a fun community Event for a week. The Event is: Fastest to kill Soul Eater and his shadows (Act 2 main boss). You can have as many attempts as you wish and there is only a few rules: 1. No Cheating of any kind, including in game character editor, file sharing, item transferring etc. 2. Entries you wish to submit MUST be recorded from start to finish and this is what you post to me alongside your time. Discord will be kept up to date with the current winner and their time, so if you aren't already on Discord, please join - https://discord.gg/jPGpZYf - it's super fun :D Anyone wishing to submit an entry may do so either via private message on Discord or by email to SanctumBreach@Hotmail.Com. The prize will be a copy of a Kickstarter supporter pack: Sorcerer Design 2 Passives with me, this can be for any Item, Skill or Tree in the game! (I will make a list of the order in which players backed at this tier, so first come, first served!) INCLUDES: Steam copy of the game. "Sorcerer" Discord Title. Kickstarter Weapon FX. Kickstarter Footprints FX. Access to the Testing Branch and Discord Channel. Design 2 Passives. Right now on with the patch notes! PSA - you can now use this spreadsheet to find Endgame items drop locations and their rates - https://docs.google.com/spreadsheets/d/1z3gghr3HCF1Om1LDGgiugLIHYBOZAk1S-PPs-Br7qy0/edit?usp=sharing
After some deliberation and discussion with community members I have decided to postpone the transition to Beta. Instead, on the 1st September the game will enter Pre-Beta. The aim of this phase of development will be to introduce the Warbringer Class, add Class Mastery Skill Trees, add the Utility Tree to the Passive Trees, and further polish and balance existing content. Patches during this phase will come more loosely than the "1 a month" system I had adopted in the later stages of Alpha, and they will be "ready when they are ready". It will be documented as "Pre-Beta v1.0, v1.1" etc. however, it will most likely end before reaching v2.0, so just keep that it mind. I don't have a strict time line for this, but I aim to have it done within 3 months. I hope everyone agrees that this is the best course of action and gives the game the highest chances of being well received, as people are far more critical of a game in Beta than Alpha, even if it's Beta v1.0. Just know that my commitment to the game has not waned, nor has my dedication to the community and what is in the best interests of the game and the player base. If anyone has any queries about this development phase then please don't hesitate to contact me!
Just wanted to say there is a bug that is currently affecting xp gained. I have a fix and will be deploying it tonight (demo) and tomorrow (main branch). Sorry about this guys!
I forgot to keep proper track of the changes, so I present to you, the worst patch notes ever - behold! Act 4 Added. Whole game rebalanced. Endgame scaled to 60+. 3 Breach zones added. Breaches revamped to include random events. Multiple new tiers of items and affixes. Elite and champion enemies added. Elites have 50% HP/Damage buff and are blue, champions have 100% HP/Damage buff and a chance at up to 4 affixes (randomised) and are yellow. Destructibles added to act 1 (more to come). Elementalist affinity passive changed. Many bugs were squashed in the making of this patch.
Just a few issues that people have found that I wanted to address:
Hey Breachers! So I just wanted to make a little post to update you on my current plans for the game. I was planning on (and having been working on) dropping a massive patch around mid Feb, but have since decided to break this down into 2 smaller (but still substantial) patches. I am doing this because A) I don't like leaving it so long without patching the game, especially during these early stages B) Wolcen release is scheduled for mid Feb and I don't want to clash with them for those who are interested in both games, I wouldn't want them to feel pulled in 2 directions. So these patches are scheduled for 1st Feb and 22nd Feb and will include the following: Patch 1.3 Skill Trees for Elementalist and Spellblade Act 3 Voice Over gameplay tips Fully working minimap UI Revamp Environment Revamp (for every zone) Updated Endgame Levels Ilvl 31 items added All items updates to match new Endgame Levels Revamped Boss fights Sound pass ... and other minor changes. Patch 1.4 Skill Trees for Hexlord and Warbringer Steam Leaderboards Steam Achievements Additional Endless Abyss Floors Additional Relics and Uniques. ... and other minor changes. Anyway, I will wrap it up there! Cheers, Sam
Hi there! So, I just wanted to start by saying what an awesome 3 weeks this has been! The response to the game so far has been great and really positive, and everyone I have interacted so far has wanted the same thing as me: to make the game as good as it possibly can be! So thank you for that, we are really starting to develop a great little community here. Now to the topic I wanted to discuss. I won't be able to release another Content Patch for about 6 six weeks now. This is because I am funding the game myself and currently don't have any budget left for new stuff. I missed the cut off to receive funds from December Steam sales and won't get anything now until early February. So in the mean time I am going to be working on creating new items, raising the enemy levels in Endgame, working on new Skills for each Class, improving Boss fights, and general gameplay balance plus a few other things I want to keep to myself for now, but will definitely post about in the coming weeks! I won't be "going dark" over the next six weeks though. Feedback will be as appreciated and welcomed as always. I will be tuning into Streams whenever I can, posting on Twitter, Youtube videos and responding to bug reports on here and Discord as always! I will most likely be posting a couple of small patches to fix bugs throughout this period too, but they shouldn't disrupt your characters at all, and since it will be minor fixes it won't affect most peoples gameplay :) Anyway before I start to ramble I will just leave you with a quick scope of what I intended to release in the biggest patch yet, 1.3.
Hi there! So, thanks a lot for the interest everyone has shown in the game so far! I just wanted to make a post that clarifies some things and helps people understand a bit more about myself, and the game, both in it's current state and for the future. Firstly, I am a massive ARPG fan and have always wanted to make an ARPG, so this is a dream job for me. With that in mind, I won't rest until it's the best I can possibly make it, and all the feedback, thoughts and help the community can give me will help make this a reality. I know a lot of people are struggling with the lack of quality of life options currently available and I can only apologise for that. I am a solo developer and this is my first game, so I overlooked a lot of things that those with more experience or a team around them wouldn't have. This is because I can only test the game on my PC, with my specs, and my knowledge of the game. So when I make design decisions, to me, they make sense and are intuitive, it isn't others pick up the game and think "wtf do i do with this", that I realise things should be better explained. This is a similar situation with the bugs. When i implement content I always test it before packaging and then after packaging I do a full playthrough of the game before releasing a patch. However, not every bug shows up to during that playthrough, or indeed at all, if it's a resolution bug that doesn't impact my monitors. I know artwork is somewhat lacking, and this will be improved heavily throughout development. I am not an artist so I rely on the unreal engine marketplace to prototype the game. As my funds increase I will be contracting artists to update the UI, character models, animations, spell fx and various other pieces of art, such as props and environment. Anyway, I just wanted to put this out there, I am no way defending some of the poor design choices I have made, or the bugs people have had to experience. I know it is the first few days of Alpha, but regardless I want people to have a smooth playing experience, always. My main focus over the coming month will be improving this. I have already begun working on a big patch that will overhaul a lot of the quality of life issues people are facing. Thanks for taking the time to read this, Sam
Sanctum Breach Patch Notes V1.02 General Moved Volume Controls further down on the UI to reduce overlap with dynamic minimap. Added Main Menu option to Escape Menu. Added Gameplay Options to Escape Menu. Added Gameplay Option - Permanent Enemy Hp Bars. Added Zone Levels to World Map. Bug Fixes Fixed a bug involving portals. More quality of life changes will follow, I want the game to be as smooth to play as possible for as many people as possible, so please continue to post your feedback and I will address it as soon as I can!
Sanctum Breach Patch Notes V1.01 General Added Volume Control to the main HUD. Added an extra resolution. Added tooltip text to Relics. All UI Elements can now be closed with the same hotkey press and mouse click. Bug Fixes Fixed a bug with the portal in Fungal Grove. Fixed a bug that would cause the player to teleport to the wrong version of Verdant River and subsequently get stuck behind the barrier. More quality of life changes will follow, I want the game to be as smooth to play as possible for as many people as possible, so please continue to post your feedback and I will address it as soon as I can!
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