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Game Closure

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.


[ 2021-06-08 17:37:46 CET ] [ Original post ]


Pre-Beta V1.4

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


[ 2021-02-19 14:05:52 CET ] [ Original post ]


Pre-Beta Patch V1.3

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

  • Major 1: Skulls have a 50% chance to appear around each enemy hit, causing Delirium.
  • Augment 1: Increases chance by 25%.
  • Major 2: Skulls have a 20% chance to spawn Demonic Skulls, which deal 2 Fire Damage per Player Level in a 125 Radius.
  • Augment 2: Increases chance by 10%.
  • Major 3: Demonic Skulls burn enemies they hit for 2 Fire Damage per Player Level for 3 seconds.
  • Augment 3: Increases damage by 0.5.
  • Major 4: Demonic Skulls spawn a torrent of Frozen Skulls to fall from the sky, dealing 3 Cold Damage per Player Level in a 100 Radius.
  • Augment 4: 20% chance to Echo.
  • Major 5: Spawns a fiery inferno in the centre of the cleave, dealing 2 Fire Damage per Player Level in a 150 Radius every 0.5 seconds for 2 seconds. Adds a 3 second Cooldown.
  • Augment 5: Reduces Cooldown by 0.5 Seconds.
  • Major 6: A barrier forms around you, increasing Defence by 2 per Player Level for 3 seconds.
  • Augment 6: Increases Defence gained by 1.
  • Major 7: A whirlwind rips forwards dealing 1 Physical Damage per Player Level to enemies in a 200 Radius, travels 1200 Distance at 250 Speed and ticks every 0.2 Seconds.
  • Augment 7: Increases Damage by 0.5.
  • Major 8: A massive Tornado spawns at your location, dealing 4 Physical Damage per Player Level every 0.5 seconds for 2 seconds in a 200 Radius (only one Tornado will deal damage at once).
  • Augment 8: Increases damage dealt by 1.
Warcry Let out a Warcry that deals Fire Damage in a Radius. Tag: Melee 150% of Weapon Damage as Fire Damage 300 Radius 15 Mana Cost 1.5 Second Cast Time
  • Major 1: 50% chance to Stun enemies hit.
  • Augment 1: Increase Stun chance by 10%.
  • Major 2: Enemies hit Burn for 2 Fire Damage per Player Level for 3 Seconds.
  • Augment 2: Increase Burn damage by 1.
  • Major 3: Enemies that are hit whilst affected by a status ailment have a 20% chance to Melt.
  • Augment 3: Increases chance by 10%.
  • Major 4: After casting gain a 50% Damage increase for the next cast (has a 1 cast cooldown).
  • Augment 4: Increases damage increase by 10%.
  • Major 5: Becomes an Aura that ticks every 2 seconds for 20 Mana per tick and has 50% less damage. Excludes Major 4, Major 6 & Major 7.
  • Augment 5: Reduces tick rate by 0.2 seconds.
  • Major 6: 20% chance to Echo.
  • Augment 6: Increases chance by 5%.
  • Major 7: After casting teleport forwards 300 Range.
  • Augment 7: Teleport whilst casting.
  • Major 8: Hitting enemies reduces their Fire Resistance by 5% (stacks indefinitely).
  • Augment 8: Reduces by a further 1%.
The next patch will roll out the final 2 core skills alongside improvements to projectiles (they will now follow the terrain up and down, rather than just up) and any additional bug fixes that players find in the interim.


[ 2021-01-13 16:42:40 CET ] [ Original post ]


Pre-Beta V1.1

General


  • Increased terrain in "Lacerta Silva" to avoid players escaping.
  • Pressing "X" on the passive tree now closes it.
  • "ESC" now closes Warbringer specific UI's.
  • Added a Loot Orb to "Wyvern Shrine".
  • Added a Portal to "Sanctum Sanctorum" to "Wyvern Shrine".
  • Added a Portal to Endless Abyss Zone 7 - it's the one based on "Trials of Chaos".
  • Improved Lighting in "Millers Land".
  • Raised Spawners in "Sunken Temple".
  • Made the trees and tree houses in "Tree Top Village" non-interactable.
  • Removed Collision from small torches.
  • Improved Lighting in "Tree Top Village".
  • Improved Mesh fading and interaction in "Forgotten Palace".
  • Improved Lighting in the "Forgotten Palace".
  • Improved Lighting in "Desert Outpost".
  • Slightly increased the hitbox on Slam.
  • Improved animation and weapon placement on Warbringer.
  • Warbringer can now only wield one weapon, either 1H or 2H.
  • Removed the "Increased Speed" effect from Warbringer Passive and replaced it with +8 Weapon Damage per Player Level.
  • Improved Mesh fading and interaction in "Desert Wastes".
  • Added "Dried Gulch" to the list of zones that unlock with the "Fast Travel" cheat.
  • Leaving the Stash now reopens the Inventory with the Crafting menu afterwards.
  • Added a 3 second Cooldown to Earthquake.
  • Adjusted all forms of Regen to tick every 0.25 seconds instead of every second.
  • All regen based stats have been adjusted for the new formula, overall regen will be more powerful, with a significant boost to mana regen in particular.
  • Enemies in Wyvern Shrine will now move (watch out!).
  • Added rank 4 and 5 Warbringer weapons.
  • Can now level up Slam and Earthquake properly.
  • Added 2 new Warbringer Skills - Cyclone and Lacerate.
As always I really appreciate the support and feedback you guys show on a daily basis! Sam


[ 2020-10-16 13:04:54 CET ] [ Original post ]


Pre-Beta V1.1

General


  • Venom Unique buff has been changed to grant +3 poison debuff damage for 5 seconds, instead of +1 for 3 seconds, it can no longer stack.
  • Updated Unique items UI to clarify that they are Unique Passives.
  • Endless Abyss unlocks at level 50.

Bug Fixes


  • Plague VFX scaling with AoE fixed.
  • Frost Tremors SFX volume fixed.
  • Venom Unique buff now removes the buff correctly.
  • Curse Damage now correctly displays in UI.

Warbringer


Slam and Earthquake are the first 2 Skills available for the Class. They each have fully extended Skill Trees with twice the Major & Augment nodes to choose from. This is something that will be pushed out to all Classes over the course of Beta. I would love to hear your feedback on the current feel of the Warbringer class, so don't hesitate to get in touch! You can expect another update over the coming weeks with the next 2 Warbringer skills. Sam


[ 2020-09-20 09:51:21 CET ] [ Original post ]


Pre-Beta V1.0

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

General


  • Updated Item Icons.
  • Added invisible walls to ledges.
  • Added "Sell Magic", "Sell Rare" and "Sell All" buttons to the Inventory.
  • Moved Callidus to spawn near one of the testing centre buildings.
  • Movement is disabled when the Skill Book is open.
  • Updated the Endgame Help UI.
  • Character Stats UI has been overhauled.
  • Added Character Stats and Exit Menu buttons to the UI's closed by ESC.
  • ESC no longer opens the Exit Menu.
  • Added fading meshes (when the character's camera is blocked by a mesh it will fade it out).
  • Removed camera collision with static meshes (you can now click on a tree and it will path under the tree rather than try and patch you inside the tree.
  • Added floating combat text for when you Dodge, Block or Glancing Blow.
  • Refactored the Endless Abyss to now randomly choose between 13 reused Story Zones. Enemies scale based on the current floor and gain an additional level every 5 floors, and start at level 60.
  • Item Level from randomised drops is based on Enemy Level instead of Player Level.
  • Reduced Activation Time for Endgame Shrines.
  • Area of Effect now impacts your Vacuum Loot Radius.
  • Optimised load times.
  • Improved teleportation skills to prevent falling through the world.
  • Added an in game Character Editor (use of which will exempt you from Ladders, Events and Races, so please use with caution!).
  • Improved AI for Summons.
  • Added 11 Unique Items.
  • Added 13 Set Items (26 pieces in total).
  • Added 4 Relic Items.
  • Shifted Crafting Recipes to only include tier 5 Uniques.
  • Uniques gained from the Achievement Shop are now weighted.
  • Refactored the Endgame item drop system.
  • Changed the Spellblade Affinity Passive to grant static Dodge Chance and release either a Fire, Cold or Lightning Nova upon Dodge.
  • Added Crushing Hex and Rabid Hex to the Hexlord.

Bug Fixes


  • Raised Spawners in multiple locations to avoid falling enemies.
  • Removed collision from invisible treasure chests.
  • Increased size scaling on Plague to better match the visual and the damage zone.
  • You can only have one instance of Plague active at once.
  • Moved player spawn location in various zones to avoid the player and/or their minions becoming stuck.
  • "Sell x" buttons now always correctly sell every item.
  • Disabled collision on Minions.
  • The Dream Weaver is now properly immune to Chaos Damage.
  • Shock Ring now correctly resets it's points upon resetting the Skill Tree.
  • Tundra Blast Skill Tree now behaves correctly.
  • Defensive Tree Blizzard nodes now save correctly.
  • Tunnelling Death Skill Tree now behaves correctly.
  • Closing the UI with ESC no longer causes the character to become stuck.
  • Harpies now correctly fire their projectiles.
  • Brimstone Splinters and Crescent Stomp no longer make the character slide.
  • Chaos Storms "Increased Damage, but has a Cooldown" Major Node now properly applies the Cooldown.
  • Act 2 Portal will only show on the minima once the quest chain is complete.
  • Plagues "Iron Skin Leech" node now correctly leeches Iron Skin.
  • Poison Nova will only apply on hit effects when it actually hits something.
  • Fixed various issues with sound volume and control.
  • Crafting UI overlays additional UI info such as zone and level.
  • Fixed Storage Chest UI issues.
  • Mana Well can now be correctly assigned to the Hotbar.
  • Crescent Stomp Skill Tree now behaves correctly.
  • Elemental Blow Skill Tree now behaves correctly.
  • Shocking Cross "Cold Conversion" no longer remains after resetting the Skill Tree.
  • Tundra Blast now forces you to remain stationary when casting.
  • Fixed a crash that sometimes occurred when using the World Map to fast travel.
  • Added Fire Immunity to the Phoenix HP bar.
  • Ox Keystone 3 will now correctly turn on and off.
  • Touch of Ragno's Aura will activate even if you don't hit enemies.
  • Fixed a bug that sometimes caused Passive Effects to stop working.
  • Chaos Storm now scales visually with AoE.
  • Lowered HP bars on Foxes.
  • Removed mini HP bar on Rampaging Troll.
  • Added Dreamweavers Projectile to volume control.
  • Improved pathing in Frozen River.
  • Improved visual scaling on Corruption Keystone 2.
  • Corruption Keystone 1 "Clot Worm" now correctly moves, attacks and dies.
  • Fixed a bug that prevented some Weapons from being placed back down in the Inventory.
  • Enemies now disengage on player death.
  • Fixed crashes relating to respawning.
  • Fixed a bug that was causing Thunderous Fury bottom nodes to deal upwards of 3x the intended damage.
  • Summon Limits can no longer be bypassed by using multiple Skill Slots.
  • Chaos Storm can no longer pull Bosses.
  • Chaos Storm pull mechanic has been improved.
  • Players can now correctly gain Tomes.
  • You can now correctly open Character Stats UI after closing another UI with ESC.
  • Moved the minimap overlay to sit behind the UI Menu's button.
  • Poison Burst visually scales with AoE.
  • Soul Infusion now correctly upgrades Weapons.

Balance Changes


  • Increased AoE on Deceptions Cold Aura.
  • Increased AoE on The Guardians Flame Spheres.
  • Reduced XP gained in Corrupted Farmstead by about 30%.
  • Reduced Breach event timer down to 10 seconds.
  • Enemies 10 levels below you grant no EXP and enemies 5 levels below grant reduced EXP.
  • Balanced the Endgame modes so that they are more equal in terms of EXP and Currency gained per hour.
  • Increased the Weapon Damage nodes on the Passive Tree from 1 to 10.
  • Reduced Chaos Bringer's HP and Damage.
  • Removed "reduce cooldown on hit" and replaced it with "increased duration" on Thunderstorm.
  • Increased Tick Rate from 2 seconds to 3 seconds on Thunderstorm.
  • Reduced duration from 15 seconds to 10 seconds on Thunderstorm.
  • Changed Plague damage to Weapon Damage % and shuffled the damage on other sources.
  • Changed Flurry to cost 5% of current Health per tick rather than a flat amount.
  • Breach Zones now scale to a maximum of Level 70.
  • Reduced the amount of Area of Effect, Movement Speed, Crit Chance and Increased Speed you can gain from stats.
  • Reduced the stats on Crafted Weapons.
  • Doubled the damage of Minions from the Hexlord Class Mastery - Cursed Prophet.
  • Class Mastery bosses are now easier on the whole.
A big thank you to everyone on the Testing Branch who helped to make this patch as solid as it is! There was a million and one additional fixes and tweaks that happened behind the scenes, thanks to their dedication and quality control. A special shout out to Justin(ToTaC) for the sheer volume of testing that he managed to get done!


[ 2020-09-01 09:31:29 CET ] [ Original post ]


The Next Step!

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!


[ 2020-08-18 20:49:02 CET ] [ Original post ]


PSA - XP Bug!

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!


[ 2020-07-23 20:11:58 CET ] [ Original post ]


Patch v1.9

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.


[ 2020-07-01 12:56:14 CET ] [ Original post ]


Patch v1.8

General


  • Introducing the Class Mastery System! At level 30 players will unlock the Class Mastery UI, and after defeating the Guardian gain a point to spend in one of 3 Mastery Trees. Doing so will grant them a set item associated with the Class, and enable further development through the tree, but locking the other 2 trees. The tree has 25 nodes in total - 21 stat nodes and 4 skill nodes. The Guardian can be challenged whenever, wherever and as many times as you like. Defeating the Guardian will make the next fight stronger. There are 25 stages in total - but I don't expect people to beat them all!
  • Reduced Volume on Weretoad Stomp.
  • Adjusted spawners in Trials of Chaos.
  • Added Item Level to Static Items (Relics, Uniques, Set Items and Crafted Weapons).
  • Adjusted Endgame Currency to be more even (overall this will allow more chances to do Chaotic Encounters).
  • Clamped UI values so they won't show numbers like 428.612 for Health.
  • Reduced the Base Health of Shrine enemies (this will make them easier in the early levels, but the same by around level 10).
  • Reduced the Health Per Level on Blademaster (shrine boss) by 200 (down from 500).
  • Reduced Volume on Demon Lord Whip Attack.
  • Reduced Volume on Defiler Firestorm.
  • Chests spawn around the Blademaster now, rather than on top, and should be easier to see the lootsplosion.
  • Increased the value of Defensive Stats that can roll on basic items (common/magic/rare/legendary).
  • Moved the "EA Current Floor" to below the Minimap.
  • Dramatically increased the skill xp requirment (starting gradually at level 6, and making a big increase at 14+).
  • Skills have been assigned Melee or Ranged tags - Melee skills derive their damage from Weapons and Ranged from Player Level. As Skills level up, Melee gains an increase
  • Radius and Ranged gains an increase in Damage.
  • Set items will drop from certain endgame enemies.
  • Changed the Font in the game (hopefully for the last time).
  • Increased the distance from the camera to the player and slightly reduced the angle.
  • Added an option to turn off the player light, this gives the game more natural and "gritty" lighting.
  • Added 4k resolution.
  • Skill Trees now close with escape.
  • Movement is finished after skill use.
  • Increased Weapon Damage.
  • Left Shift pauses the game.
  • Moved Conquest modifier to below the minimap.
  • Added a drop down menu to the UI with every menu in the game.
  • Added every button in the game to keybindings.
  • Added an option to gameplay options to turn on/off certain beams for items on the ground.
  • Changed colour on minion and mercenary HP bars to green.
  • Increased HP on Act 3 enemies.
  • Removed internal cooldowns on passive tree keystones.
  • Updated movement to enable the continued holding of LMB for movement post skill use.
  • Improved collision and pathing in Trials of Chaos.
  • ESC will now close all menus with the first press, and then with the second press bring the ESC menu up. If they ESC menu is open at any point, then pressing ESC will close it.
  • Removed Shrines from Mountain Pass and the Demonic Gateway.
  • You will now be able to dodge weretoads sticky tongues.
  • Changed many Skill Trees to adopt the new Tag System.

Elementalist


  • Lightning Strike Top Major Node now adds an additional target and +150 Radius.
  • Reduced Frost Tremors damage from 3-5 to 3-4 and reduced radius from 200 to 100.

Spellblade


  • Reduced Cooldown on Touch of Ragno from 60 seconds to 30 seconds.
  • Changed Crescent Kick to Crescent Stomp.
  • Reduced Shocking Cross cast time from 1.6 seconds to 1.3 seconds (removed a lot of the cooldown at the end).

Hexlord


  • Reduced Plague AoE to 350 down from 450.
  • Changed Plague icon.
  • Reduced Hexlord Poison Damage to 0.5 and increased duration to 5 seconds from 1/3.
  • Reduced Plague damage to 1 from 2.
  • Reduced Poison Nova damage to 1 from 2.
  • Reduced Poison Burst damage to 2-3 from 3-4.

Bug Fixes


  • Fixed a bug that prevented previously highlighted, but not yet activated nodes at the start of Keystone Clusters in the Passive Tree from being activated.
  • Fixed another bug causing duplication of Passive Effects (I believe this was the main cause of FPS drops some players were reporting).
  • Fixed Lightning Orb AoE issues.
  • Fixed issues with the second stat on Unique/Relic items.
  • Purple Heart no longer outlasts its duration.
  • Enemies will no longer target the cosmetic pets.
  • Fixed a bug with Frost Tremors causing it to hit more times than intended.
  • Fixed a bug that was causing Frost Tremors to not leech health and mana.
  • Scar's Talisman is now the correct size in inventory.
  • Can no longer use Endless Abyss portals without killing the boss.
  • Fixed a bug that caused Quest Triggers to reset themselves.
  • Offensive chaos keystone 3 mobs now explode as they should.
  • Soul Swap will teleport you a little way from the enemy.
  • Fixed the Act 2 Intro message from repeating.


[ 2020-06-01 13:27:04 CET ] [ Original post ]


Patch v1.7

General


    Added values to Globes/Bar on the UI. Added Resistance to all endgame enemies. Added a Resistance Tooltip to enemies. Reduced volume on Phoenix Fireballs. Reduced volume on Goblin Shaman Icestorm. Reduced volume on Goblin Gladiator Attacks. Removed Portal to Sanctum Sanctorum from Domum Port. Added Endless Floor current level to World Map. Skills on your hotbar gain some xp on kill. Updated the Shrine system. Improved Lighting and some assets in most zones. Baked Production Lighting in every zone. Updated minimaps. Added a Tab Overlay Map. Added a Transparency Slider for Tab Overlay Map in Gameplay Options. Passive Tree Icon flashes when you have points to spend. Added ilvl to item tooltip. Doubled HP of all Bosses (excluding Act 1).

Bug Fixes


    Updated Crescent Kick animation to be more fluid. Unique Items no longer retain their effect upon being unequipped. Fireball Passive can no longer be bugged to hit multiple times. Changed "Lightning Storm" to Thunderstorm on tooltip. Phoenix no longer has a melee "dead zone". Hardcore tag persists. Cosmetic Pets shouldn't get in the way anymore. Cannot name characters the same as a current save game name. Passive Tree correctly "saves" node state. Passive Tree nodes cannot be taken prematurely. On hit stats (mana shield on hit etc.) has been fixed. Dragons Touch can now be crafted. New stats persist between zones. Hexlord shows up properly in Character Stats.


[ 2020-04-23 14:52:36 CET ] [ Original post ]


Patch v1.6

General


  • Replaced all the placeholder Character Models, Weapon Models, Animations, Main Menu and Character Select with new assets.
  • Added 4 Universal Skills.

Elementalist


  • Meteor cast time is now 1.7 seconds up from 1 second..
  • Meteor Delay is now 1 second down from 1.5 seconds.
  • Added a short delay to Lightning Strike's damage component and increased cast time to 1.4 seconds up from 1.1 seconds.
  • Breath of Fire cast time is now 1 second down from 1.3 seconds.
  • Shock Ring cast time is now 1.5 seconds up from 1.2 seconds.
  • Frost Tremors cast time is now 1.5 seconds up from 1.4 seconds.
  • Fire Trap cast time is now 1.2 seconds up from 1.1 seconds.
  • Lightning Orb now casts at cursor.
  • Lightning Orb cast time is now 1.5 seconds up from 1.4 seconds.
  • Thunderstorm cast time is now 1 second down from 1.3 seconds.
  • Adjusted level requirements on Elementalist Skills.

Spellblade


  • Removed 2 Spellblade Skills temporarily, Spark Strike and Frozen Rage.
  • Fluid Strike cast time is now 1.1 seconds up from 0.75 seconds.
  • Shocking Cross cast time is now 1.6 seconds up from 1 second.
  • Shocking Cross now has a short flip before dealing damage.
  • Touch of Ragno cast time is now 1.4 seconds up from 1 second.
  • Crescent Kick cast time is now 1.2 seconds up from 0.8 seconds.
  • Brimestone Splinters cast time is now 1.3 seconds up from 1 seconds.
  • Elemental Blow cast time is now 1.9 seconds down from 2.1 seconds.
  • Adjusted level requirements on Spellblade Skills.

Hexlord


  • Chaotic Swipe cast time is now 1.6 seconds up from 1 second.
  • Chaotic Swipe now strikes twice.
  • Poison Burst cast time is now 1.2 seconds up from 1 second.
  • Poison Burst now rolls backwards a short distance before attacking.
  • Chaos Storm cast time is now 1.6 seconds up from 1 second.
  • Soul Strike cast time is now 1.3 seconds up from 1 second.
  • Added 4th Rank of Hexlord Weapon.
  • Removed Hexlord Shield and made the 1h Mace a 2h Scythe, values have been adjusted accordingly.
  • Added sounds to Hexlord skills.


[ 2020-04-05 18:32:50 CET ] [ Original post ]


Patch v1.5

General


  • Updated tooltips for Skill Books, this is an ongoing process that I will deploy over several patches!
  • Hexlord Skill Trees are in!
  • Added 25 Achievements.
  • Dramatically increased the amount of Tomes received.
  • Changed Fire Life Leech to Health on the Defensive Tree.
  • Updated Passive Tree icons to be uniformed.

Bug Fixes


  • Fixed a bug with Crazed Skeleton that prevented the Goblin's Gift from being completable.
  • Gold bug fixed.
  • Improved the optimisation of loot drops, so this should either reduce or completely remove the micro stuttering on kill.


[ 2020-03-07 22:44:37 CET ] [ Original post ]


Patch v1.41

Just a few issues that people have found that I wanted to address:

  • Quest Progress Triggers had decided to reset themsleves for no apparent reason, blocking Quest Progression. This has been fixed.
  • Unique Craftables will display correctly.
  • Passive Trees can be opened up with UI button.
  • Options can now be opened up with UI button.
  • Passive Tree will now open up empty instead of on the Utility Tree.
  • Added a "close" button to Auction House.
  • Added an "Inventory Full" message when trying to craft and the Inventory is, you guessed it, full!
  • Various other minor fixes that I overlooked because, you know, solo Dev things.
  • Updated Offensive Tree starter stats to be more universal, following player feedback.


[ 2020-02-22 18:43:11 CET ] [ Original post ]


Patch v1.4

Patch Notes v1.4


General


  • Updated Font for Boss HP bars, UI titles and Item Tooltip titles.
  • Added Portal minimap icons. I am cautious with revealing too much information via the minimap and want to find the balance between exploration and hand holding. This is the first step in that quest. The player can never be lost with this implementation because they can always find their way to a portal. However, it wont aid in questing, map exploration or anything else. I will continue to review this with your feedback :)
  • Added 15 floors to the Endless Abyss.
  • Added Rotating Minimap to gameplay options.
  • Added an offset to Minimap so that it now faces the same way as the player.
  • Added zone names and levels back to the UI.
  • Added over 60 new stats to the game. Most of these stats are currently only acquired via the Passive Trees, but will later be added as endgame affixes (60+).
  • Revamped the Character Stats UI.
  • Removed Ascension Points. I feel like they didnt offer much variety, and Passive Tree points supersede them in every instance.
  • Map Zoom is now persistent.

Bug Fixes


  • Roughly doubled the amount of Tomes gained from Conquest
  • Fixed an equip bug that was causing items that had been equipped in an occupied slot via left click to not remove the previous items stats.
  • Adjusted the way teleportation is calculated in hopes to further fix the falling through the world bug. If this happens to you please note which enemy you were attacking and in which zone, it goes a very long way to helping me fix it, thank you!

New Content


  • Replaced Divinity Tree with Passive Trees. There are currently 2 Passive Trees available, Offensive and Defensive. The third tree, Utility, will come in the next patch (along with the long awaited Hexlord Skill Tree), following feedback on these first trees. The Passive Trees consist of roughly 140 minor nodes and 24 Keystones per tree. There are 6 affinities per tree and these affinities require points to unlock Clusters (which contain Keystones). Minor nodes provide small boosts to stats related to the Affinity, and Keystones add a new passive effect, or dramatically boost a related stat.
  • Upon death the enemy who has slain you will become your Nemesis, they will gain a HP buff relative to your experience lost and regain full HP. Killing them will restore your lost experience.
  • Added a new system for Relics and Uniques. They now only have 1 version that drops scaled to the players level. This can then be further augmented with a new crafting feature called Soul Infusion. By spending Souls you can upgrade Relics and Uniques, granting them an additional level. This has a cap and a scaling cost. Using this method you could drop an item level 100 Relic (if you were player level 100) and scale it up to a theoretical item level 110.

Known issues


  • Minimaps are still something I am refining over time and making more accurate and look better.
  • There is a visual bug that sometimes occurs with Skill Trees, causing previously taken nodes to not highlight. This is purely visual (and there will still be a numerical representative).
  • Loading in to Chaotic Encounters sometimes causes the player to instantly die and teleport back to Sanctum Sanctorum. I am having difficulty pinpointing the cause of this bug, so it would be great if you guys could provide any and all information around it if it happens to you.


[ 2020-02-22 02:44:25 CET ] [ Original post ]


Patch v1.31

Hotfix v1.31


Just a few issues that people have found that I wanted to address:
  • The tutorial must now be fully completed before the boulder will vanish. This prevents potential bugs when dying in Verdant River.
  • If the Inventory is full and you unequip an item it was causing issues with stats.
  • Increased the Z axis on Fluid Strike's teleportation, this should prevent falling though the world.
  • Werecrabs were nerfed by about 15%.
  • You can now close "The Guide" popup widget.
  • Warbringer and Hexlord are now properly disabled.
  • The music in Domum Port has been reduced.
  • A bug that was stopping certain quests from progressing has been fixed.
Instead of dying when falling, you now teleport back to the start of the zone instead.


[ 2020-02-02 13:08:23 CET ] [ Original post ]


Patch v1.3

Patch Notes v1.3


I try to always avoid this, but sometimes it's not possible. Due to the sheer volume of code added in this patch, old character saves will not work properly, and will throw out bugs. So unfortunately I cannot hunt down any bugs reported on old characters, for that reason I would strongly recommend starting fresh. The shared stash SHOULD still work, however, relics and uniques stored there will become "legacy" items, as they have been updated with new values. Sorry for any inconvenience this has caused.

General


  • Added Volume Control for Music, Combat and Voice Overs.
  • Fully working Minimap with player location, rotation, boundary lines and zoom in/out. I am aware that some of the maps are a little off and will work to improve this over the next few patches.
  • Added sound effects to all enemies and player skills.
  • Revamped UI.
  • Escape now removes all widgets and also itself upon reuse (unfortunately the game can no longer be paused as a side effect of this).
  • Added screen blood when on low HP (can be turned off in Gameplay Options).
  • Added colour coded floating damage text.
  • Added a more pronounced camera shake to crits.
  • Added a ilvl 31 set of Items.
  • Updated Portal FX.
  • Added 6 shrines. Shrines are corrupted with the dark forces of their inhabitants. To cleanse the shrine and its buff simply kill the enemies guarding it. Buffs come in many varieties, but you may only have 1 buff at a time. You are free to swap between them, however, to do so, you must go back to reclaim the shrine to switch buffs.
  • Warbringer and Hexlord will be unavailable until the next patch. This is because I am testing the new Skill Tree system, and as it requires a significant amount of coding and therefore time, I didnt want to do all 4 classes at once, thus adding more time to the patch, and potentially having to redo it if the addition is not well received.
  • Spellblade and Elementalist have new Skill Trees and Skill Development Panels. Each skill has a panel and gains a point to be spent when you level up the skill. Each tree consists of 30 potential points spread over 4 Major Nodes (these change the way a skill functions), 4 Augment Nodes (these further enhance a Major Nodes effects), and 8 Minor Nodes (these add small buffs to the skills current values). You must put at least 1 point in a pathway to unlock the next node. Development Panels can be reset but will take the skill back to level 1.
  • Added all of Act 3. Act 3 is a non linear act, meaning that when you take a portal it could lead anywhere, potentially straight to the final zone with the Boss guarding the next Fragment piece! These zones are typically far larger than Act 1 and 2 zones and the intent is that you dont have to fully explore every zone in order to be strong enough to progress, but you are of course free to do so if you wish (extra xp never hurt anyone!).
  • Added a portal to Sanctum Sanctorum to the World Map. This zone can only be accessed at level 35+ as it is the Endgame Hub.

Bug Fixes


  • Fixed a bug that was causing skill level up damage to not always apply.
  • Fixed a bug that caused Phoenix to not correctly award Mastery Points.
  • Fixed a bug that caused Dream Weaver to not correctly award Mastery Points and drop Loot Chests.
  • R no longer casts skills at a faster rate when spam clicked.
  • Fixed death in Verdant River.
  • Lightning Orb should now level up correctly.
  • Fire Trap should now level up correctly.
  • Exiting to Main Menu should now always save correctly.
  • Fixed a bug that allowed players to deposit Class Weapons in the stash.

Balance


  • Made all of Act 1 enemies easier (less HP/Damage).
  • Further nerfs to Vipers and Shamans to bring them in line with other enemies around their level.
  • Reduced Fire Trap damage to 4-5 from 8-10 and exposed Collision Radius, Collision Frequency and Arming Delay.
  • Reduced damage to 2-3 from 3-4 on Thunderstorm.
  • Thunderstorm should now level up correctly.
  • Demon Lord acquired a new whip. This one has more range.
  • Werecrabs have larger aggro radius.
  • Adjusted Level Curve so the spike happens at 35 instead of 20.
  • Changed Iron Armour ilvl to 11 instead of 10 to keep it in line with other sets.
  • Adjusted Weapons to every 10 item levels instead of 5 levels.
  • Changed Giant Vipers attack to a projectile.
  • Reduced the effectiveness of Increased Speed by half, but it now works properly when holding down buttons to attack. So you know, swings and roundabouts.
  • Lightning Strike damage reduced to 6-9 down from 7-13.
  • Endgame has been scaled up. It now starts at level 35 and goes up to level 45. All Relics and Uniques have been scaled up to match this new threshold.
  • Tundra Blast Area of Effect reduced to 400 from 500.
  • Tundra Blast Mana Cost increased to 8 from 5.
  • Revamped Bosses to feel bossier.
  • Significantly reduced the XP required to level skills up to level 3 and then slightly reduced the XP required to level skills up to level 6, this evens out to the same amount by level 9. This change was made in conjunction with the Skill Tree Development update because it allows players to quickly level up new skills to gain their first Major Upgrade if they wish to rush to it.

Ethos Moving Forwards


I decided to split the new skill trees over 2 patches because it is a significant amount of code and I wanted to gain some feedback on it first. As with every patch I have made a concerted effort to bug test as thoroughly as it is possible for one person to do. However, this is a very large patch with a lot of changes, so if you do find bugs please post them and I will try my very best to get them resolved asap! As always thank you for the support you have shown the game thus far! Sam


[ 2020-02-01 00:51:05 CET ] [ Original post ]


Current state of the game.

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


[ 2020-01-18 18:22:16 CET ] [ Original post ]


Current state of the game.

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.

  • Act 3
  • Items up to level 45
  • Endgame Content scaled up from 20-30 to 35-45
  • Multiple new Skills for each Class
  • Fully functional Minimap
  • Leaderboards for a whole bunch of different categories, such as level, achievement points, mastery of each endgame mode and many more!
  • Plus some secret (for now) stuff, that I just know you guys will love! :D
Thanks for taking the time to read this, Sam


[ 2019-12-30 20:51:13 CET ] [ Original post ]


Patch v1.2

Patch Notes v1.05


General


  • Added +20% Physical Damage to Blood Moon.
  • Reduced the top end cost of items purchased from the Soul Vendor (previous formula was 5-10x the base cost, this has been reduced to 5-8x).
  • Reduced the cost of refreshing the Auction House from 100 to 75 gold.
  • Increased the cost of Auction House items to 10x base value up from 5x base value.
  • Removed root collision on Foxes and Griffons, so they wont send you flying.
  • Added a sell value to all Relics and Uniques.
  • Griffon gives +2/4/6 Arena Mastery points on death instead of +1/2/3.
  • Added a scaling effect to enemies in Arena they will become stronger as the waves progress. By the time you get to Griffon a 4.5x scaling effect will be in effect on Damage and Health.
  • Increased the delay between the second tick of Shaman Icestorm to 1 second up from 0.5 seconds.
  • Doubled the drop chance of Relics from Chaotic Encounter and Endless Abyss Bosses.
  • Added a portal back to Sanctum Sanctorum to the end of some Endgame zones.
  • Increased Movement Speed on most enemies in the game.
  • Increased HP and in some cases Damage on Endgame Bosses.
  • Added colour coordination to Boss Names - Green is a mini boss, Blue is a main boss and Red is a super boss.
  • Added Vacuum Looting - simply press F near a bunch of items and it will pick up everything nearby. (Then Sell All, put a bunch of points in Goblins Gift: profit!)
  • Dramatically increased XP required to level up post 20. This is to better simulate leveling experience during endgame content and will be adjusted as the story content is expanded.
  • Added resistance to all Endgame Bosses, for example Phoenix is now immune to fire damage and Dragon reduces Physical Damage taken by 50 (flat amount, not a percentile) and Fire Damage taken by 100 at level 20 (increasing with level). This resistance typically aligns with their damage type and natural attributes.
  • Revamped Conquest Endgame Mode. The old zones have been removed and new ones added. They are a series of camps in which players must fight themed enemies and a mini boss. Each camp will have a random mod associated with it. A portal lies at the end of each camp and will take you to the next one, culminating in a super boss fight. Mastery points are only awarded for the super boss kill, and loot only drops from the bosses. Trophies are awarded for every enemy killed.
  • All bosses now have loot notifications.
  • Added Relics to Bosses that was missing them and the new Bosses, this equates to 27 new Relics.
  • Added a custom mouse cursor.
  • Reduced Boss Levels in Chaotic Encounters to 20/25/30 instead of 30/35/40 to keep them in line with other content.

Bug Fixes


  • Endless Abyss Floor 9 now leads to a boss fight before Floor 10.
  • Lightnings Wrath now has the correct materials and can be crafted.
  • Fixed a bug that was preventing Souls Vendor from dropping higher level items (she had a set Monster Level of 1).
  • The goblin in Domum Port will only give his quest once.
  • Storage Chest in Treasure Rooms has the correct size now.
  • Domum Port should be a little less laggy.
  • Unique Skills now save between zones.
  • Fire Lords Mask Tier 2 and 3 now has Stats.
  • Broken Tooth and Goblin Lord (chaotic encounters versions) had a bug that was causing them to not drop loot.
  • Phoenix HP bars in level 30 version have been fixed.
  • Corrected a bug that was causing the player to instantly die when entering Chaotic Encounters.
  • Fire Lords Mask correctly adds the Fire Nova passive on all tiers.
  • Fixed a bug with Plague damage calculations.
  • Rogulike is now correctly working in Endgame Zones.
  • Significantly reduced damage output of Giant Vipers, Goblin Shamans and Weretoads.

Ethos Moving Forwards


I have revamped Conquests as I believe they are more fun and rewarding in this format. The endgame loop should now feel much smoother in general, along with changes to the XP curve so out leveling the content isn't so easy. As always thank you for the support you have shown the game thus far! Sam


[ 2019-12-30 02:34:43 CET ] [ Original post ]


Patch v1.15

Patch Notes v1.15


General


Unique Items are now available! Currently there is 9 items (each with 3 versions) and can be crafted using Relics. These are extremely powerful endgame items that come with a variety of affixes that break typical rules (level 20 items with 100% poison damage for example) and each have a passive effect associated with them. For example an item that grants "casts a fireball on hit"! Real build possibilities start here; get creating! Hexlord is available now! The Hexlord is the 4th Class and focuses on a combination of Poison and Chaos based spells and attacks to unleashing devastating combos! Each skill revolves around the Unique Passive: "When above 50% HP Poison skills Poison enemies on Hit. When Below 50% HP Chaos skills cause Chaotic Explosion on Hit". Keep an eye on your HP, execute skills at the correct moment and you will be in for some truly awesome buffs!

Bug Fixes


  • Conquest now correctly awards mastery points.
  • Sanctum Sanctorum portal is locked until Act 2 is complete (before it was possible to enter it even though it was invisible!).
  • A bug that caused Stat Regen to stop upon death has been fixed to the best of my knowledge, but it is a rare bug, so please keep an eye out for it and let me know if it is still there!

Balance Changes


  • Reduced tier costs to 10 and 30 respectively for Boss Encounters, Arena and Mythical Trials.

Ethos Moving Forwards


I am going to be working on implementing Steam Leaderboards amongst other things over the course of January, and then once the first lot of funds from Steam clears in early Feb I can start implementing Act 3 and more Endgame content! All whilst squashing bugs of course ;) Happy holidays! Sam


[ 2019-12-24 00:26:33 CET ] [ Original post ]


Patch v1.1

Patch Notes v1.05


General


  • Slightly reworded World Map message.
  • Added additional tips to Loading Screen.
  • Escape closes the Escape Menu.
  • Act 1 completion message will only display the first time you enter Fortunate Isles.
  • Dying and entering a peaceful place will refill your relics.
  • Added Keybindings.
  • Static Items (crafted items and Relics) now have colour coded beams.
  • Added Skill XP bars to the Skill Book.
  • Item Comparison in Inventory (currently excludes off hand and second accessory slot).
  • Added player spawner to Desert Wastes entrance.
  • Added player spawner to The Fortunate Isles entrance.
  • Revamped the endgame system - Conquests, Boss Encounters, Mythical Trials and Arena now have a mastery bar. This bar is filled by completing certain activities within the game mode and new tiers of difficulty are unlocked when the bar reaches a certain amount.
  • Added Chaotic Encounters endgame mode - this requires currency from the other 4 endgame modes and allows you to fight 1-3 super bosses at once, each boss drops loot and leads to a treasure room with 4 chests per boss defeated.
  • Added a super boss to the Endless Abyss every 5 floors.

Bug Fixes


  • Enchanted Glades now displays the correct level upon entry.
  • Some enemies in the Arena wasnt awarding trophies.
  • Fixed a bug that caused the divinity tree to require 31/51/71 points per tier than rather than 30/50/70.
  • Tier 2 Relic Fiery Grips now has the correct size of 2x2.
  • Fixed an equipment bug that caused boosted stats.
  • Opening and closing the stash no longer causes display issues with the inventory.
  • Sell All no longer causes future items that are picked up to become invisible (items equipped/unequipped in the same zone are not subject to "sell all", this is a design choice to help people accidentally selling equipment).
  • Fixed a bug that caused players to become stuck when using certain combinations of skills and movements.
  • Multiple copies of the same skill were being removed on save/load (the flip side of this fix is that if the bar is not full, skills will be placed multiple times, but I felt on the whole this was a better alternative. It is something I will continue to look into though).
  • Phoenix HP bars now function correctly.
  • Fixed collision issues with mercenaries in Endless Abyss.
  • Class items (weapons) can no longer be transferred using the stash.
  • Sunder now displays the correct tooltip information in the Skill Book.
  • Tier 3 Dragon now displays a HP bar.
  • Sunder now levels up correctly.
  • Added a more robust fix for the invisibility after falling bug.
  • Fixed a bug in Endless Abyss that stopped floor progression at floor 12 and reverted back to floor 3.
  • Corrected the notification for Breath of Fire level up.
  • Shock Ring will now correctly level up.
  • Fixed spelling mistake in act 2 intro.
  • Dragons Fury now deals damage correctly.
  • Mythical Trials currency (medals) now properly saves.
  • Fixed the bug in which player data (inventory and equipment) sometimes transfers to another file.

Balance Changes


  • Made enemies more aggressive.
  • Increased Breach Boss Hp by 33%.
  • Reduced Breach EXP gain by 30%.
  • Arena Enemy HP has been increased.
  • The amount of enemies spawned in the arena has been increased.
  • The amount of exp granted by Arena enemies has been increased.
  • Meteor fire damage per player level reduced from 18-20 to 10-12.
  • Reduced Touch of Ragno damage from 12-15 to 10-12.
  • Howl damage reduced to 4 per player level from 4-5 per player level, area of effect reduced to 300 from 350 and mana cost increased to 10, up from 7.
  • Reduced the size of Paradise Lost (but kept the same amount of enemies).

Ethos Moving Forwards


I have tried to include fixes and options for some of the more pressing problems in the game and believe I have remedied all of them! From this point onward I will continue to address bugs as quickly as possible and act upon quality of life feedback in a timely fashion. The current outstanding problem of a minimap is something I will have to delay for a few months due to limited understanding of the subject matter. So I can only apologise for that. In the next few patches I am going to aim to include more Endgame content to farm whilst I continue to work on the rest of the Story. I also want to release the Hexlord, a chaos and poison focused fighter who uses his unique passive ability to alter his play style from melee to caster and back again depending on his HP levels. Alongside this I want to try and implement Steam Leaderboards and Achievements and as the community grows we can begin to start events and races! As always thank you for the support you have shown the game thus far! Sam


[ 2019-12-19 17:53:48 CET ] [ Original post ]


Patch v1.05

Patch Notes v1.05


General


  • Added a notification for inventory is full.
  • Additional loading screen tips targeted at newer players.
  • A sell all button in inventory.
  • Increased size of dialogue boxes with NPCs.
  • Improved the UI on non-standard resolutions.
  • Added a confirmation window when deleting characters.
  • Verdant River walkway across the pebbles has been widened and made more obvious.
  • Loot Beams change colour depending on rarity.
  • ESC now closes all UI windows and pauses the game.
  • Added an additional option for enemy health bars - always visible even when mousing over.
  • Boss HP bars now anchor to the top of the screen.
  • Main Quests and Side Quests are now different colours.
  • Added Current Wave to the Imperium Trials.
  • Added a Finish to Endgame Zones.
  • Revamped Endgame UI and added a help button.
  • Added a hide quest tracker button.
  • Added a player stash to Domum Port. This stash can be accessed across all characters.
  • Added loot chests to certain bosses.
  • Added a switch for Fullscreen, Windowed Fullscreen and Windowed mode in Gameplay Options.
  • Added skill hotkeys above the buttons.
  • Changed cooldown colour to white for increased visibility.
  • Added Zone and Level Info below the Minimap.
  • Added loot notification to Bosses.
  • Moved NPC Quest text to the center of the screen.
  • Added a Frame Rate Limit option to help increases the smoothness of gameplay on low end machines.

Bug Fixes


  • Patience now activates properly.
  • Touch of Ragno now deals damage.
  • Timer in Imperium Trials has been fixed.
  • Mythical Trials now consumes the correct currency.
  • Endless Abyss portal bug has been fixed.
  • Non-responsive AI has now been resolved.
  • Fluid Strike now no longer causes occasional falling through the map.
  • Invisibility caused from falling has been fixed.
  • Act 2 portal is locked until Act 1 Main Quest has been completed.
  • Sanctum Sanctorum portal is locked until Act 2 Main Quest has been completed.
  • SteamVR has been disabled.
  • Tier 1 Mana Regen spelling mistake has been fixed. You can no longer regem mana.
  • Howl animation has been changed to more closely match the skills effects.
  • Orc Encampment Minimap has been fixed.
  • Holes in Mountain Pass and Fungal Grove have been filled in.
  • The Side Quest Calling off the Hounds can now be completed.
  • Fixed camera collision issues in Orc Encampment and Paradise Lost.

Balance Changes


  • Reduced Damage dealt by Chaos Dragon (Trials of Chaos) by about 50%.
  • Increased Soul Eater HP by about 50%.
  • Increased Chaos/Flame/Frost Dragons HP by about 30%.
  • Increased density in Conquest maps by about 400%.
  • Dramatically reduced soul cost for the Mysterious Collector.
  • Reduced Werecrab attack speed by about 30%.
  • Reduced Giant Viper attack speed by about 30%.
  • Reduced Sunder damage to 4 damage per player level down from 5-6.

Ongoing Problems & Upcoming Changes


  • Item tooltip comparisons in inventory/equipment.
  • Keymapping.
  • Player Location on the minimap.
  • Locked items in inventory.
  • Multiple copies of the same skill are removed when saving/loading (i.e going through a portal).
  • Buff bar showing the duration of ongoing effects.

Ethos Moving Forwards


I am working hard to resolve a few ongoing problems, the biggest ones being adding the player location to the minimap and keymapping. I didnt want to delay the patch for potentially weeks to fix these issues, so they will roll over to the next one instead. This is something I am keen to do with anything that isnt game breaking. As far as balance of the game goes, I have every intention of making this a hardcore ARPG, however, the Werecrabs and Giant Vipers represented enemies that were dissproportionately difficult to their counterparts. I am ok with some enemies standing out as particularly dangerous, but at this early stage of the game, the player has no feasible way of stacking resistance or defence to counter these threats, and therefore deaths caused by them feel cheap and unfair, which is something I will always strive to avoid. I am also aware that many people dislike the ability to fall off ledges and various other environments. This is something I will continue to monitor closely, as it is not having the desired gameplay effect I had hoped for. I would like to also take this opportunity to thank every single person who has bought the game, left a review or any other form of feedback. Your support means a lot to me and I will continue to work hard to improve the game and keep it moving in the right direction every single day! Sam


[ 2019-12-14 23:24:29 CET ] [ Original post ]


Current state of the game.

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


[ 2019-12-11 11:32:58 CET ] [ Original post ]


Hotfix V1.02

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!


[ 2019-12-10 20:12:58 CET ] [ Original post ]


Hotfix V1.01

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!


[ 2019-12-09 23:04:21 CET ] [ Original post ]



Sanctum Breach
Reroll Gaming
  • Developer

  • Reroll Gaming
  • Publisher

  • 2019-12-09
  • Release

  • Indie RPG Adventure Singleplayer EA
  • Tags

  • Game News Posts 26  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Positive

    (42 reviews)


  • Review Score

  • https://store.steampowered.com/app/1194770 
  • Steam Store

  • If you would like to join the growing community on Discord then please feel free - https://discord.gg/E8Gt97d - and the roadmap for future updates can be found here - https://trello.com/b/0tHiHOjo/sanctum-breach-roadmap - hope you enjoy!

    About the game


    Sanctum Breach is a challenging top down ARPG in the vein of games such as Diablo 2, Path of Exile and Grim Dawn. It is currently in the early stages of development, however, there is still a ton of content waiting to be discovered! The game will primarily focus on Endgame content and Character Development, build versatility and replayability.

    Story


    The world is falling into disarray as the device used for millennia by the Gods, the Auxillium Porta, has been destroyed in a conflict between the Gods and their offspring, of which you are one. The gods sole purpose for the Auxillium Porta was to intervene in the ways of Man and prevent them from ultimately damning themselves and the world in which they inhabit. Now you must work to unite the shattered device. By finding its fragments scattered across the universe you hope to undo the damage your siblings wrought and carry on your Father's legacy.

    Character Development


    There are a myriad of different methods that can help you to diversify and strengthen you character. Gold can be found by killing enemies encountered on your travels and spent in the Goblin's Gift, after you complete his quest. This grants you points in Resistances and Damages.



    When you level up you gain a point to be spent in the Divinity Tree, and Ascension Ranks. The Divinity Tree has nodes for every Stat in the game. You start in the outer ring and must work your way inwards, in doing so the nodes become more powerful and the reward greater! Ascension Ranks have a selection of stats and have no spending restrictions.



    Skills can also be levelled up and gain a natural increase in Damage upon doing so. They also gain a point to be spent in their individual Skill Trees. These trees enhance the Skill in a multitude of ways, with 8 minor nodes that other various stat increases, 4 major nodes that modify the skills functionality, and then 4 augment nodes that further enhance that modification. These nodes must be unlocked sequentially.



    Items come in 8 different rarities, some of which have powerful and unique Skills associated with them. They can either modify current skills or add an effect to the character, such as "cast a Fireball on hit", or "reduce cooldown on kill".

    Endgame Content


    Endgame Content is the major focus of the game and there is a plethora to choose from, so everyone can find something they love!

    Conquests are a series of encampments with a selection of thematic enemies and a mini boss. Once they have been defeated the player will face a super boss in a 1v1 encounter. Conquests also have a random modifier applied to them, such as "immune to Fire damage".



    Mythical Trials offer a unique challenge based on the type of Mythical creature. For example in "Flight of the Phoenix" the player must hunt down the Phoenix and fight his multiple phases, after which he is reborn stronger and more deadlier than before. "Maze of the Minotaur" sees the player tracking the Minotaur down through his maze, constantly alert for his "Shadow Form", which cannot be killed, and must be evaded!



    Boss Encounters are a 1v1 fight with a Super Boss. Each boss has it's own thematic arena and drops a multitude of loot upon death, including specific Relic items!



    Arena is a series of 10 waves against a multitude of different enemies. Be careful, it's easy to become overwhelmed because each wave the enemies gain a damage and health buff!



    Endless Abyss is an endless dungeon with various tilesets and mini bosses. You can also summon up to 4 mercenaries to fight alongside you as you plunge it's depths looking for untold treasures!



    Chaotic Encounters allows the player to fight up to 3 random bosses at once in a mad scramble for chase items. The right combination can lead to wealth. The wrong combination, a shallow grave ...

    Other Features


    Some of the more prominent features in the game include:

    Playable Offline.

    Runs on Linux.

    Six distinct classes, each with access to individual class skills.

    Constant progression with 8 tiers of item rarity, finding gear improvements is always easy, even in endgame!

    Powerful items feel powerful, with unique skills tied to them.

    Each Boss has it's own loot pool with Unique items tied to them.

    Hardcore and Softcore options available.

    Leaderboards with multiple categories.

    Achievements.

    Auction House.

    Every Endgame Zone is a Roguelike.

    Notifications for item drops, level ups and quests.

    Vacuum Looting and Sell All straight from your inventory!


    Plus loads more!
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