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Name

 Across the Obelisk 

 

Developer

 Dreamsite Games 

 

Publisher

 Dreamsite Games 

 

Tags

 Strategy 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2021-04-08 

 

GameBillet

 16.29 /

 

 

Steam

 € £ $ / % 

 

News

 184 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/1385380 

 
Public Linux depots

 Linux Across the Obelisk [884.4 M] 




LINUX STREAMERS (0)




Dev Diary #3: Update 1.4 Preview

Greetings to everyone!

We are working on and putting the finishing touches to the next free content patch for Across the Obelisk, the Update 1.4.

Here you have a preview of the improvements that the next update will bring.

[h3]Sound Rework[/h3]

As we talked about in the previous Dev Diary, we will improve the sounds of the game in several aspects:

- Every hero in the game, boss and almost all enemies have three new sounds when hit. These sounds will cycle when possible, so if a hero is hit or you hit an enemy several times in a row it will not sound the same sound.

- New sounds have been added when dragging a card to be cast. The sounds are different depending on the type of card you are going to use.

- We have also modified and added several sounds to the UI of the whole game to give a better feeling of responsiveness. And a new characteristic sound to the multiplayer games to indicate that it's your turn.

Finally, as we said in the sound rework dev diary, when the new sound rework goes live with patch 1.4 you will always have the option at any time to switch to the previous sounds. Also, reading your feedback, we have added an additional option to use the new sound system, but keeping the 2 most characteristic and charismatic hit sounds of the game, such as the sheep and owl sounds.



[h3]Improved narrative[/h3]

We have added a new member to the Across the Obelisk team to help us with the game's narrative. Not only will we be able to produce content faster than before, but it offers us the possibility to add content and lore to the existing content.

In this new patch several new events have been added in all zones of the game. But most of all we have focused on adding new hero specific responses for all heroes in existing events.

We have always wanted the world of Across the Obelisk to be rich in backstory, and for each of its heroes to have their own personality, relationships, reasons for acting and to have many options for interaction in the world.

This is also very important for the cooperative aspect of the game, because when a player chooses a character, he should have different options in events to participate with the rest of his team mates, and due to the lack of time when developing content, this subject wasn't progressing as well as we wanted it to.

In this and future patches, we hope to continue working on it and will fill in those story gaps wherever possible.

[h3]New Cards, Items and Balance[/h3]

This patch introduces four new cards, one for each class.


In addition to four new items that will drop randomly during the game.


As for the game balance, we have made changes to the bosses of the game, especially to the ones that appear in the Obelisk Challenge and we have removed the Weak Immunity. Sometimes it was not easy to get one of those rare cards that weaken the enemies in the Obelisk and it didn't feel powerful that all the bosses were immune to it.

We have reworked several cards and made a balance pass to many others. Expect the full list of changes a few days before Update 1.4.

[h3]New languages[/h3]

With the Update 1.4 the game will be fully translated into German and French.

[h3]The Wolf Wars[/h3]

Our intention is that, whenever possible, we will add content or improvements to the old DLCs. So, as we did with the Halloween DLC, we will take the opportunity and with the Update 1.4 we will add two new skins to the Wolf Wars DLC.

Young Reginald and Young Thuls.


Also, with this update, we have removed the obligation to complete the different events for it, and all the skins of the Wolf Wars will be available for use from the beginning just by owning the DLC.

We are very excited about what's to come.

Stay tuned as we will be revealing more in the following weeks!

- The Ato Team.


[ 2024-05-02 17:08:06 CET ] [ Original post ]

Across the Obelisk | Patch 1.3.2

This patch fixes issues on Nintendo Switch. The patch for PC is only to maintain the crossplay functionality with Nintendo Switch by updating the PC version to the same new Nintendo Switch version.

Bug Fixes (on Nintendo Switch)

  • Fixed the notification overlap issue that prevented players from selecting map nodes on Nintendo Switch.


[ 2024-04-10 17:05:11 CET ] [ Original post ]

Deckbuilder Fest Steam Sale: Complete the Adventure!

Hi folks!

Deckbuilder Fest is here, shining a light on "Across the Obelisk" with fantastic deals on all our DLCs! This is your golden ticket to broaden the horizons of your journey and unlock new realms filled with challenges and lore.

The festival season is the ideal moment to enrich your game experience. Whether you're strategizing to conquer new challenges or exploring untold stories, the DLCs offer fresh adventures and deepen the lore of "Across the Obelisk."

Join us as we delve into the enhanced world of "Across the Obelisk"!

[previewyoutube=KnxG3n4CVI8;full][/previewyoutube]


[ 2024-03-25 18:00:45 CET ] [ Original post ]

Play Cross-Platform With Your Friends on Nintendo Switch!

Hello all!

Today we released Across the Obelisk on Nintendo Switch with Playstation 5 and Xbox X/S coming later this Summer!

Cross-platform co-op is available! Meaning that you can gather your party freely from all available platforms and embark on an epic adventure together!

Please note that cross-platform progression (cross-platform cloud saves) are not supported at this time.

You can find our new trailer HERE!

Happy Travels Adventurers!


[ 2024-03-21 18:15:58 CET ] [ Original post ]

Dive Into Across the Obelisk During the Steam Spring Sale!

Hey folks!

"Across the Obelisk" is the part of Steam Spring Sale! It is the perfect time to start a journey or deepen your adventure with available DLCs. Our game is a dynamic deckbuilding roguelite RPG that offers solo or co-op gameplay, with 12 unlockable characters and over 500 cards and items!

Don't let this opportunity slip by. Enhance your gameplay or start an even greater adventure today!

See you in the game!

https://store.steampowered.com/app/1385380/Across_the_Obelisk/
https://store.steampowered.com/app/2511580/Across_The_Obelisk_Sands_of_Ulminin/?snr=1_5_9__405
https://store.steampowered.com/app/2666340/Across_the_Obelisk_Amelia_the_Queen/?snr=1_5_9__405
https://store.steampowered.com/app/2168960/Across_The_Obelisk_Spooky_Night_in_Senenthia/?snr=1_5_9__405
https://store.steampowered.com/app/2325780/Across_The_Obelisk_The_Wolf_Wars/?snr=1_5_9__405


[ 2024-03-14 18:15:18 CET ] [ Original post ]

Dev Diary #2 2024 - Sound Rework

Dev diary

Hi AtO community!

My name is Magnus Chirgwin and Im here to talk about audio and give you a glimpse of what were working on! But this is my first dev diary so before we dive in, who the heck is this new Magnus guy?!

Im a freelance sound designer and composer! I live in Sweden with my partner and her daughter, with the nearest and dearest to me only a stones throw away and if you were to strap a GPS on my head youd probably get bored pretty quickly looking at where Ive gone haha! Im not a travelled man, although Im a big fan of backyard adventuring (shoutout to Beau Miles), grabbing the canoe, camping equipment and heading out on the lakes nearby or just catching the small everyday moments where I can get them.

Before I chose to go freelance with sound and music, I worked in healthcare as a physiotherapist for 10 years, working together with you (or your loved ones) on anything from broken bones to vertigo and with traumatized fugitives of war. Yeah I know, a real u-turn from that to audio haha, so why big change? There were a couple of different reasons but the main one was that the idea of working with music and sound eventually became too large to ignore and I was simply curious if I could do it. Im glad I did the shift although the previous 10 years taught me a lot about working with people and that will always be important, you wont be able to convince me otherwise. Oh and yeah I workout a lot, take care of your bodies people, it really does keep the score and never lies.

In the 6-7ish years Ive worked as a sound designer and composer Ive had time to work on awesome projects (ranging from mobile games to 3D dome-cinema films), experience burnout (yep, even with my background Im not immune!), meet fantastic people and re-evaluate what is truly important to me.

Anyway, onto Across the audio-belisk (Im so sorry), lets go!
Theres been a lot of community feedback regarding the sound design and I think its very justified. Yep, I think Ive read it all and it was clear that a lot of you experienced a mismatch between visuals and audio as well as the lack of variation! Here are some examples of what youve said:

...I do agree it'd be nice if more enemies had custom sounds and not the same generic grunt when taking damage.

All the enemy female sounds are the mage, all the pig sounds are the same, all the wolf, etc... there isn't an individualization of character audio and i think the game would really benefit from a more diverse audio that sets the hero's apart from the enemy.

are more diverse enemy hit sounds going to be added in the future? right now I noticed so many enemies have the same 'grunt' noise

yo the magma spikes from ignidoh make human sounds when they die make em do rock sounds or something

...its always the same sound playing on some enemies which makes it weird. Usually games will have 3-5 slight variations for each sound so its more natural.

A lot of the SFX get kind of bland to listen to on repeat.

I remember every monster having the same "murp" sound when hit for example. Has this improved a bit?

it sounds like someone with no energy at all just said "baah" into the microphone.

So thats what were working on at the moment to try and fix! Ive been working on AtO since mid-january and Im working on a more solid foundation to build upon, polishing and fixing already existing sounds in the game (like making sure the volume is a bit smoother overall and making sounds less harsh and piercing) as well as adding new ones with more variation! Here, have a listen to a comparison between the old and new stuff!

Old Sheep Sound
[previewyoutube=-NvRjOLuI1A;full][/previewyoutube]

New Sheep Sound
[previewyoutube=QLUqJzEyuAs;full][/previewyoutube]

Old Magnus Sound
[previewyoutube=4Jz0Cf1Xnd4;full][/previewyoutube]

New Magnus Sound
[previewyoutube=0HxVMarF8_4;full][/previewyoutube]


Id like to mention that a huge challenge for me in this project is the amount of heroes and monsters, there are just so many and creatures take time to get right. Heres a screenshot of my supersession for the NPC creatures in the first zone, Senenthia, alone!



So it really stretches my soundbank but also my own voice, I can only make so many noises myself and one way to get more mileage out of my resources is through pitch. Like pitching my voice down for bigger monsters, but you lose a lot of high frequency sound when you do that with regular microphones. So how do you get around that? Well you throw money at a really expensive microphone that can record sounds a lot higher than us humans can hear, so when I pitch it down it works so much better!



and heres an example of that where Ive used this to pitch down my voice and some creaky wood for Ylmer!

[previewyoutube=ddOOoKwK96c;full][/previewyoutube]

Another aspect that I find essential when sound designing creatures and monsters is layering different sounds, especially when theyre non-humanoid where we, as listeners, dont have a clear expectation of what it should sound like. For example, lets have a look at what the heck kind of a noise a living slime would do if you hit it! I chose this one because you could probably try it at home! (please record and send in your DIY slime monsters, it would make me so happy)

Im talking about this guy, this is my take on the sound it might make
[previewyoutube=MGq5JU7NHYM;full][/previewyoutube]

The sound is made up of three layers.
Punching a wet towel
[previewyoutube=TkQRbpqK0B8;full][/previewyoutube]

Me gargling yoghurt (yep)
[previewyoutube=TML0aGI6Kwk;full]240304_devdiary_audio_npc_slime_layer_02.wav, [/previewyoutube]

Using a plunger in some melon juice-squash
[previewyoutube=NwI7qb-DcYY;full][/previewyoutube]

I then try to fit each layer into its own slot on the timeline so that they dont compete too much with each other and risk turning it all into noise! So for example, here the wet towel punch starts it all off while I fade the yoghurt gargling in (leaving space for the towel) and then try to fill out the end with some bubbly melon juice. They all have, more or less, a time to shine.

A risk when working with layers though is that itll sound like 3 separate things, so I try to choose source material that fit well together or sometimes (often) I wrestle the sounds into submission by using EQ, compression or other effects like tremolo to make them play nice and glue them together.



Thats all I can show and talk aboutfor now!

I enjoyed writing this diary and I enjoy working on this project. Both the devteam and paradox are treating me well and I feel lucky to be part of it all!

Lastly we want to let you know that once these sound changes has been implemented you'll be given a toggle in your options allowing you to choose if you want to use the old sound or the new! You can change this setting at any time!

The world is a turbulent place right now and I hope youre ok. Take care <3
/Magnus



[ 2024-03-06 15:00:02 CET ] [ Original post ]

Play the Lunar New Year Challenge and Earn a Unique Cardback!

Greetings all!

We just released patch 1.3.1 which activate the Lunar New Year Challenge!

The year of the Dragon is almost upon us (or it may already be if you read this later)! Let's celebrate it with a new exciting challenge.



Not only will you be able to earn a unique Lunar New Year Cardback by reaching the third act. You will also be able to play with Amelia and Navalea within the challenge without the need to own any additional DLC's.



Good Luck!

We wish all players an auspicious Year of the Dragon! May the new year bring exciting opportunities and happiness!




[ 2024-02-08 14:51:13 CET ] [ Original post ]

Dev Diary #1 2024 - The Team is growing and Lunar New Year is coming!

Greetings to everyone, we hope you have had a good start of the year.

This is the first Development Diary that will span over the next months. To begin with well be publishing one a month!

In this first one we want to start by announcing that this year the Across the Obelisk team is growing! With several additions.

A new artist who will help us to produce graphic content faster and also, who knows, will allow us to make some of those skins (Magenus ;)), something that we've been wanting to do for a long time. While still allowing our main artist to keep prioritizing new content.

A new Sound Designer! We have always known that the sound section of the game is one of its weak points, but being a small indie team of three weve done the best we could in this aspect. Now we will be able to improve the games sound in general, adding new sounds where we feel they have been missing, improving on existing ones and adding more variety.

A new Narrative Designer! We want to keep adding new events and content to the game, for both existing and upcoming content. We know that some heroes have less event interactions than others over the course of the adventure. Our intention is to add many new unique responses for all heroes, and new events throughout the game.

So we are very happy and excited about the new additions to the team, and in the future we will go into more detail about their work.

All these improvements will take some time and will be implemented progressively, so while you wait we encourage you to participate in a new weekly challenge!

Lunar New Year Challenge
This event will be active from February 8th to February 22nd 2024.

Play with Amelia[/i ]and [i]Navalea in this new Weekly Challenge! You will be able to test both characters (within the Weekly Challenge) without the need to own the DLCs.

You will also be able to unlock a Lunar New Year exclusive cardback if you manage to reach the third floor!!




We are very excited for what is to come, and we believe that 2024 will be a great year for Across the Obelisk.

As always, thank you for your support and feedback.

- The AtO Team.


[ 2024-02-06 14:00:41 CET ] [ Original post ]

Across the Obelisk 1.3.02 Hotfix is now LIVE!

[h3]Bug fixes[/h3]
- Fixed a problem that prevented playing in offline mode.
- Fixed a problem with the extended information of the corrupted version of the Eldritch Ring when clicking the right button over the card.
- Fixed a problem that didn't unlock the base characters when you create a new profile and try to create a new game under that profile.
- Fixed a problem with some card interactions in coop that desync the game, mostly when some items force the player to draw new cards (e.g Soul Harvest + Black Deck).
Besides that, this hotfix also fixes some of the small bugs that have been reported.
[h3]Quality of Life[/h3]
- Added the possibility to read the base information for every character in the Hero Selection screen, even if those are not already unlocked.
- Added a new button to remove a profile (be aware that it removes all information attached to that profile, including its saved games).
- Added a button to the launcher to resume your last played game. This will only work for single-player games and will let you continue your last-played game without having to select that game from the menu, speeding up the process of going back to the game.
- You can now disable the DLCs that you don't want to use through the launcher.
As always, thanks to all of you for your support, feedback, and understanding.


[ 2024-01-15 15:02:12 CET ] [ Original post ]

The Christmas Eve Weekly event is live!

Hello everyone,

We are happy to announce that the Christmas Eve Weekly event is now available - Christmas decorations and Special weekly Challenge are here to make these holidays even more enjoyable!



Participate in a Special Weekly Challenge between Dec 21st and Jan 4th and get a unique Christmas cardback - just look at this beauty!


Thank you so much for being a part of our community this year.

Merry Christmas and Happy Holidays!


[ 2023-12-22 15:40:09 CET ] [ Original post ]

From the devs: About our partnership with Paradox Interactive


Greetings from the ATO development team!

We would like to talk with you about some things regarding the new patch.

As you probably already know, we started working on ATO several years ago with only 2 developers (Adam and Javier) and shortly after we added an artist to the team (Juanjo). We released the game at EA without knowing very well what to expect and how the game would be received. Luckily for us, the reception was very good and shortly before leaving the early access to release the 1.0 version of the game we had the opportunity to begin working with a publisher, Paradox Arc.

We put a lot of thought in this decision and concluded that having a publisher would benefit the game a lot. For example, we could reach a lot more people while dedicating our time more to what we do, which is making the game.

The game has grown a lot since then and as we announced this August, the game has gone from being part of Paradox Arc to move up a level and become a main branch game of Paradox Interactive, something that we are very proud of.
[h2]
What does this mean for the game and for us?[/h2]
Well, basically it means that ATO has gained a lot of recognition and even though it is still an indie game and we still have the full control on its gameplay and game content, now it will have much more resources in several aspects, such as more manpower for the ATO team (we are working with a new designer that will help us create more content faster), the possibility of adapting the game to more languages (in this patch we now have Japanese, Korean and Traditional Chinese... somebody asked for German?), and other big news to come... In general more resources in all areas.

[h2]
Why was the Paradox Interactive launcher and SDK implemented?[/h2]
All these new resources are available thanks to belonging to Paradox Interactive. But of course this involves other things and one of them is the implementation of the Paradox launcher. Some people said that we should have included some notes about it in the patch, which we agree on. We apologize for the lack of communication both before and after the update. The launcher implementation is a regular procedure and all major Paradox titles have it and honestly we didn't expect the reaction to it, so we were a bit unprepared for what happened afterwards.
Although the launcher may be a bit more cumbersome at first, this may have more benefits in the short term, whether it be better communication about patches or DLCs with all ATO players, the possibility to highlight creators or tutorials that we think are valuable for the community or the possible integration of mods in the future through the launcher.

You don't need to create a Paradox account to play ATO, you can just skip that part.The Paradox account helps enhance user experience, enable communication with players, and helps to ensure the safety of services for all. Players data is not sold and is managed in full compliance with privacy laws and regulation, for example the GDPR. Paradox Privacy Policy contains information on what data is being processed and how it is used.

Since the beginning a lot of people asked us about game stats like, what characters were played the most, what combats were the hardest ones, etc... we are a really really small team and working on something like that would have delayed the work with bugs, new contents, etc. but with the inclusion of Paradox SDK (Software development kit) we get in-game data that will allow us to make a much better balance work, adjust some cards and much more things that without it would be impossible for us. It will help us improve the game and future content and also share learnings with our players. One of the things we wanted to do for a long time was to write a dev diary sharing infographic data about the game which will be possible with the SDK.

[h2]Savegame incompatibility after update[/h2]
About the savegame incompatibility that some people have reported, this has nothing to do with the inclusion of the launcher. Those who are with us since the beginning know that when we include a medium/big patch we have to make savegames incompatible, because even if almost everything will work, there are some things that will not, leading to some nasty bugs that would break your save. We always generate a new branch with the latest stable version, so you could finish your saves with it, and is announced in the patch notes. Thanks to your feedback, for the future we will include this information also in the launcher when we update the game so it reaches everyone


[h2]What does the future hold for ATO?[/h2]
Talking about the future, in a more concrete and immediate example of what awaits for ATO, we can say that the ATO development team is growing, and with it we are already planning more and better content for next year. Preparing another new hero (yes this time it's a Scout!). We have also learned from Wolf Wars, and are working on something more replayable, more challenging, rewarding, etc... more in line with the rest of the game. But we will have more to share about this and other upcoming things soon!

We will continue updating the game with free things here and there as always and continue to listen to community feedback. Since we released the game we have added a lot of things that have been requested and will continue doing so in the future as well.

The future holds a lot for ATO. While working on new content we also want to focus on communication and transparency. With our growing team and the work with Paradox we will be able to give you more updates and more active presence in the community. As a part of this, the dev diaries will be back starting next year!

----------------------------------------------------------------------------------------

So from our point of view, the fact that we now belong to the great Paradox Interactive family not only gives us recognition but also ensures ATO a great future ahead. We want to reiterate our apologies for the lack of communication. We are learning and are working on better transparency in the future. We are very grateful to see that you care about the project and freely share your feedback it means a lot. Thank you for spending this year with us!

Adam & Javier
Happy Christmas!


[ 2023-12-18 15:16:20 CET ] [ Original post ]

Amelia the Queen - Available Now!

Paradox Interactive and Dreamsite Interactives deck building adventure game Across the Obelisk is coming with a new Hero Pack! Amelia the Queen brings back the astray Queen of Senenthia to help search for her missing daughter, the princess. This new hero comes with a new set of enchantment cards specializing in cold damage and vanishing cards. The Queen also comes with new card backs, emotes and skins for more diversity to your game. Embark on your journey to solve the mystery of the Obelisk with the Queen herself at the helm of your party.

Amelia the Queen comes with:


  • A new hero: The Queen, with a set of cards focusing on cold damage and vanishing cards
  • Rifty, a new pet that removes buffs from your opponents
  • 3 skins for The Queen
  • 3 new card backs
  • 5 emotes for the Queen
  • New reply options during events


Alongside Amelia the Queen the game will also receive the 1.3 update for free for all owners of Across the Obelisk.


[ 2023-12-12 15:14:12 CET ] [ Original post ]

Patch 1.3: The Return of the Queen

[h2]Important Note! [/h2]
Due to major changes between the two versions, current games will not be compatible with the new Update 1.3.0. This does not affect unlocks or game progress.
You can access the latest stable version (1.2.5) in the Steam beta program. If you want to switch to it, you will be able to select it through the Steam beta options by selecting the "v125-legacy" branch

[h2]Features:
[/h2]


  • Rifts! A new phenomenon that will open up new paths through the first 2 acts of the game
  • 3 new monsters
  • 7 new items to equip your heroes with
  • New events that will give the player the opportunity to obtain blob pets
  • A sandbox mode for Obelisk Challenges
  • Shady Deals: A new option in shops to trade shards for gold
  • Christmas themed weekly challenges
  • Christmas decorations throughout Senenthia
  • New languages - Korean, Japanese, Traditional Chinese

------
Gameplay changes:


  • Bree: Unforgiving Nature, increased crack applied to 2 (from 1) with the blue/yellow upgrades.
  • Evelyn: Elemental Proliferation, blue/yellow upgrades changed to +all damage instead of fire/cold/lightning.
  • Magnus: Valiant Defender, increased block a bit and now also grants fortify.
  • Thuls: Black Talons, reduced poison and dark bonus charges to +1 (from +2), but now it will also apply 1 poison on hit and dark on hit is increased to 2 (from 1).
  • Thuls: Subterfuge, now also dispels 1 curse when hit.
  • Zek: Absolute Darkness now increases the damage of the dark explosions by +35%. Fixed a problem that caused the shadow resistance to decrease instead of increasing the damage of the final dark explosion. Improved the Stealth shader, which sometimes, depending on the skin, caused graphical anomalies.


-------
Bugs


  • Fixed numerous issues reported.


[ 2023-12-12 15:12:27 CET ] [ Original post ]

Amelia the Queen is coming on December 12th!

Amelia the Queen is returning to Senenthia! Bring Amelia on the journey to find her missing daughter the Princess and uncovering the mysteries of the Obelisk!

Amelia the Queen is coming on December 12th 2023 for PC!

[previewyoutube=AoEmlPU8msU;full][/previewyoutube]


[ 2023-12-07 15:05:20 CET ] [ Original post ]

Across the Obelisk Livestream!

Fredrik Wester (CEO Paradox Interactive) and BjornB (Community Manager) will be playing some Spooky Night in Senenthia to celebrate Halloween!

Join our Twitch channel: https://www.twitch.tv/paradoxinteractive


[ 2023-11-01 14:13:27 CET ] [ Original post ]

The Very Spooky 1.2.5 Halloween Update!


Update 1.2.5 for Across the Obelisk adds 3 more skins to the Spooky Night in Senenthia DLC! All existing owners of this DLC will have the new skins added to the already existing seven without any further action required.



For the next 9 days, Senenthia will be decorated to celebrate the holiday, and you will have access to a special Halloween challenge which will reward you with the exclusive Treat Cardback should you succeed.

We also have a livestream tomorrow Nov 1st over at twitch.tv/paradoxinteractive at 15:00CET with Fred Wester and BjornB playing some co-op)

Happy Halloween!




To celebrate this spooky holiday you can also pick up Across the Obelisk and any additional content at a discounted price!

https://store.steampowered.com/app/1385380/Across_the_Obelisk/
https://store.steampowered.com/app/2168960/Across_The_Obelisk_Spooky_night_in_Senenthia/
https://store.steampowered.com/app/2511580/Across_The_Obelisk_Sands_of_Ulminin/
https://store.steampowered.com/app/2325780/Across_The_Obelisk_The_Wolf_Wars/



[ 2023-10-31 19:01:23 CET ] [ Original post ]

Hotfix 1.2.2b

Hello everyone. This is a hotfix to solve some problems that have been reported since we released the patch.

- Fixed a problem with the trait "Veil of Shadows" producing a soft-lock state.

- Modified the card description order to reflect that the self-damage suffered when casting a card (f.e., Shadow Mend) is activated before other actions. If you die because of its damage, the other actions will not be triggered.

Besides that, this also fixes some of the small bugs that have been reported.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-09-25 11:26:03 CET ] [ Original post ]

Hotfix 1.2.2a

Hello everyone. This is a hotfix to solve some problems that have been reported since we released the patch.

- Fixed a problem with some events when using Wilbur on save games created before the patch that led to non-responsive situations.

- Fixed the text of several items, such as Small Pouch, Weapon Pounch, etc. In addition to t- he text of several enchantment cards of heroes like the Spell Echo, Dual Wield. Double Shot, etc.

- Fixed mouse repositioning after upgrading or removing a card when not using a controller.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-09-24 17:10:32 CET ] [ Original post ]

Patch 1.2.2 Controller Support

Greetings adventurers!

This September patch improves considerably the controller support, plus several small changes and fixes for Ulminin.

Controller Support

In this patch we have reworked the controller support practically from scratch to make it more fluid and usable in all aspects of the game. Now all game menus are accessible with the controller and the game is 100% playable with it.

In addition, for those who want to play with the keyboard, there is the option to activate keyboard shortcuts. With them, besides being able to cast cards with the numbers keys, you can use the arrow keys to move around the game, as well as "control" and "alt" as confirmation buttons.

Anyway, this is not finished, and we will keep improving it, so we will be taking a look at your opinions, reports, and suggestions for the controller support, so don't hesitate to share with us what you think of it.

Ulminin changes
- Added a new pet "Scaraby" that is automatically unlocked with the DLC. With this pet you will have the option that the scarabs appear more often and therefore the possibility to get more resources during the run.
- Added 5 new soundtracks for Ulminin combats.
- Added a few custom answers for Navalea and Laia in the other Adventure maps (we will be adding some more with successive patches).
- Added the option for Laia to heal in the rest events (campsites), like the other Healers.
- Increased the HP of the Eternal Cube in the Basthet combat, to make it more difficult to kill it by accident and to be able to keep using it to heal yourself with different methods.
- Fixed the events, the fennec enthusiast & the information brokers, who sold fennecs and information a little cheaper than they should have according to the text of the answers.
- Fixed an issue where in multiplayer, players without the Ulminin DLC could not buy the DLC specific items in the Ulminin shops.

Other Changes
- Wilbur's innate trait renamed Inventor.
- Friendly Tadpole: increased heal to 28 (from 25) and vitality to 4 (from 3).
- Ice Lance (yellow): now deals cold and mind damage and it's also a Mind Spell.
- Ice Barrier (yellow): increased the block gained from chill to x5 (from x4), added vanish.
- Ray of Frost (blue): increased damage and chill charges by 1, added vanish.
- Shifting Scroll (blue): now vanishes 1 card (from discard 1 card).
- Nightmare & Recurring Nightmare (yellow): Swaped the order of the curses, first applyng insane and then dark.
- Holy Slash (corrupted): Added vanish.
- Fixed a visual bug that made some islands of the Obelisk Challenge disappear.
- Fixed a visual bug when monsters gained immunities with enchantments and the immunity did not appear in the top left status window.
-Fixed a visual bug in the tome of knowledge when viewing past games of less than 4 heroes played with sandbox mode
- Fixed a bug in which the card game event did not give the correct xp in the second floor of the obelisk challenge.
- Fixed a bug in which scarabs sometimes did not give the corresponding reward.
- Fixed some text here and there.
- Fixed minor reported bugs.

That's all for this patch.

Next we are preparing an update for Christmas with new features and a small patch for Halloween in which we will reactivate last year's Halloween event and the possibility to get the related cardback.

As always, thanks for your support and feedback.


[ 2023-09-22 17:42:36 CET ] [ Original post ]

Hotfix 1.2.1b

Hello everyone. This is a hotfix to solve some problems that have been reported since we released the patch.

- Fixed a problem with keyboard casting that sometimes resulted in choosing the wrong targets for card effects.

- Fixed the resistances of Noxious Parasites in Act 4, which granted more resistances than intended.

- Slightly reduced the resistances granted to monsters by Armaggedon, Subzero, Noxious Parasites and Melancholy corruptions in acts 3 and 4.

- In Obelisk Challenge, fixed a problem that prevented Gorio to appear as a random boss.

- Fixed a problem that showed the game score as 0 when loading a saved game while in town.

- Fixed the damage formula in enchantments that deal damage, now it will scale correctly with enchantments that deal damage based on energy spent. Also now, damage will be done before applying the aura/curses like it happens with the cards. This change affects both player and monster enchantments.

- Fixed a problem with card descriptions not updating their damage values after Stealth has been consumed on the active character.

- Fixed a problem in Sandbox mode when playing with less than 4 heroes and getting cursed with Doom from the Impeding Doom Madness corruptor.

- Furious Crocomen will no longer follow you to Ulminin if you burn their village first in Act 2 Aquarfall.

- Fixed some text here and there, and replaced "Casted" in the combat log for "Cast".

- Scourge and Zeal added to the "Filter" options in the crafting windows.

- Reduced the Zeal for Golden Scarabs in Act 2 in normal, to 5 (from 7).

- Reduced the Evasion and Buffer for Jade Scarabs in Act 2 in normal, to 5 (from 7).

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-08-24 16:01:58 CET ] [ Original post ]

Hotfix 1.2.1a

Hello everyone. This is a fast hotfix to solve some problems that have been reported since we released the patch.

- In the card rewards screen while playing cooperative, right-clicking on other players card rewards works again.

- Unlocking pets in multiplayer when you were the client sometimes didn't grant the unlock properly.

- Added translations for the Sandbox mode in Spanish and Chinese. Also, some of the Sanbox combo values were incremented (from 200% to 300%).

- Fixed various text errors that have been reported.

- Fixed the "Yellow Absorption" card not dispelling bleed.

- Fixed the "Dark Blow" card not having Vanish.

- Fixed the "Discovery" mechanic of some cards (e.g. "Winter Nights Tale") that sometimes granted cards that didn't fulfill the requirements.

- Fixed the capitalized names of some cardbacks.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-08-19 18:17:09 CET ] [ Original post ]

DLC restrictions removed

Hello adventurers,

After the overwhelming response we received yesterday with the Sands of Ulminin DLC, we have been talking with Paradox and following the spirit of their other games, we have altered the game and DLC to removed the restriction that all party members need to have the DLC to enter Sands of Ulminin.

Now, in multiplayer, players without the DLC will be able to access the new zone as long as one of the players has the DLC, they will be able to play as normal, buy the new items and unlock the new heroes and pets; however, to be able to play with those heroes or pets, it will be necessary to own the DLC.

From now on and for the following DLCs, only one member of the group will need the DLC to enter the new zone. This will also work retroactively with the Wolf Wars DLC.

With regards to the Sandbox mode. This is the first iteration of this awesome new feature that allows you to change a lot the behavior and the "normal" way of playing the game. Over time we will be improving this mode, adding more options and adapting it to other game modes such as the Obelisk challenge. Still, bear with us if you find any strange combination that doesn't work exactly as it should (for example, single hero games in some events), please report it to us in the discord so we can fix it as soon as possible.

As always, thanks for your feedback and support.

- ATO team.


[ 2023-08-17 15:27:37 CET ] [ Original post ]

Hotfix v.1.2.1

Hello everyone.

As you can read in the published announcement, the DLC restrictions that required all party members to own the DLC to enter Sands of Ulminin have been removed.

Now, in multiplayer, players without the DLC will be able to access the new zone as long as one of them has the DLC. This will also work with the Wolf Wars DLC.

Besides this, some minor problems reported have been fixed.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-08-17 15:27:00 CET ] [ Original post ]

Hotfix 1.2.01

Hello everyone. This is a fast hotfix to solve some problems that have been reported since we released the patch.

The principal problem had to do with Reginald's trait "Chastise". The charges for it should be consumed as expected.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-08-16 20:12:10 CET ] [ Original post ]

Across the Obelisk - Update 1.2

Update 1.2 is upon us, and with it comes our first full expansion DLC, the Sands of Ulminin. New systems have been added to the DLC, Sands of Ulminin, that also means balance changes are required in other parts of the game to support the systems.

Without further ado, here are the patch notes of Update 1.2!


  • Sandbox Mode. When you complete the adventure for the first time, a new way to play will open up. Customize your games as you like! This is the first implementation of the Sandbox mode, with time we will improve it, adding more options and adapting it to other game modes. Keep in mind that this mode lets you modify many of the game options with very varied and drastic combinations that affect the balance of the game greatly.
  • Scarab System. Occasionally some lucky scarabs will appear in combat, complete their requirements to obtain additional rewards!
  • 2 new aura/curse mechanics. While the two new heroines specialize in these new mechanics, the other heroes also have access to it.
  • 20 new cards.
  • Many balance changes and improvements to many lesser-used cards, including new mechanics such as damage by speed or discarding cards.
  • 10 new items.
  • Changes in the Obelisk Challenge mode.
  • All the new enemies of the expansion are included in the Obelisk Challenge mode and also in the Adventure mode with random combat activated.
  • Random team generation button.
  • Improvements in combat tooltips according to various perks.

[h2]BALANCE CHANGES[/h2]
Important Note: Due to major changes between the two versions, current games will not be compatible with the new Update 1.2. This does not affect unlocks or game progress.
[h3]Obelisk Challenge[/h3]

  • Obelisk Challenge difficulty levels have been restructured:

    • All resistances have been unified into a single level 5.
    • Added the Impending Doom corruptor at level 3.
    • Added the Decadence corruptor at level 8.
    • The extra starting energy bonus has been removed from levels 5 to 7.
  • Changed the pathing on some Maps, and added new combat nodes to make them more evenly distributed.
  • Changed the event that heals before a boss floor: A place to rest. Made the roll required for foraging easier, and now all classes have a custom option on their own, like removing cards, upgrading cards or crafting new cards.
  • Added one new event with the new mini-card game.
  • Slightly increased the Score bonus for completing Obelisk Challenge level 9 and 10.

[h3]Heroes[/h3]

  • Grukli: Removed Punch (3 cards) from the starting deck, replaced with Blood for Blood (1 card) and Sharpen (2 cards).
  • Zek: Black Death - Reduced the damage of each jump in blue and yellow versions to 20% and 40% respectively (from 25% and 50%).
  • Zek: Death's Embrace - Increased uses to 26 30 34 (from 20 24 28).
  • Zek: Vampirism - Added +1 to Chill and Bleed charges.
  • Zek: Putrefaction - Dark on enemies reduces Shadow resistances by an additional 1.5% (from 1%) per charge.
  • Zek: Absolute Darkness - Changed to: Dark on enemies increases the damage of the Dark explosion by 1% per charge.
  • Heiner: Reactive Lasers - Increased uses to 11 12 12 (from 9 10 10)
  • Heiner: Fusion Lasers (yellow version) - Slightly reduced damage, and removed 1 Burn charge.
  • Ottis: Sacred (Sanctify +3) changed to Sacred Fire (Sanctify +2, Burn +1).
  • Ottis: Solar Flare (yellow version) - Reduced the damage and removed 1 Sanctify charge.
  • Gustav: Ethereal Weapons - Target type changed to Self (from Hero), increased uses to 4 (from 3).
  • Malukah: Yain Ritual - Increased uses by 1.
  • Malukah: Yang Ritual -Reduced cost to 0 (from 1) Increased uses by 1.
  • Malukah: Vaccine - Increased uses to 4 (from 3).
  • Malukah: Shadowform - Bonus to Dark charges increased to 2 (from 1).
  • Nezglekt: Friendly Tadpole - Increased heal to 25 (from 18).
  • Reginald: Archangel - Increased healing done to +40% (from 30%) and received to 20% (from 10%).

[h3]Perks[/h3]

  • Powerful perk that increases the damage by 10% per charge now will also reduce the maximum Powerful charges on that hero by 3.
  • Inspire perk now gives 1 Inspire at the start of a heros first turn instead of combat start.
  • Sharp increasing Shadow damage will now only be applied for the hero that takes the perk, instead of all heroes.

[h3]Cards[/h3]
Warrior cards

  • New: Shield Stance - Defense
  • New: Blood Rain - Skill
  • New: Holy Slash - Melee Attack
  • New: Divine Strike - Melee Attack
  • New: Dark Blow - Melee Attack
  • New: Void Crush - Melee Attack
  • New: Tremors - Skill
  • New: Omnipotence - Skill
  • New: All In - Melee Attack

  • Heavy Blow: Increased damage sightly, blue version, added apply 1 crack, yellow version, reduced cost by 1 added suffer 1 Fatigue
  • Skullsplitter (blue version): Increased damage slightly.
  • Skullsplitter (yellow version): Reduced cost by 2, added Suffer 2 Fatigue
  • Shield Throw: Removed Vanish from white version; upgrades now apply 2 Crack.
  • Charge (blue version): Increased damage and Fast to 2 from 1.
  • Carnage: Base card is now Epic, increased slashing damage by 1.
  • Reckless Charge (blue version): Changed to deal damage based on cards discarded.
  • Blood Rage: Increased the HP lost, and Bleed suffered.
  • Burning Blood (white and blue versions): Transform Bleed into Burn and Fury x0.3.
  • Precise Strike: Upgrades changed to apply Bleed or Slow.
  • Hamstring (all versions): Now Rare, reworked to deal damage based on speed difference.
  • Devastate (all versions): Increased damage and Bleed by 1.
  • Whirlwind (white version): Increased cost to 7, increased damage and added Bleed.
  • Whirlwind (yellow version): Increased cost to 7, increased damage and Bleed charges.
  • Shield Slam (white and blue versions): Added 1 Slow.
  • Ground Slam (white version): Rarity changed to Uncommon (from Rare), increased damage by 1, and removed Vulnerable.
  • Safeguard (yellow version): Increased Block gained to x5 (from x4) and added Vanish.

Healer cards

  • New: Perseverance - Defense
  • New: Absorption - Skill
  • New: Deja vu - Mind Spell
  • New: Entomb - Shadow Spell
  • New: Twilight swamp - Shadow Spell
  • New: Omniscence - Skill
  • New: Redemption - Healing Spell
  • New: Divine Guidance - Book

  • Holy Fire (blue version): Increased damage and charges.
  • Holy Fire (yellow version): Changed to work with self-Burn.
  • Sacred Ceremony (blue version): Now also applies Zeal, added Vanish.
  • Sacred Ceremony (yellow version): Reduced cost to 4 and reduced Bless and heal by 1.
  • Holy Nova (white version): Reduced base damage to 4 (from 5), added 1 Sanctify.
  • Holy Blast: Now applies a fixed amount of Sanctify charges and increased damage based on Bless.
  • Divine Power (all upgrades): Rarity changed to Epic.
  • Divine Power (blue version): Increased Powerful to 6 (from 5) and Bless to 4 (from 3).
  • Divine Power (yellow version): Added Overcharge.
  • Divine Ire: Swapped blue and yellow versions, upgrades now also apply Burn.
  • Pain Suppression: Increased heal a bit.
  • Penance (blue version): Now applies 1 Burn.
  • Shining Force (blue version): Now does damage based on cards discarded.
  • Inner Fire: Changed rarity to Uncommon (from Common).
  • Inner Fire (blue version): Removed Innate, changed target to Anyone and increased Burn to 3 (from 2).
  • Black Hole (blue and yellow versions): Removed Vanish and reduced repeats by 1.
  • Condemnation (yellow version): Decay increased to 3 (from 2), Dark reduced to 3 (from 4).
  • Death's Reach: Reworked and added Scourge.
  • Yin Yang Bolt: Increased Dark and Sanctify charges, and now deals damage based on the enemys Dark charges.
  • Shadow Mend (yellow version): Increased Dark charges to 3 (from 2) reduced damage suffered to 3 (from 4).
  • Terrorize (yellow version): Now also purges Buffer.
  • Renew (all versions): Increased heal and Regen charges by 1.
  • Holy Aegis (blue version): Increased Vitality by 1.
  • Holy Aegis (yellow version): Changed Vitality for Zeal, increased Shield gained to x5 (from x4) and added Vanish.
  • Dawnlight (white version): Changed rarity to Uncommon (from Common).
  • Dawnlight (blue version): Now has Innate and applies 1 Sanctify.
  • Dawnlight (yellow version): Reduced damage to 0.5 of the cards in your hand (from 1) and applies 1 Sanctify.
  • Vampiric Touch: White version is now Uncommon (from Rare).
  • Greater Heal: Upgrades are now Rare (from Epic), increased overcharged healing.
  • Desperate Prayer (white version): Reduced heal a bit and added dispel Decay.
  • Desperate Prayer (yellow version): Reduced Fast charges to 4 (from 5) and added dispel Decay.
  • Inner Fire: Upgrades are now Uncommon (from Common), blue version removed Innate but now can target anyone.

  • - Mage cards
  • New: Curse of Torment - Curse Spell
  • New: Necropotence - Skill
  • New: Death Coil - Shadow and Cold Spell

  • Darkness Falls (upgrades): Rarity changed to Epic (from Rare).
  • Darkness Falls (blue version): Increased damage and added 1 Dark charge.
  • Darkness Falls (yellow version): Increased cost to 6 from 5, added Vanish, increased Dark charges, and now also applies Scourge.
  • Disintegrate (white version): Now purges Mitigate.
  • Disintegrate (blue version): Increased damage and added Purge Insulate.
  • Disintegrate (yellow version): Now deals damage based on Vanished cards.
  • Life Tap: Increased a bit the HP lost; yellow version added suffer Decay and Vanish.
  • Curse of Agony (blue version): Changed to work with Dark charges on self.
  • Curse of Agony (yellow version): made to be an improvement to white version.
  • Curse of Madness (yellow version): Now does Cold damage instead of Shadow, and applies Chill.
  • Curse of Elements (yellow version): Now purges Insulate; adds Burn, Chill, and Spark based on cards discarded; added Vanish.
  • Replenishment: Removed Vanish from white version; blue version now dispels Fatigue.
  • Book of Nightmares (white version): Rarity is now Epic (from Rare).
  • Blizzard (white version): Increased cost to 6 (from 5) and increased damage.
  • Blizzard (blue version): Increased cost to 7 (from 5), increased damage, and now applies Wet.
  • Drain Life: Now applies 1 Dark.
  • Chain Lightning: Increased the damage in all versions.
  • Endless Abyss (white version): Increased damage and removed Vanish.
  • Endless Abyss (blue version): Increased damage and increased Dark charges to 2.
  • Endless Abyss (yellow version): Increased damage.
  • Shadow Bolt (yellow version): Reduced cost to 2 (from 3) and now deals damage based on your Dark charges.
  • Necrotic Burst (blue version): Removed Vanish.

Scout cards

  • New: Tactical Thinking - Skill
  • New: Revealing Flask - Small Weapon
  • New: Evanescence - Skill
  • New: Storm Javelin - Ranged Attack
  • New: Dark Concoction - Small Weapon

  • Toxic Rain: Now a Skill (from Ranged Attack). Upgrades are now Uncommon; white and blue versions target changed to Global (from All Monsters), yellow version now also applies Wet.
  • Hit and Run (blue version): Increased Fast to 2 (from 1).
  • Hit and Run (yellow version): Now deals damage based on your Speed; removed Evasion.
  • Acrobatic Strike (yellow version): Now deals damage based on your Evasion charges.
  • Disengage: Increased Block; Upgrades are now Rare (from Uncommon).
  • Disengage (yellow version): Removed Draw, and now gives Evasion based on cards discarded.
  • Rupture: Increased damage by 1.
  • Sprint (blue version): Added Vanish.
  • Sawtooth Knife (white version): Added 1 Bleed charge.
  • Sawtooth Knife (blue version): Reduced damage by 1, added 1 Bleed charge.
  • Detection (white version): Rarity changed to Common from Uncommon; removed Sight and added Vanish.
  • Detection (blue version): Added Vanish.
  • Detection (yellow version): Removed Sight.
  • Rain of Arrows (white version): Increased cost to 7, increased damage and added Bleed.
  • Rain of Arrows (yellow version): Increased cost to 7, increased damage and Bleed charges. Added Poison.
  • Debilitate: Increased damage.
  • Burning Shot: Reduced cost by 1, and reduced base damage accordingly.
  • Ambush (blue version): Removed Slow but now deals damage based on Stealth charges.
  • Ambush (yellow version): Added 1 Slow.
  • Sneaky Strike (white and blue versions): Increased Poison by 1.
  • Corrupted Blade: Split the damage between Slashing and Dark, now also applies Dark.
  • Shrapnel Shot: Upgrades are now Rare (from Common).
  • Shrapnel Shot (blue version): Damage and charges increased.
  • Shrapnel Shot (yellow version): Now applies Bleed and Blunt based on discarded cards.
  • Toxic Strike (blue version): Increased Poison charges by 1.
  • Toxic Strike (yellow version): Now deals damage and applies Poison based on discarded cards.

Items

  • Tyrant Necklace (corrupted version): Increased Taunt/Fortify charges to +2 (from +1).
  • Frozen Heirloom (normal version): Now has Chill charges +1.
  • Osmium Feet: Block every turn increased to 18 and 28 (from 12 and 20).
  • Tempest: Added suffer 1 Spark. Corrupted Tempest now applies up to 5 times per turn (from 3).
  • Dream Sphere: Added a minimum cast cost of 3 for a card to be reduced.
  • Emerald Staff and Obsidian Dagger can now drop everywhere but have a minimum card cost of 5.
  • Savant Robe (base version): Increased healing done to 3 (from 2).

Other

  • Removed most of the immunities that were shutting down builds (Burn/Crack in Armageddon, Dark in Putrefaction...) and replaced them with a bit of extra resistances of corresponding type.
  • Orby: changed resistances to Holy and Shadow, from Holy.
  • Lianty: changed resistances to Blunt and Shadow, from Shadow.
  • Increased the thermometer time for excellent rating to round 3 (from 2) in all the combats of Act 4s upper map.

As always, Adventurers, thank you for your support, and we look forward to hearing your thoughts and feedback on both the Sands of Ulminin and the 1.2 update!


[ 2023-08-16 17:28:25 CET ] [ Original post ]

New DLC Released & New Publisher Announcement!

Good day, Adventurers!

A couple of pieces of big news to share with you today, but we'll start with the Sands of Ulminin DLCwhich is available NOW!
[h2]DLC Information[/h2]
The Sands of Ulminin is our first major expansion for the game.

You can watch the story trailer right here:
[previewyoutube=6lcpjbTtQXw;full][/previewyoutube]
Having the expansion will give you access to the following exclusive content:


  • Two new dual-class heroines that can use cards from two classes at the same time. Laia, the Paladin, is Healer-Warrior and Navalea, the Fallen, is Warrior-Mage.
  • A completely new zone map that can be played as Act 2 or 3. This zone also has a little secret twist that makes it very specialbut well leave it for you to discover!
  • A new sub-zone, the ancient pyramid of Ulminin.
  • Three new pets to unlock.
  • More than 20 new items that can only be obtained in Ulminin.
  • More than 20 new enemies and 3 new bosses.
  • Two new boons and one new injury.
  • A new type of mini-card game.
  • One new cardback.
  • New achievements.

As you may expect, all players in a party must own the new DLC in order to access the new desert zone. Dont fret, though: this requirement doesnt carry over to using the new heroes and pets; youll be able to use them while playing with anyone, whether they own the DLC or not!

https://store.steampowered.com/app/2511580
[h2]Publishing Information[/h2]
Apologies for the clickbait title, but along with the release of the DLC we would also like to announce that Across the Obelisk has been acquired by the main oragnization of Paradox Interactive

Since launching into 1.0 on August 16th, 2022, we have become one of the top 5 deckbuilding games on Steam with more than 350,000 copies sold and demand for more content. This success means that the title will be moved from Paradox Arc to Paradox Interactive and join the portfolio of games like Cities: Skylines and Stellaris.

This is obviously huge news and is a testament to the success of Across the Obelisk. That success was made possible by all of you who supported us and believed in our game. The journey does not stop here, though, because we have more on the horizon and will continue to develop and support the game going forward!

Thank you again for a fantastic first year of full release, and here's to many more!

Much love,
- ATO Team


[ 2023-08-16 17:05:06 CET ] [ Original post ]

1-Year Anniversary & DLC Release Date

Fantastic news, Adventurers!

We've been very busy, hard at work trying to get everything lined up and hoping that we'll have everything for the DLC ready for the anniversary of our game going into full release. And we HAVE! That's right, the DLC will be released TOMORROW on our anniversary!

With that comes some activities that we'll discuss in just a minute, but for now you want to know all the details for tomorrow, right?

So, the details are as follows. On 16th August at approximately 17:00 CEST / 08:00 PST, we will be releasing our next DLC, Sands of Ulminin. If you've not already taken the time to read through the dev diaries about what's been cooking behind the scenes, you can find them both here:


  • Dev Diary #1 - which goes over some of the enemies and one new mechanic you'll see in the DLC.
  • Dev Diary #2 - which talks a little bit about our new heroes and their special class types!

We will also post a full set of patch notes tomorrow so you can dig into all the details of that, too.

Along with all of this, we've got a few activities that you can get involved with over on our Discord server.

First, we have a giveaway running. The rules of this are simple, drop a suggestion on what you'd like to see in a future cosmetic pack and we'll select the best and they will win a copy of our DLCs! The big caveat here is that, of course, we cannot promise these will make it into a future cosmetic pack, but we're going to do what we can!

Secondly, if you've got any burning questions for the developers, we will be hosting a Q&A/AMA with them in the very near future. You can ask them in the "Questions For Devs" channel that has been created specifically for this reason. We will announce the date for the AMA/Q&A once everything is organized!

Now, you didn't think we'd leave you without a little sneak peek at a little something coming in the next DLC, did you? Of course not. Here's the cardback that will be available with Sands of Ulminin!



Until tomorrow, have a fantastic day and we'll see you back here with the launch!

Much love,
- ATO Team


[ 2023-08-15 20:31:08 CET ] [ Original post ]

Sands of Ulminin: Dev Diary #2

Hello again, Adventurers, and welcome back to the second Developer Diary for our upcoming DLC: Sands of Ulminin.

[h2]The Desert of Ulminin[/h2]
In the desert of Ulminin, we can find many new enemies (more than twenty!), among them two new intelligent enemy races, the herons and the felines.




The desert map is divided into three parts. In the northern part of the map, we can find the herons. They were once the predominant race in the desert long ago, until they had to abandon the lands of the south. Now they can be found taking care of the pyramids in the north.

Along the center of the map is a large canyon where the fennecs, beetles and scolopendras livewe showed them in the previous dev diary!

And last, in the southern areas, there is a large oasis and the Great Pyramid of Ulmininthis is where the felines live!

Speaking of the Great Pyramidit is the Sub-Zone for this map, so you will be able to enter it and explore!

The great pyramid suddenly appeared one day in the sands of the desert and nobody really knows its purpose. Eventually, the pyramid opened and that is when the omniscient Basthet made herself known. The felines of Ulminin worship Basthet as a goddess and every so often make a special offering to obtain her blessing.



[h2]Two new heroes![/h2]
In this expansion DLC, we introduce two new heroes with a special new mechanic, and that is that these new heroes are multi-classes! Each hero has two classes, being able to craft and use cards of both classes at the same time. In addition, these new heroes always get four cards in each Combat Reward or Divination, two of each type from their classes.

The new heroines are; Laia the Paladin (PAW-ladin?) who is a Healer-Warrior multi-class, and Navalea the Fallen, a Warrior-Mage multi-class.

[h2]Laia the Paladin[/h2]
For generations, the felines of Ulminin, in order to maintain Basthet's blessing, have the ritualistic custom of offering her a young girl when her paladin dies. Laia was chosen to be the next paladin and was raised and trained by Basthet.

Basthet promised her that one day she would be released from her duties and prophesied that she would find a group of adventurers who would prove worthy of her.

Laia is a healer who is proficient in the way of the warrior and she specializes in a new aura, Zeal.



[h2]Navalea the Fallen[/h2]
Navalea, the first paladin of Basthet, broke her oath when she joined her people in the war against the Archons. When she returned from the war, Basthet cursed her and had her locked away forever.

Believing she was wrongfully imprisoned, her hatred grew for centuries, corrupting her body and soul until one day her imprisonment ended, and a group of adventurers helped her.

Navalea is a warrior who is proficient in the way of the mage and she specializes in a new curse, Scourge.



[h2]Two new Auras/Curses[/h2]
With this new DLC, we are adding 2 new status effects: Zeal and Scourge.

Zeal is an aura that greatly increases your resistances, and gives a bonus to healing yourself with Sanctify. Zeal also increases the amount of damage you deal if you have Burn charges on yourself!

Scourge is a curse that increases the damage the target receives from Dark explosions. It also deals damage based on the number of Chill charges on a target, and will spread the targets Dark charges to any enemies beside it.

Although it is true that the two new heroines are the ones who have easier access to these new auras/curses, the other classes also have new cards to use. But beware! Many of the foes youll encounter in Ulminin will also be able to use these abilities!



We hope that with the introduction of these two new heroines and Scourge and Zeal, the possibilities of making themed adventuring groups will grow exponentially!

[h2]And much more![/h2]
In addition to adding more than 20 new cards for heroes, weve also made changes and introduced new mechanics (such as damage based on Speed) to many of the existing cards!

More than 30 new items have been added for you to collect and equip your parties with!

New features such as being able to spend supplies to rank up heroes that are already rank 10 or higher when you have the town upgrades fully unlocked!

Or quality-of-life things like a random hero selection button, to test your might with a random group of heroes!

Thats all, folks! Were getting close to completing the DLC. Right now were working on the final polish and will be getting everything wrapped up. No date to confirm just yet, but you know that as soon as we have a date set we will let you know!

For now, we hope you enjoy this look at whats to come. As always, if you have any comments, feedback, or want to hang out with our community and find folks to adventure with in Across the Obelisk, join our Discord!

Much love,
- The ATO Team


[ 2023-08-04 18:59:53 CET ] [ Original post ]

Dev Diary: Sands of Ulminin

Greetings, Adventurers!

It's been some time since we last checked in with all of you! We're doing well, and still working on improving the game for everyone!

Right now, the three of us are focusing on our next DLC: The Sands of Ulminin. As you can imagine from the name, it's a new desert-themed area!

Currently, Jjincolart is hard at work on our new combat backgrounds, Hans is adding the new enemies and working on their animations, and Rhin is focusing on the design of the new boss mechanics and adding new cards!

A new portal opens! Travel to the Ulminin desert on your quest to find Lord Hanshek and rescue the princess. New allies and challenges await you in this new adventure. Delve into the desert canyon, unravel the mysteries of the ancient pyramid and discover what lurks beneath the Sands of Ulminin.

As you cross the desert sands, you'll encounter a number of new enemy typesincluding beetles and Fennec foxes, as you can see below!



One of the new features coming with the desert region are Scarabs! These brightly-colored beetles can appear at random during combat, and will give bonuses to your party if you manage to complete their unique challenges. For example, if you can defeat the golden scarab before it flees, your party will earn extra gold, or earn extra shards if you can avoid killing the fragile crystal scarab!



While wed like to leave the full details for later dev diaries closer to release, here are a few other things for you to look forward to with the DLC:


  • A completely new zone that can be played as Act 2 or 3. The zone includes its own dungeon (sub-zone).
  • Two new Aura and Curse mechanicsScourge and Zeal
  • Three new pets!!!
  • More than twenty new enemies, and three new bosses
  • More than twenty new items for your party to discover and equip
  • New heroesPLURALthat have a twist that well reveal next time!


Obviously, you are going to want to know more about what else we have in store for you, but that will come in later dev diaries as we start to finalize development and lock in the features for release. We are excited about this new zone that were adding and hope that you are, too.

-ATO Team


[ 2023-06-30 19:04:36 CET ] [ Original post ]

Patch 1.1.10

Hello everyone.

It has been a reasonable amount of time since we launched Yogger. We really like the way he has turned out, his playstile and everything he can do. We got a lot of feedback about some things that could need small adjustments, so without modifying everything we like about him, we think it's time to slow down the pace at which he scales auras and make a small tweak to the meat cards.

Also, we have slightly modified the talent "Three Star Chef", and now "Gourmet Meat" will no longer be guaranteed in the "Dinner is Ready" talent. Not only was it the best energy generator of the level 5 talents (or almost), but it was also the best talent for gaining vitality and scaling auras quickly.

Spoiled Meat: 1 vitality (from 2), increase curses by 20% (from 25%). "Premium Meat" / "Gourmet Meat": increase auras by 20% (from 25%).

Three Star Chef: The talent "Butcher" always guarantees "Gourmet Meat". In the talent "Dinner Is Ready", "Spoiled Meat" is replaced by "Gourmet Meat".

With these small changes, we believe that the essence of Yogger remains intact, and our intention is only that with his support build he can do the same as before, but a little slower.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-05-16 18:31:47 CET ] [ Original post ]

Patch 1.1.09

Hello everyone. This patch is meant to fix some small problems that were reported lately with some desyncs while playing coop.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-05-04 20:36:13 CET ] [ Original post ]

Patch 1.1.08

Hello everyone. This patch is meant to fix some problems that were reported with the final game scores.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-04-25 19:47:05 CET ] [ Original post ]

Hotfix 1.1.07a

Hello everyone. It seems there was a problem with the game not granting progress points at the end of the run with this version. This hotfix is meant to solve this problem.

Sorry about this; we will keep monitoring this, so please report to us if you find any problem with it.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-04-20 10:59:15 CET ] [ Original post ]

Patch 1.1.07

Hello everyone. This small patch will fix some problems that were reported during the last few days.

- Fixed the advanced Wet perk that prevents 3 Burn charges per charge. It was losing charges at the end of the turn (when it shouldn't have).

- Fixed the cap for the Stealth aura, increasing its value to 50 (from 40) while under the effects of Restricted Power (as it was established).

- Fixed the display name for Ratone in the Obelisk/Weekly challenge.

- Fixed the different translations for the event "The Chromatic Slime".

- Fixed a problem that was counting "The Wolf Wars" traveled nodes for the final score (when it shouldn't have).

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-04-19 14:26:15 CET ] [ Original post ]

Hotfix 1.1.06

Hello everyone. This hotfix is mean to address some of the desync, and small problems that were reported during the last days.

On the other hand we have changed the way some activations work, and the speed between card casts (specially in co-op games) has been improved.

We will keep monitoring your reports and acting accordingly.

As always, thanks to all of you for your support, feedback, and understanding.

P.S. Bear in mind that you have the latest stable version (1.1.02) in the Steam beta program. If you want to switch to it, you will be able to select it through the Steam beta options by selecting the "v1102" branch.


[ 2023-04-14 18:11:08 CET ] [ Original post ]

Hotfix 1.1.05

Hello everyone. We have detected that there were some problems when a player drew multiple boons/injuries in a coop game under certain conditions.

With this hotfix, we hope to fix some of those issues, increase execution speed and animations in multiplayer, as well as improve performance.

- Fixed; Conflicts when matching automatic pet card casts with items that also cast cards (f.e. Bonk Hammer + Retaliator),
- Fixed; In the same way several combinations of items and boons (f.e. Honorable) caused the game to hang sometimes when drawing a new hand. We will continue to monitor the situation surrounding these conflicts.

We will keep monitoring your reports and acting accordingly.

Sorry for the inconvenience, and as always, thank you all for your support, feedback, and understanding.

P.S. Bear in mind that you have the latest stable version (1.1.02) in the Steam beta program. If you want to switch to it, you will be able to select it through the Steam beta options by selecting the "v1102" branch.


[ 2023-04-07 20:13:44 CET ] [ Original post ]

Hotfix 1.1.04

Hello everyone. This is a fast hotfix to solve some problems that 1.1.03 introduced into the game.

The corruption rewards are fixed, and cards that moved cards to the top deck (f.e. battle plan or setup) are working again.

Also some soft locks will be fixed too.

On a sidenote, we have added the latest stable version (1.1.02) to the Steam beta program, so if you want to switch to it, you will be able to select it through the Steam beta options by selecting the v1102 branch.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-04-07 00:28:15 CET ] [ Original post ]

Hotfix 1.1.03

Hello everyone. This is a fast hotfix to solve some problems that have been reported since we released the patch.

Furthermore, we've changed the way some activations work in order to increase the speed both for co-op and single-player. This is experimental, so if you detect desyncs in coop or problems that can be related to this change, please report them to us through our Discord.

- Fixed a problem with cards increasing the charges of an aura or curse without taking into account maximum values modified by items or perks (f.e. Gourmet Meat with Power Coil when increasing Powerful).
- Fixed a problem in the combat log text showing an incorrect string of text when losing stealth charges. Also improved some interactions that were reporting incorrect values in the combat log.
- Removed one of the two wolves in the first Wolf Wars fight. The HP of the enemy werewolves has been slightly reduced too.
- Fixed a problem when casting cards with a gamepad or keyboard that caused the cards to target the current hero (instead of the specified target). Also, some problems regarding the keyboard and gamepad control have been solved in this hotfix.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-04-06 20:59:49 CET ] [ Original post ]

Hotfix 1.1.02

Hello everyone. This is a fast hotfix to solve some problems that have been reported since we released the patch.

- Fixed a problem when a user disconnected inside the Wolf Wars zone that didn't restore the Madness level after loading the game.
- Fixed the time stamp for the combat log, which always showed the current time instead of the time that the action happened.
- Fixed the card interaction with gamepads during combat that prevented clicking on a target until you changed the current target.
- Fixed a problem where some of the heroes' initial items were not granting additional HP.
- Fixed a problem with some enemy pets that soft locked the game when attacking a fully stealthed team.

- From now on, key shortcuts during combat will only work if you have enabled the settings option to see the key numbers.

Gameplay

To speed up the introduction to the game for new players and shorten the duration of Act 1, we have removed some enemies that appear in the fights of Act 1. We have also removed one of the enemies from the first fight of Act 2. These changes do not affect the balance of money or experience received, and in general, those values should remain the same.

These changes only affect the lowest difficulty of the game (Madness 0).

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-04-01 16:47:11 CET ] [ Original post ]

Message from the devs

It's been 24 hours since we released the new story DLC "The Wolf Wars", after seeing your reactions and feedback, we wanted to communicate why we made several decisions and what was our intention with this DLC.

First of all, we would like to thank all of you who participated in our DLC giveaway on the discord. Reading your stories is really encouraging and we are truly grateful.



About the Wolf Wars DLC

We wanted to make this DLC and tell the Wolf Wars story. Not only giving skins but "something" more, and in this case it is the new hero Yogger (making a new hero is not as simple as it may seem, also a new hero includes his 3 skins, animations for every skin, cardbacks, emotes, and some interactions over the campaign), the pet, the new monsters and the bosses that work for the random combats of all the game modes. Also in Acts 2 and 3, you will find a random event that adds a new path never possible before and the last minute cardback.

About the new zone, we made it to explain a story that we wanted to tell. The story takes place in the past (and that's why the result of the event choices doesn't change because without spoilers... those things happened) and the idea was to show that Magnus and Yogger had different opinions, sometimes Yogger got his way and sometimes Magnus prevailed. That's why at the end of Wolf Wars what happens is what happens and that's how it ends for the main story of the game.

Besides explaining the story, the idea is that the zone serves as means to unlock the new skins and the new Hero (a bigger and more detailed quest event to unlock Yogger). We decided to scrap deckbuilding and card rewards within the zone because what's the point of spending 1-2 minutes deciding whether to take a card for a hero, if in the next fight one of the heroes is changed for another, plus the story consists of 3-4 fights per route and then your deck and heroes are the same as before. Being aware that it's a content that you wouldn't want to repeat every time during every run, we didn't put any "boon" or reward at the end so that players wouldn't feel "forced" to repeat it every time.

We consider this a small-medium DLC, and we call it Story-DLC. Keep in mind that it has taken us a long time (we are still a team of 3) because it comes with a very big 1.1 patch, which does have new game content, expected features, and many more things. And this 1.1 patch is free for everyone.

After seeing the initial feedback of the DLC we have seen and learned several things, like that it is not clear how to start the content, that maybe it should have been a separated mode on the menu, that maybe it should have had some deckbuilding part within the zone or that maybe people expected more from the zone. But it gives us the impression that maybe without the zone (or less focus on it) and just saying, "hey here's a new hero, skins, cardback and misc stuff" the DLC impression would have been different... Or even if we had put half of what comes for free in the big patch 1.1 inside the DLC the general opinion would have changed too... but we belived that the other new zones and content included in the 1.1 coming standard and for free was a much better option...

In conclusion, now that 1.1 is complete and released, we'll fix any bugs we may find and improve controller support.

Then our intention is to fully dedicate ourselves to doing a big content DLC, which will be the next one. It will be a completely new zone that you can choose for Act 2/3, with its enemies, events, new items, bosses, and more. In addition to including 1 or 2 new heroes.

As always, thanks to all of you for your support and feedback.


[ 2023-03-31 18:39:35 CET ] [ Original post ]

Hotfix v.1.1.01

Hello everyone. Fast hotfix to solve a problem with some item activations that were not being fired properly (F.e. Hourglass of Death).

As always, thanks to all of you for your support, feedback, and understanding.


[ 2023-03-30 21:10:01 CET ] [ Original post ]

Update 1.1 Patch Notes

Greetings adventurers!

The wait is finally over and Update 1.1 is here! at 17:00 CEST today! This patch touches on almost every aspect of the game, so lets dive in!

[h2]The Black Forge & the Frozen Sewers[/h2]
Two new dungeon-type areas have been added to the gameeach of them with its own lore, new events, items, enemies, and bosses.

We've been talking about them for a while and we've made several previews, so just a reminder that you can find the Black Forge on the Velkarath map, inside the raging volcano. The Frozen Sewers is located below the elven city on the Faeborg map.

[h2]Combat Log[/h2]
One of the most requested features since release has been to have a place to see what has happened during a turn of combat and what cards have been used.

With the new combat log, both novice and veteran players, will be able to see in detail what cards the enemies have used, the different effects they have gained or lost, if any item or trait has been activated, as well as the general status of each hero and enemy at the beginning and end of each round.

This is the first pass for the combat log, so there may be changes and tweaks over time.

[h2]Weekly Challenge & New Cardbacks[/h2]
To make the Weekly Challenges more varied and with more personality, we have added several new features to each Weekly Challenge.

They still have their own fixed seed and preset set of heroes, but now each one will have its own theme. That means that they will have one or more modifiers specific to that Weekly, plus, they will have a reduced set of corruptions and new thematic corruptions that only appear in that Weekly.

Also, to make them even more unique and exciting. By completing each Weekly Challenge you will be rewarded with exclusive cardbacks that you can't earn elsewhere in the game! Each week one cardback will be available (related to the theme of the WC), but as the weeklies will rotate, you will have the chance to get those missing cardbacks.

[h2]Obelisk Challenge Improvements[/h2]


  • Added four new possible bosses that can appear as final boss on the third floor, along with the Archon Nihr.
  • Now during the draft and on the map, the three bosses (one on each floor) that you will face in that Obelisk challenge will be shown, to make it easier to make deckbuilding decisions. In addition, the enemies and champions of each combat will also be pre-displayed, to make it easier to choose the route to take.
  • To spice up the initial combats and have more variety of enemies, we have added the enemies that appear in the Wolf Wars (whether you have or not the DLC) as possible enemies that appear in random combats, both in the adventure mode and in the Obelisk Challenge.
  • We have given a balance pass to all the bosses in the Obelisk Challenge mode, Ignidoh, and Tulah, now they are more manageable and more in line with the other bosses on the second floor.
  • New events have been added, where you can buy the new items of the new adventure zones and even the new pet "blobs" if you are lucky.


[h2]New Corruptions & Monster Pets[/h2]
More than 15 new corruptions have been added, some of these corruptions are exclusive and will only appear in the corresponding Weekly Challenge.

We have made a general balance pass to all the corruptions of the game, changing values, functionalities, and difficulty of some of them. For example, The "Upwind" corruption is now more powerful, but it has been changed from Common to Rare. Or the "Hexproof" corruption now adds fewer buffer charges in each round.

Now enemies can have pets! Some of the new enemies introduced in the patch and in the DLC make use of this new system. There is also a new type of corruption that can add cute "Blobs" as enemy pets for that combat.

[h2]Improved Gamepad and Keyboard support[/h2]
Added better support for gamepads and controllers. This is a work in progress that will require some more time and iterations, as there are a lot of complex menus in the game. With this first patch, the game loop is functional (including combat) but is a bit barebone. We have been working hard to finish the current patch and we ran out of time but full compatibility is what we are working on right now, so expect some small patches in the following days to improve each window/interface. Well be looking for your feedback to help refine and polish this feature to be intuitive and smooth for anyone wanting to play with a gamepad.

Added an option in the settings to see the numeric keyboard shortcuts during combat and to be able to play cards with it.

[h2]General Changes[/h2]

  • The tutorial has been improved, adding several new steps in the city to teach new players the importance of upgrading and crafting new cards, as well as purchasing items. Bear in mind that the tutorial is only available on your first single-player game.
  • The experience curve required to level up heroes and obtain perks has been modified to be much faster. The first 20 levels of each hero and therefore the gaining of 20-30 perk points is significantly faster than before.
  • The score bonus of the last levels of madness and obelisk challenge has been increased, effectively increasing the score you get from the runs from patch 1.1 onwards.
  • The artwork of the remaining hero cards containing stock art (more than 200) has been changed.
  • Combat backgrounds have been improved making them clearer and more vibrant.
  • Several new soundtracks have been added for combat (especially in new areas)
  • Added and changed sound effects on some enemies.
  • We've made small balance changes to a few cards, mostly to monster and boss cards.
  • Improved performance and stability in multiplayer.
  • Fixed the reported bugs!


[h2]The Wolf Wars DLC[/h2]
Our first story DLC "The Wolf Wars" has just been released!

When we started creating the game and thought about the heroes, their stories, their acquaintances, and their intertwined events, we always had the itch to delve into some of those stories where several of our heroes interact.

The Wolf Wars is one of those stories that are mentioned during the game, if not the most mentioned during Act I in Senenthia. Thanks to this DLC we finally have the opportunity to expand the lore of the game in this regard.

The DLC is not only about the lore, of course! It also includes a new mischievous hero (Yogger), a new pet, and several new hero skins.

You can get hold of the DLC right here.

https://store.steampowered.com/app/2325780/Across_The_Obelisk_The_Wolf_Wars/

[h2]Concluding Remarks[/h2]
We are very proud of this great patch 1.1! It brings a lot of new content, long-awaited features, and improvements in almost every aspect of the game.

We believe that with this patch, the game is in a really exceptional state. We are aware that it has taken us a bit longer than expected, but we are still a small team of 3 people and during this time a lot of things have happened, Christmas and holidays, family issues, and unexpected delays in general.

We hope you like both the patch and the DLC, and that you enjoy them as much as we did making them. Don't forget that it doesn't end here, we are already working on the next update. So stay with us, we still have a lot of cool things planned and stories to tell!

As a bit of tease, we can tell you that soon your team will be able to visit a brand new land in Act 2 or Act 3, where new enemies, quests, and items await you to be discovered.

As always, thanks to all of you for your support and feedback, see you soon!

- Across the Obelisk Team


[ 2023-03-30 17:20:24 CET ] [ Original post ]

Dev Diary: The Wolf Wars!

Greetings Adventurers!

Tomorrow is the big day! We are on the eve of launching our newest DLC: The Wolf Wars, alongside Patch 1.1: The Black Forge, and we are absolutely thrilled for you to experience what weve been working on! Over the last few weeks, weve given you insights into the many changes and additions coming to Across the Obelisk. Our two new zones are coming with Patch 1.1 - the Black Forge, and the Icy-Sewers below Faeborg (you can read it here). Sought-after changes like improved gamepad support, new Cardbacks for you to earn in our newly revamped Weekly Challenge, and the inclusion of the highly-requested Combat Log (which you can also read here)!

Best of all, all of these changes coming with Patch 1.1 are FREE to all of our players!

As most of you know, The Wolf Wars is an event that is mentioned throughout your adventure in Senenthia. Magnus, one of our leading Heroes, fought bravely in them and earned the respect of his allies and enemies alike, earning his sword the name Wolfslayer. In this Dev Diary, let us take a look back and explore such a defining moment in many of our Heroes' histories.

[h2]The Wolf Wars[/h2]
Ten years ago, Queen Amelias dream of creating a safe place within Senenthia for all the races of the Kingdom to unify them under one banner was on the verge of realization. After months of strenuous deliberation with the Werewolf Chieftain Gorlo, he decided to stymie negotiations and declared that anyone who entered the Forest would be prey to his werewolves.

Fearing for their safety, the other races of Senenthia pleaded with Queen Amelia for help. Thus, the Queen gathered her army and marched into the forest in search of the Werewolf Chieftain. Queen Amelias army was soon joined by Werewolves who refuted Gorios command, believing their former Chieftain would bring about destruction and ruin. They sided with the Queen in hopes of a better future.

This is where our story begins

In order to access the Wolf Wars, youll need to read Yoggers diary found at his encampment on the northern path of Act 1.

Upon entering the new zone, youll be given a new party of heroes with preset decks. Since The Wolf Wars takes place ten years in the past, do not expect to earn experience or new cards with your chosen party of heroes - there are plenty of other rewards for you to earn instead!



The Wolf Wars map has three main paths for you to explore, each containing several events and different challenges for you to overcome. It is within these events that youll learn more about some of the companions you know in the rest of the game, be it coming to know of their younger selves or even relatives ! Completing these events will earn you skins for five of our Heroes, which will require multiple playthroughs to unlock them all.



After making it to the end and defeating Chieftain Gorio, youll unlock our newest hero, the mighty, unparalleled, and immutably brilliant Yogger! (Yes, we are biased...) There will be a lot of events and interactions for you to read through and get more context to the characters' relationships and, as ever, new characters will have the possibility to add more options to events in the game!



Yogger is much like Magnus, a warrior-type hero who will receive subsequent cards that befit a warrior's playstyle with a twist. Yoggers special ability is to generate Meat, a new type of food card that will make use of his innate abilities. What these abilities are and how you utilize his deck is for you to discover! Were excited to see what kind of combinations youll come up with!

Upon starting a new adventure with Yogger in your party, you may find it beneficial if you stop by his old encampment just like with other heroes such as Malukah there may just be someone else whod like to join your party!

The big question that a lot of our wonderful community has been asking is how much The Wolf Wars will sell for. Let us answer this simply: $9.99 USD! There's still time to wishlist it, so you don't forget; not that you ever would.

https://store.steampowered.com/app/2325780/Across_The_Obelisk_The_Wolf_Wars/

In addition to all of this awesome content, to celebrate the release of the Wolf Wars and Patch 1.1, Across the Obelisk is having a Free-to-Play weekend! Starting March 30th at roughly 19:00 CET, Across the Obelisk will be available for everyone to play during this time, free of charge! Have a friend on the fence about getting the game? Want to test out the game yourself before making a purchase? This is your chance to do just that.



Be sure to join the Discord as well, for throughout the free weekend well have Mentors on standby to help guide you through the initial parts of the game, many veterans who are more than happy to play and form parties through our LFG (looking for group) channels, and a voice channel system that you can create a new voice channel dynamically without the need for admins/moderators to be present! Also, we have a really awesome community of people who love to help answer questions for new players.

Thank you all for continuing to support our game, and sharing in this journey with us. We're having a blast and we hope that you do, too!

- Across the Obelisk Team

P.S. Bonus Yogger!


[ 2023-03-29 18:00:12 CET ] [ Original post ]

Dev Diary: Combat Log (Update 1.1)

Greetings Adventurers!

Were rapidly approaching the launch date for our next DLC, The Wolf Wars, and Update 1.1: The Black Forge! In our last Dev Diary, we took the opportunity to reveal both zones thatll be introduced with 1.1, along with their respective bosses. Today well look at some of the new features coming to Across the Obelisk, as well as some tweaks to existing systems within the game!



[h2]The Combat Log![/h2]
Sometimes you just need to know how that last round went, other times, youll be scratching your head to figure out what the boss just did. Our latest addition is sure to delight both novice and veteran players alike and should help you dissect each turn with clarity so that you can create better strategies next time!

[h2]Improved Gamepad support![/h2]
Weve heard the requests and we are ready to deliver! In Update 1.1 well be adding improvements to those seeking to move away from keyboard and mouse, in favor of Steam-supported gamepads! Combat should be remarkably improved on controllers/gamepads, along with full functionality across the menus! There are still further improvements to be made in later patches, so please be sure to let us know what you think; well be looking for your feedback to help refine and polish this feature to be intuitive and smooth for anyone wanting to play with a gamepad.



[h2]Weekly Challenge[/h2]
Also coming with Update 1.1 is our rework of the Weekly Challenge system! In case youve never tried our Weekly challenges, the concept is simple: you take a fixed party of heroes on a custom "seeded" run designed to test your capabilities! Each Weekly Challenge will have its own specific theme, with special modifiers and corruptions unique to each weeks event!



Completing each challenge will now reward you with exclusive cardbacks that you cant earn elsewhere in the game! Though, don't worry if you miss a cardback you like, well be sure to rotate cardbacks from previous weeks into additional Weekly Challenges later on!



Thats all for this Dev Diary! In the next, we will be looking in-depth into the additions coming with the Wolf Wars DLC!


[ 2023-03-23 18:00:38 CET ] [ Original post ]

Dev Diary: Update 1.1 Details

Greetings Adventuers!

Today marks the first of our Dev Diaries leading up to the release of our newest DLC: The Wolf Wars! We know you want to know more about the DLC, but we're going to take a small detour and talk about our previously teased update, Patch 1.1, which will be releasing alongside The Wolf Wars!

This update will be completely free for all Across the Obelisk players. For this Dev Diary, well be taking an in-depth look at the two new zones, as well as the bosses youll encounter in them.



The Black Forge, a once powerful settlement the Dwarves built deep in the Volcano of Velkarath has long been sealed away. What led them to seal away this once great city? All will be revealed in time.

You and your friends may stumble upon the entrance of the lost abandoned city at the base of the Volcano, the looming Gates of the Black Forge barred and heated to the touch. Should your party tempt fate, seeking treasures and knowledge locked away, be prepared to fight the machinations the Dwarves left behind. From constructs to living crucibles, be ready to suffer the heat of the Velkaraths Volcano given form! All the enemies within the Black Forge embody their environment, representative of the heat that helped forge them into existence.

As you reach the deepest depths of the Forge You'll come across a relic of a bygone era, a Machine of War left to rust.



DT-800, fueled by the flames of Velkaraths Volcano is our Zone Boss for the Black Forge! Serving as a 4-piece Boss, youll need to quickly prioritize the order in which you dismantle DT-800 whilst managing the burn stacks he applies - gaining shielding for every stack of Burn you let linger upon your party!



Velkarath is not the only place with secrets hidden below the surface. Deep in the sewers below the Elven city of Faeborg lies a place where the Ratmen once settled. During the activation of the Obelisk, the descent of the Frost Calamity laid waste to the Sewers of Faeborg, freezing everything in its wake.

Youll find two entrances into the Sewers of Faeborg: one locked by key, the likes of which youll learn to obtain on your own! The other, is a crack in Faeborgs walls, leading to icy-waters thatll see you descend into the Sewers. The skittering hordes of Ratmen, long frozen by the Frost Calamity are now under the command of Faeborgs Dracomancers.

Yet not everything is under the Faeborgs Dracomancers control, The once Great Rat King Ratone has escaped the freeze! King Ratone, benevolent in his own ways, may offer you a pact that you may choose to accept. The terms of Ratones offer are yours to discover on your own when the patch releases! Be warned - if you do not accept his offer, be prepared to fight. The Great King of Rats will not take your refusal lightly.



Blessed by the Frost Calamity, King Ratone embodies the elements of Frost and the Curse of the Ratmen. We wish our players the best of luck in taking on the challenges patch 1.1 presents! Join us at this time next week as we dive into what else we have lined up in the next free update coming to Across the Obelisk that we think you'll really be excited about. We promise that before we launch The Wolf Wars DLC, you'll get a full dev diary about that, too!

Thank you to everyone who continues to support our game! Be sure to join our Discord for future updates and announcements!


[ 2023-03-16 18:04:49 CET ] [ Original post ]

Across the Obelisk: The Wolf Wars Releasing March 30th

Greetings Adventurers!

On March 30th well release our newest DLC, The Wolf Wars! Check out the trailer right here.

[previewyoutube=VjpOT3maWrU;full][/previewyoutube]

This will accompany a free update weve been teasing that includes The Black Forge and Sewer sub-zones. Over the next few weeks, well be releasing Dev Diaries thatll talk more in-depth about what to expect coming up at the end of the month. If youre not already part of our Discord community, you should probably join because we will share sneak peeks in the dev-showcase channel before anywhere else!

Wishlist Across the Obelisk: The Wolf Wars right here!
https://store.steampowered.com/app/2325780

Join our Discord: https://discord.gg/VuQKR2yVxC
Follow us on Twitter: https://twitter.com/acrossobelisk


[ 2023-03-06 18:15:25 CET ] [ Original post ]

Dev Diary: An Amazing Year & Winter Sale Begins!

Greetings and salutations, mighty adventurers!

It has been a little while since we last sat around a campfire and regaled you with tales of our daring exploits and adventures in the world of Across the Obelisks development. We have been battling bug(bear)s, working to improve the quality of everyones lives, and bringing balance to the For cards.

In our last dev diary, we talked about the upcoming content that we have been working on which is still ongoing and has been the main focus of our time So we've added a little sneaky, behind-the-scenes look at the boss and some minions later on in this dev diary! Rhin has been hard at work writing and designing the encounters in the new zones and a few new items that could become build-defining. More on that in the future, though.

Meanwhile, Hans has focused on doing battle with a combat log feature, making sure that it is in a state that is satisfying to use and has all the relevant information to keep abreast of what is happening in the battles that you fight. This is no small task, and there's still a lot left to be done! We're looking forward to being able to share our progress on this once we have a little more information.

Thats not all, though. Jjnicolart is working on some awesome new art that we cant quite show you yet but we just know you will love it because we love it! All of the new zones, the bosses, and monsters along the way has been his amazing work so you know we are dying to show you. Soon you will see, we promise!

Of course, we have not forgotten about balancing the gameplay and cards, or working on the bugs that appear in the game, theres a good amount of movement behind the scenes each day that is keeping us very busy right up until the holidays!

We will be taking a short break over the holidays to spend time with our families and loved ones because this is important for everyone. But don't fret, we will return to our adventures in early January to make sure we are keeping on track with our content goals and bringing you more cool things in the new year and beyond.

[h2]Before we show you the cool thing[/h2]
We are excited and happy to say that we are part of the Steam Winter Sale happening right now, that means that if you are looking to recruit more adventurers in your quest to journey Across the Obelisk, or you simply wish to give someone the joy of our awesome little game, now is absolutely the time to do so! Both the base game (-25%) and Spooky Night in Senenthia DLC (-10%) are part of the Winter Sale right now.

https://store.steampowered.com/app/1385380/Across_the_Obelisk/
https://store.steampowered.com/app/2168960/Across_The_Obelisk_Spooky_night_in_Senenthia/

[h2]The Cool Things![/h2]
Now, without further ado, let us show you what you really came here to see: The Black Forges boss!



That boss is cool, but we couldnt let you go without giving you another little bonus sneak peek at new monster pets. Theyre cute. Theyre SUPER cute.



Also, because these little critters are so adorable, when they are available in the game we will be adding them to our Discord emojis list.

Until the next time, we want to tell you that we appreciate your love and support for our game. The dedication that our community shows each day is truly unique, and we want to wish you all a very, very happy holiday and new year. Whether you celebrate this holiday or not, it is a time to celebrate and share appreciation with those around you. We have had an incredible year because of you all, and that is the best gift we could ever receive.

Thank you, and happy new year!
- The ATO Team


[ 2022-12-22 19:19:30 CET ] [ Original post ]

Better with friends & The Black Forge

Hello adventurers!

As you already know, there is no better way to play Across the Obelisk than with your friends!

Since we started designing the game, both of us (Hans and Rhin) always had the idea that this had to be a cooperative game, innovating and introducing the possibility to play with your friends in the rogue-lite deckbuilding genre. Today we can say confidently that we believe Across the Obelisk is the best co-op deckbuilding experience within the genre, and certainly one of the best ways to play the game in any of the modes available is with your friends!

If you agree with this and want to support us, please nominate us for the "Better with Friends" category in the Steam awards by clicking the above button!

We also wanted to tell you that we are continuing to work tirelessly on patch 1.1. Previously, weve shown you the Frozen Sewers mini-zone, and today were taking the opportunity to give you a preview of the Black Forge and the enemies you will encounter within!


The Black Forge is located inside the Velkarath Volcano, and is one of the mini-zones that will be added in patch 1.1. You may have gone past it (or even taken a brief peek inside) on your previous adventures!

Besides these two mini-zones, we are working on having a number of other things ready for the patch, including full controller support, a combat log of cards played in combat, many new corruptions (and tweaks to the old ones!), new themed weeklies and new cardbacks for each of them, and some other surprises that we will reveal over time!

That's all for today! If you like the game and you haven't already, please leave us a review and dont forget to vote for the game in the Steam festival!

As always, thanks to all of you for your support, feedback, and understanding!

Happy Holidays,


[ 2022-11-24 18:56:11 CET ] [ Original post ]

Autumn Sale Now On!

Adventurers,

Are you looking to start your adventures and traverse Across the Obelisk to glory? Perhaps you have friends who have yet to embark on their own epic quest in this game?

Look no further than the Steam Autumn Sale that is happening right now and will be running through until 29th November at 10am Pacific Time. Take advantage of the discount, gather your party, and venture forth on your adventures together!

https://store.steampowered.com/app/1385380/Across_the_Obelisk/


[ 2022-11-23 19:00:11 CET ] [ Original post ]

Patch 1.0.4a

Hello everyone. This is a fast hotfix to solve some problems that have been reported since we released the patch.

We also want to remind you that "When a hero equips the same item twice, the item will transform into its corrupted version". This info will now be visible when amplifying a card, previously it was only visible through game tips.

Bugs

- There was an issue with some enchantment effects that caused the game to stall.

- Fixed a bug that occurred when amplifying information for items with no rare versions (such as Hero's starter items).

Besides that, this also fixes some of the small bugs that have been reported.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-11-12 16:37:07 CET ] [ Original post ]

Patch 1.0.4

Hello everyone! This small patch comes with some fixes, QoL and significantly improves performance for some systems. We know some areas (like Faeborg) have been a bit "heavy" in the past with pets, etc., so we've been working on fixing that problem. We are so positive that those of you who had problems will now enjoy a smoother game.

QoL

Corrupted versions of items are now shown in the card screen with amplified information (you can access it by right-clicking any card).

Items

Corrupted versions of "Surprise Box" and "Surprise Gift Box" items have been added to the game.

Bugs

- The gold and shard amounts for madness bases 7 and 8 are now properly granted in co-op games.

- Fixed an issue with the "taunt" message in Aquarfall's combat against the Hydras.

- Fixed a text issue in the character stats screen that prevented the correct amount of modifiers from being displayed when an item was replaced with its corrupted version.

- Fixed the "poverty" tooltip to 30% in obelisk and weekly challenge.

- Fixed an issue with shadow clones that caused the game to hang during Hanshek and Archon Nhir's combats.

Besides that, this also fixes some of the small bugs that have been reported.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-11-11 17:29:07 CET ] [ Original post ]

Hotfix 1.0.3c

Hello everyone. With this hotfix we hope to solve the performance problems that Steam Deck and Linux users were experiencing with the latest patch.

- Fixed the interaction of some perks ("remove Bleed when applying Vulnerable" and "remove Stealth when applying Sight").
- Fixed the rollover effect on characters during combat while the player drags a card.
- Fixed the problem when consulting the Tome of Knowledge section of old runs during combat, which was not showing the items for each character.

Besides that, this also fixes some of the small bugs that have been reported.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-10-27 15:41:42 CET ] [ Original post ]

Spooky night in Senenthia

Ghouls and Adventurers!
[h3]Finally, the most spine-chilling event of the year has arrived
[/h3]

During Halloween week, heroes and adventurers daring to venture forth will encounter hair-raising characteristic Halloween decorations in-game that will be sure to inspire gasps!

In addition, we have created a customized Weekly Challenge that will gift players who complete it an Exclusive Halloween cardback.

So go forth and explore, if you dare!


[ 2022-10-25 19:02:17 CET ] [ Original post ]

Hotfix 1.0.3b

Hello everyone. Fast hotfix to solve some problems that have been reported since we released the patch.

- Due to framework version changes during the development of the patch, there were a few incompatibilities that reduced the performance of some systems, especially Linux and Steamdecks. With this change, the performance should go back to normality.
- Regardless of the order in which the packs are chosen, the additional card of each pack in the Obelisk and Weekly Challenge will always be the same.
- Now, if you have a corrupted item equipped and you try to replace it with the normal version (from shops or loot), the corrupted version will not be replaced.
- Some minor fixes here and there.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-10-25 18:27:37 CET ] [ Original post ]

Hotfix 1.0.3a

Hello everyone. Fast hotfix to solve some of the problems which came to light just today when we went live with the patch.

- Fixed a bug when killing enemies with damage sides (Fireball).
- Fixed a bug with Hanshek shadow clones when killed by their Consume card.
- Fixed perk assignment in Obelisk and Weekly Challenge.
- Fixed Frankenstein "Chad" Reginald not having a hit animation and not reacting to damage.
- Fixed a bug with the "profile" main menu option text.
- Fixed a bug when buying duplicated item in a shop, to corrupt it, not showing as sold.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-10-24 22:27:37 CET ] [ Original post ]

Halloween Patch Notes 1.0.3

Hello everyone!

Welcome to the patch notes for version 1.0.3 of Across the Obelisk which is out now!

[h2]Improved Draft system[/h2]
In this patch, we have changed how cards are chosen in Obelisk Mode and Weekly Challenge. From now on 8 packs of cards will appear (in each pack there will be 3 cards out of 6 possible contained in that pack,) and you will be able to choose 3 of them, with the option to reroll all packs only once.

The basic idea is that each hero is linked to 7 packs that will always be the same for them and a pack of randomly generated cards. With this change, we wanted to avoid the situation in the previous system where some heroes never got the pack they wanted and you had to restart the draft entirely.

We believe that with this new system, the draft is a little more consistent and you always have "something you want" for each hero, but at the same time, it is more difficult to have a perfect deck. Also, only being able to make a reroll brings a certain tactical component when choosing a pack or not. The pack being fully random offers an interesting unpredictable element that can even make you change your initial approach to how you were going to play.



[h2]Improved random combats[/h2]
We have changed the way random combat gets generated and, from now on, no two identical enemies will ever appear in the same encounter. Also, certain champions will coincide with their base enemy version (for example, Colin and Stormbringers or Lana and Spellbinders.) Note that the white and black versions of Act 4 enemies count as different enemies.

Speaking of Act 4, we have added 2 new enemies to give variety to the end of Act 4 and to the random combat generation of the last nodes in all game modes. These enemies are the Dualists and the Magus with their white and black versions.

Finally, in Adventure Mode with random encounters, you will now be able to see random immunities each champion has on the map and in the corruption screen so that you can better prepare yourself!



[h2]General Changes & Balance[/h2]


  • New Profile system: now you can use and save different in-game profiles that will save your progress and unlocks, so you can play at your own pace with different people or as you want!
  • New feature for items: when a hero equips an item they already have, this item will be automatically corrupted (upgrading it.)


Also, as with every patch we always like to give a general overhaul to certain aspects of the game balance. In this case, we have focused on buffing some perks to improve certain playstyles, as well as increasing the damage/heal of most of the cards with "Chain".

[h3]Traits[/h3]

  • Heiner (unbreakable): Now grants 12 block (from 10) and 1 Fortify to all heroes at the start of the combat, instead of 2 Fortify to himself.


[h3]Perks[/h3]

  • New Burn perk: Burn on enemies deals double damage if the enemy has 2 or less curses (including Burn).
  • Health perks: the 4th perk increased health to 6 (from 4).
  • Health perks: the 7th perk increased health to 16 (from 12).
  • Resistances perks: the 3rd perk increased resistance to 3 (from 2).
  • Resistances perks: the 6th perk increased resistance to 8 (from 6).
  • Reinforce/Insulate/Courage stacking perks: increased the resistances given to 7% (from 5%) and reduced maximun charges to 8 (from 10).
  • Fortify stacking perk that increases Fire and Blunt damage increased max charges to 50 (from 10).
  • Fortify perk that gives block at the end of the round increased to 7 (from 5) for each Fortify charge.
  • Decay perk that reduces healing received to 75% now can't be dispelled.
  • Decay perk that reduces shadow resistance increased to 8% (from 5%) per Decay charge.
  • Dark perk that makes charges on heroes explode changed to 38 (from 35.)
  • Dark perk that increases the damage of the explosion increased to 35% (from 25%).
  • Dark perk that makes dark on enemies also explode at the end of the turn, now it doesn't remove all the dark charges when it explodes. Charges are only removed on the big explosion.


[h3]Cards[/h3]

  • Chain Heal: increased heal in all versions.
  • Chain Lightning: increased damage in all versions.
  • Chant of Accuracy (blue version): changed target to "Self".
  • Holy Ripple: increased damage in all versions.
  • Impale: increased damage in all versions.
  • Saw Blade: increased damage in all versions.


[h3]Other[/h3]

  • Boons and Injuries will no longer count towards the maximum number of 15 cards in each deck.
  • Restricted Power corruptor: Sanctify cap increased to 100 (from 50).
  • Madness base 7: starting gold and shards per hero increased to 400 (from 300).
  • Madness base 8: starting gold and shards per hero increased to 300 (from 100).
  • HP of enemies in Act 3-4 in the last levels of madness reduced by 10%.
  • Champion Guts: changed the card "Desecrate" for "Shadow Cleave", reducing the number of multi hits in area and thus reducing his fury gain and the dark he applies.


[h3]QoL & Bug fixes[/h3]

  • When a save game is corrupted because the game was closed unexpectedly if there's a saved backup, it will be loaded instead.
  • In the perk tree, if you have selected a perk that "does not stack" under a multi-selectable perk, this info will also be available when hovering over the main node.
  • Fixed a bug in cooperative games that showed items as "bought" when coming from an old save game in the same session.
  • Fixed a bug that could lead to negative health values through the use of corruption nodes and item swaps.
  • Fixed a bug that produced a different number of corruptions completed among the players in coop games when some reward screens were reset.
  • Fixed other small issues and text corrections.


[h2]Halloween event[/h2]
During the Halloween event (24 Oct - 3 Nov) the game will have a special Weekly Challenge, this challenge will have its own corruptions and a twist in the gameplay "Darkest Night" a perk that will be applied to everyone (heroes and enemies) and that will explode the dark at the end of every turn. In addition, the game backgrounds will be filled with new sinister Halloween decorations.

Reach the third floor of this Weekly Challenge to unlock an exclusive card back!



[h2]Halloween Cosmetic Pack[/h2]
As we teased in our Dev Diary with the artwork for this DLC, it seems only fair that we let you know that the Halloween cosmetic DLC is available NOW on Steam! The new DLC contains Halloween-themed costume changes for our heroes that we think you will absolutely love!

You can get hold of the DLC right here.

Now, with all of those new changes and all the new information that weve provided, it is time for you to jump into the game and tackle the Weekly Challenge and get your free card back for its completion!

Good luck!


[ 2022-10-24 19:00:10 CET ] [ Original post ]

Dev Diary #2: Trick or Treat?

Hell-o, Adventurers!

With the spooky season just around the corner, we wanted to clear the mist and open the casket on what weve been working on and what you can expect coming up in the very near future.

Firstly, we have prepared a special something for Halloween that youll start seeing in-game very soon. You will start to see various decorations that are hallmarks of this October boo-nanza cropping up and around as you play.

Additionally, there will be a new Weekly Challenge with its own themed corruptions that are so cool it will chill you to the bones. Not only that, but a special prize awaits those who are able to complete the Weekly Challenge that will be yours to keep. Those who diligently watch our dev-showcase channel on Discord or follow us on Twitter will have already gotten a sneak preview of this card back.


[h2]Patch 1.0.3 News and Info![/h2]
Patch 1.0.3 will also include several new improvements and features which we will discuss in more detail in the patch notes but to give you an idea of what we have, there will be:


  • Improved card drafting system in Obelisk, and Weekly Challenge modes
  • Added a third line of perks to choose from at the end of the draft (e.g. heal/regeneration/vitality perks on Scouts or Warriors)
  • Improved random combat creation system so that two equal enemies are not repeated, as well as adding a preview of the random immunities of the champions
  • Three new enemies of Act 4
  • Improved several perks to give them more viability
  • Performance improvements and bug fixes


[h2]What About Halloween Costumes?![/h2]
There cannot be Halloween without some timely costume changes, though, right? Since the community has often asked for more skins and outfits for the heroes, we felt that Halloween would be the perfect time to introduce new cosmetics to Across the Obelisk thatll put fear into your enemies before your cards are even drawn!

Whats better than an upcoming cosmetic DLC pack? Easy answer: one that will be available on Monday 24th October! Dressed to thrill, dressed to kill, dressed to steal candy from every boss in the game.



Look out for the patch notes on Monday when well go into further detail about Patch 1.0.3 and the changes that it will bring.

Until then, have a fang-tastic weekend!


[ 2022-10-21 18:00:07 CET ] [ Original post ]

Hotfix 1.0.2a1

Hello everyone. This is a hotfix to reduce some of the current desync problems in coop when casting boons and injuries.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-09-26 20:29:58 CET ] [ Original post ]

Hotfix 1.0.2a

Hello everyone. This is a hotfix for some of the bugs that have been reported. Also, with this hotfix, we are working on solving the desync problems that the latest patch seems to produce.

- Fixed a bug that was giving a bigger amount of score than expected after a combat corruption was completed when the card reward selection was restored.

- Fixed a problem with the corrupted versions of Power Coil and Nullifier not granting the proper amount of maximum charges.

- Fixed a problem with the corrupted version of the Endless Bag not being activated under some circumstances.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-09-24 21:16:54 CET ] [ Original post ]

Dev Diary #1: Balancing Act

Greetings adventurers!

It's already been more than a month since Across the Obelisk left Early Access, and so much has happened since then! Between bug fixes, feature updates, hotfixes, and patches, there are almost too many things for us to cover. So, we will go over some of the changes in Patch 1.0.2 and give you some juicy info on some things planned for the future.

Today we'd like to present to you the first of what we hope will become a regular part of how we communicate our progress and upcoming plans with you, our players our very first official Dev Diary! There has been a lot of work between balancing the current game with tweaks for our cards and heroes, while also trying to add in nice little quality of life changes to make the game just that little bit better for you.

After a short break since Patch 1.0.1 and our very short stay in Stockholm, Sweden to meet the team at Paradox Arc and attend PDXCON, it is now September and we are back in full swing squashing bugs, tweaking some of the cards and heroes, and poking at the code to make it all silky smooth. That means making improvements to make it more user-friendly, improving stability, and giving the game a general balance pass across the board.

[h2]Quality of Life[/h2]
We have now implemented a system that allows the game to save with each round of combat so you can exit at any time and come back even closer to where you ended previously. Along with that, weve added quality of life features to make the game more user-friendly to everyone, such as tracking active quests when selecting the next zone for your adventure (see image below,) or highlighting auras and curses that are already active on characters when hovering the cursor over a card; for example, hovering over Poison Dart will highlight all poison stacks on heroes and enemies.



Furthermore, we have improved the stability of online connectivity and gameplay while also implementing features to make getting back into the game after suffering a disconnect to be as fast as possible. When a user that is not the host disconnects from the game, the host is taken back to the lobby with the game already set up and ready to go for that user to rejoin, or to reassign hero control. Coupled with saving the game between each round of combat, it will be very quick to get back into it.

[h2]Balancing Act[/h2]
As always in each patch, we try to give a balance pass based on feedback from our incredibly dedicated community. Balancing a game with the level of complexity we have across all of the game modes is no easy task, but little by little we hope to achieve it and reach a point where we are all happy (you included!) You can read the full list of balancing changes in the Patch 1.0.2 notes we published yesterday.

[h2]So, Whats Next?[/h2]
After Patch 1.0.2, our intention is to finish the combat log and get you up to speed with the revamp of the Obelisk Challenge draft system.

What we want to improve with the draft system is that our heroes are currently quite different from each other and each has a different quirks and features, so when you select a hero you have a general idea of how you want to play them. With the current draft system, it is possible that you don't get any of the card packs you wanted for that hero, often leading to frustration or even redoing the game and draft phase.

What we intend with the new system is that each hero will have a set of card packs assigned to them which will always appear and be available to choose from. These packs will contain a variety of cards that means whether to choose a pack and which ones to choose will add a strategic element to the drafting. The idea is to avoid the previously mentioned situation where none of the packs you want appear.

We also want to improve the weekly challenges and add a cosmetic reward a card back to encourage you to come and compete each week.

[h2]Rats to That![/h2]
Finally, we have started working on the Frozen Sewers which as many of you will know was Zek's home before he was exiled. Now the sewers are frozen and, just like up in the city, almost all the remaining rats are frozen or turned into the frozen walking dead.

Here you have the sketches of the new enemies of this sub-zone and one of the backdrops for the combat!





We are also working on the Black Forge and other surprises that we will reveal a little at a time as we continue our development!

[h2]Before You Leave[/h2]
If youve been on the sidelines watching the development of the game but havent made the dive into adventuring Across the Obelisk, now is the perfect time to do so because the game is 20% OFF until September 26!

https://store.steampowered.com/app/1385380/Across_the_Obelisk/

As always, we would really appreciate it if you enjoy the game to write a review and give it a recommendation on Steam. It is something we really appreciate from our wonderful community.

Until the next Dev Diary which will be aimed for roughly every month or so (no promises,) we bid you adis, hej d, and see you on Discord.

[h2]Follow Across the Obelisk[/h2]
@AcrossObelisk
Discord
/r/AcrossTheObelisk

[h2]Follow Paradox Arc[/h2]
@PDXArc
Website


[ 2022-09-23 19:25:55 CET ] [ Original post ]

Across the Obelisk Patch Version 1.0.2

Patch 1.0.2

Greetings and salutations, fine adventurers and heroes! Today we bring you a cart-load of balance changes, fixes, and quality of life improvements to Across the Obelisk. The prophets foretold this day, and now it is here. We ignored the comments in the code that read "Here Be Dragons" and ran in like a certain Paladin from the days of yore, brandishing our sword and board and screaming our own names at the top of our lungs. Thankfully, these dragons were not as terrifyingly devastating as the ones in that fabled tale.

In Patch 1.0.2, we focused on adding several features to help games that were in progress and improve the performance of the game in multiplayer, as well as trying to make it as fast as possible to reconnect and continue playing in the event of a disconnection.

Also in our effort to balance the game we have made a pass on several heroes that always seem to be overperforming and bopped them on the nose a little. We've also made several changes to improve some of the cards that saw less use to give more viable options for deckbuilding!


  • Games are now saved during each turn of combat. Now, you will be able to exit a game and come back to the exact point that you left it. On the other hand, if you suffer a disconnect or quit the game mid-combat you will be able to restore the game at the same turn.
  • Modified the way game packets are sent through the network and increased the buffer for packet resend to improve the stability of multiplayer games.
  • Now when a user is disconnected from the game, instead of closing the game, everyone will go back to the lobby (with the room already created) so you can wait there for that member to reconnect or continue the game without them.
  • We have added a new option when creating the game, "Looking for members". This will let people know that they are welcome to join your game.
  • Now when you have an active quest (hero or normal) it will appear with an icon in the portal selection when changing zones. To make it easier (specially for new players) to know where you have to go.
  • In the window to give gold and shards, added an incremental option of 1000, and now you will also see the name of the hero (in addition to the player) to whom to give the gold or shards.
  • Now, if you hover over a card that applies an aura or curse, it will be highlighted in the effects bar of the possible targets if the aura or curse already exists.
  • Improved the performance in Faeborg's combat encounter.
  • Sound pass to some of the game sounds and some new soundtracks have also been added.


Balance Changes
[h2]Heroes[/h2]

  • Gustav base speed reduced to 15 (from 17).
  • Ottis Dome of Light (talent), Shield granted increased to 9 (from 6) and added a 2 times/round cap.
  • Sylvie base speed increased to 16 (from 15).
  • Sylvie Keen Sight (talent), reduced Piercing resistance reduced by sight to 0.3% (from 0.5%).
  • Sylvie removed 1 multishot from the starting deck, replaced with another rapid fire.


[h2]Cards[/h2]

  • Burning Blood upgrades changed to uncommon (from rare)
  • Burning Shot increased Piercing damage
  • Butchering decreased the damage and increased the Bleed applied
  • Camouflage reduced Sharp charges by 1
  • Chant of Accuracy reduced Sharp charges by 1
  • Colossal Blow increased damage, Blue version gains 2 Powerful (from 1), Yellow version reduced cost to 2 and values adjusted
  • Corrupted Blade increased the damage and increased Decay charges by 1
  • Curse of Shadows (Yellow) increased Shadow damage by 1
  • Explosive Shot now also applies Burn to the main target
  • Far Shot increased Bleed and Mark charges by 1, and by 2 for the Yellow version
  • First Aid increased the healing done
  • Grinding Wheel (Yellow) number of possible repeats reduced to 2 (from 3)
  • Ice Shot increased Piercing damage by 1
  • Lethal Shot reduced Poison and now also applies Bleed
  • Mana Shield increased Block and Shield, Yellow version can target friendly heroes
  • Neverending Story increased damage by 1 and reduced the number of possible repeats by 1
  • Poisonous Shot increased Poison by 1 on the upgrades
  • Profane applies Dark in all versions
  • Sharpen reduced Sharp charges by 1
  • Shield Breaker increased Crack charges by 1
  • Skullsplitter increased the damage, Crack and Mark charges in all versions
  • Song of Celerity upgrades changed to uncommon (from common)
  • Song of Quickness (yellow) reduced fast to 2 (from 3) now it also grants Stanza I
  • Standard Bearer (Bree starter) no longer grants Powerful
  • Stoneskin white version changed to common (from uncommon)
  • Toxic Strike increased damage
  • Terrorize increased Insane and Dark charges by 1
  • Vampiric Touch applies 1 Dark in all versions
  • Volley changed to rare (from uncommon)
  • Whirlwind (Yellow) Fury gained reduced to 1 (from 2)


[h2]Enchantments[/h2]

  • Command and Conquer changed the +Block charges to +3/+5/+7 (from +4/+5/+6) removed the +1 Powerful
  • Double Bubble changed the Shield gain to 0/5/10 (from 0/8/16) depending on the color version of the card
  • Double Shot changed the Sharp gain to 0/2/4 (from 0/3/6) depending on the color version of the card
  • Dual Wield changed the Fury gain to 0/4/8 (from 0/7/14) depending on the color version of the card
  • Elven Agility removed the +1 Sharp and +1 Fast charges in the Blue/Yellow version, added +1/+2 flat piercing damage done respectively
  • Encore changed the Regeneration gain to 0/3/6 (from 0/4/8) depending on the color version of the card
  • Melodic Rhythm added +1 Regeneration charges to the White version, and added +1/+2 flat healing done bonus to the Blue/Yellow versions. Removed 1 Regeneration to all heroes and the health recovery is 5% on all versions
  • Spell Echo changed the Powerful gain to 0/3/6 (from 0/4/8) depending on the color version of the card
  • Target Shooting (Yellow) reduced Piercing resistance decreased by 10% and increased the Sight applied to 3 (from 2)


[h2]Perks[/h2]

  • New Sharp perk Sharp on heroes also increases the Shadow damage by 1 per charge
  • Burn perk Burn on enemies deals Cold damage and reduces Fire and Cold resistance by 0.3% per charge
  • Reinforce/Insulate/Courage perks changed to give them at the start of the combat instead of at the hero's first turn
  • Vulnerable perk Maximum charges of Vulnerable on enemies increased by 1 (from 2) and Charges are reduced by 1 at the end of the turn. Does not stack
  • Cold perk that grants Reinforce, reduced charges required to 14 (from 16)
  • Spark perk that applies Slow, reduced charges required to 14 (from 16)
  • Crack perk that applies Vulnerable, reduced charges required to 14 (from 16)
  • Stanza perk that grants Stanza at the start of the hero turn, changed to, Stanza on heroes increases all damage instead of only mind damage


[h2]Items[/h2]

  • Faeborg Scale removed the suffer 1 Insane when applying chill
  • Nullifier now increases maximum Vulnerable charges by 6 and 8 (corrupted version)
  • Power Coil now increases maximum Powerful charges by 6 and 8 (corrupted version)


[h2]Corruptors[/h2]

  • Resistant Monsters now increases all monsters' resistances by 10% (from 15%), and max Vulnerable charges on monsters set as 6


[h2]Madness levels[/h2]

  • Rescaled the monster damage taken values in the madness levels, so that in madness base lvl 8 it becomes -2/-3/-3/-3 (from -3/-3/-3/-3)


[h2]Ylmer[/h2]

  • Increased Ylmer's HP in madness/despair
  • Sightly reduced the Bleed and damage of some of Ylmer's damage-dealing cards in madness/despair
  • Blue and Yellow versions of Blossom reduced dispel to 2 (from 3)
  • Moon Catalyst (Yellow) reduced Powerful to 5 (from 6)
  • Wild Roots (Blue - despair) reduced charges to 2 (from 3)


[h2]Dryads[/h2]

  • Overgrowth in madness/despair, reduced the Powerful charges by 1


[h2]General[/h2]

  • Improved several errors with text


Along with this, we have cleared through a lot of the reported bugs backlog! If you have any issues, remember to report them to our Bug Report channels on Discord.

--- Updating the post making a dev-repply to several comments more visible ---
Hello everyone again.

Regarding nerfs and buffs, we try to read all the feedback that you have been giving to us (Discord, Forums and Reddit). And everyone have been telling us the feedback that Sylvie and the sharp setup were performing well above average when doing a group composition based on buffing her. In general, the vast majority have asked us to lower their performance a bit and we have done that.

For those of you who that don't know it, we have an open Beta branch in which we have been testing the changes gradually and our intention has never been and never will be to completely erase a playstyle from the game (reducing 1 sharp from 3 cards should not be "removing the fun from the game"). In fact, everyone who has been testing the beta keeps saying that sharp and the Sylvie/Gustav/Bree composition is still one of the strongest, but at least less at distance from the rest.

The rest of the patch, aside from small nerfs to the aforementioned composition, there are buffs to lesser used cards, new perks or buffs to perks that will open up more possibilities for different builds, as well as many new QoL features.

Also, If someone has problems with the new patch, it is most likely that the game has not been connected properly to steam, we recommend closing the game and steam, and then reopening everything again. in case the error persists, tell us in the bug channel of our discord.

Regarding "new content", we are still 2 developers and 1 artist, and it's only been a month since we released the game... if we had new content we would have released it already and not saved it for later. That said, being only 3, making new content takes time and we're working on it.

Tomorrow we will post a Developer update explaining and showing what we are working on.
---------

There you have it, folks! Patch 1.0.2 is available for you to play right now. Remember to leave a review on Steam if you like the game, it helps us a lot.

As always, we appreciate your support, feedback, and understanding.


[ 2022-09-22 14:07:01 CET ] [ Original post ]

Hotfix 1.0.1d

Hello everyone. Fast hotfix to solve the problem dealing cards at the beginning of the turn (back to 5 instead of 6). It also fixes some things reported here and there.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-08-31 12:21:10 CET ] [ Original post ]

Hotfix 1.0.1c

Hello everyone. Fast hotfix to solve some of the problems with cards that draw based on energy used that were leading to desyncs. We are still investigating these kinds of interactions, and it may still happen with a really weird combo.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-08-30 19:53:37 CET ] [ Original post ]

Hotfix 1.0.1b

Hello everyone, fast hotfix that will fix some bugs that have been reported.

- Fixed the problem with the pet training events when choosing some of the pets. This will not fix events in games created before 1.0.1b. In that situation, please choose a different pet.

- Fixed the activation of the corruptions that needed different types of cards cast by the players to be activated.

- Fixed the problems with cards that draw based on energy used that were leading to desyncs. We are still investigating these kinds of interactions, and it may still happen with a really weird combo, but the general problem is solved.

- Fixed a problem with pet shop portraits that sometimes showed an incorrect hero as the buyer of the pet.

Sorry for the inconvenience. We are trying to fix everything as soon as possible so you can continue enjoying the game!


[ 2022-08-28 14:11:36 CET ] [ Original post ]

Hotfix 1.0.1a

Hello everyone, fast hotfix that will fix some bugs that have been reported and includes the balance changes that were announced in 1.0.1.

- Reuploaded the changes to the monster cards from version 1.0.1 that were not uploaded correctly.

- Changed the order in which certain items and enchantments that draw cards or give copies of cards interact. Especially in extreme cases like Double Shot + Elven Agility + weapon that draw cards + Mirror of Kassandra. In this case, first will be the Mirror, then the Double Shot, and then the rest.

- Fixed a problem where players were receiving incorrect amounts of Shards after card divinations when the process was reset before it finished.

- Fixed a problem when a character was stuck because its speed was reduced to very low numbers.

- Fixed a problem with casting Twin Scrolls when the active character was the only member alive in the party, causing a desync.

- Fixed a problem with the trait Wide Sleeves that caused the game to desync.

That is all for now. Remember to leave a review on Steam if you like the game. It helps us a lot.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-08-27 17:40:13 CET ] [ Original post ]

Patch 1.0.1

Greetings and salutations, fine heroes and adventurers. We hope that the fiery orb in the sky shines brightly where you are and that the birds sing their songs wherever you go, as is deserving of a fine hero such as yourselves!

The Obelisk awaits the next challenger to approach, and while it has thwarted many of you, we believe that today we bring a few things that will help you in your journeys... that is to say, we have a new patch with some much-requested quality of life improvements, balance changes, and bug fixes!

[h2]Quality of Life[/h2]


  • We have introduced a new button to restart the Loot and Card reward screens in case you selected the wrong items or cards. In co-op only the host will be able to restart these screens, but any player will be able to push the button and the host will receive a notification that a player wants to restart.
  • From now on items will be unlocked when they appear (like cards), without the need to equip them. Unlocking items only affects the completion of the tome of knowledge.
  • When you are at an event, you will be able to hide/show the event screen and look at the map before making a decision.
  • Now when one of your characters dies because of an enemy attack, the death window will show what card caused it, so you will be able to understand what happened (in a more relaxed way). Speaking of this, we are working on a combat log that will make it easier to follow the combat status at every moment.
  • We have switched the order of activation of Double Shot and Elven Agility, now Double Shot will be activated first, resulting in a copy of the ranged attack at cost 0 first and then if there is still card space left in your hand, Elven Agility will be activated.
  • Cards that give other cards, such as the Icicle Barrage or the Grimoire of Flames, will have the name of the given card colored according to the card's upgrade (yellow, blue or purple).
  • Finally, there is an option in settings that allows you to restart a combat once you die and try it again. We have made this option active by default.

Note that when you restart a combat, it will always be the same, no matter how many times you restart it. You will start with the same cards in the starting hand, the same life, the enemies will also have the same cards in the starting hand and the same corruptor if you chose it for the combat. But maybe if you play your hand differently or focus on another enemy you can still have a chance to win that combat.


We have proofread the English texts, especially the events. If you find any event or text that is wrong, please report it to us in the discord.

[h2]Balance changes for enemies[/h2]
After listening to your feedback, we have seen that some feel that the enemies and encounters last a little bit too long in Act 4 (especially in multiplayer, with several players learning to play). This happens especially when you get to that act for the first time and you don't know anything about the enemies. It may be that you or your team does not yet have the desired level of deck cohesion or strategy, or many of the perks assigned whilst still progressing through the game's meta-progression of the rogue-lite. We know that when that mental "click" happens, everything falls into place and it becomes possible to beat the encounters in only a few rounds.

For this reason, and because we have 16 difficulty levels, we are going to make some small adjustments so that those enemies in Act 4, and in normal mode, have a little less endurance (and the combat becomes a little more agile).

[h2]Monster cards changes[/h2]

  • Entrench (Vanguards): Slightly reduced Block charges and reduced Fortify to 1 (from 2).
  • Dark/Sacred Guard (Vanguards): Slightly reduced Block charges, (blue version - Knights) reduced Mitigate charges to 3 (from 4).
  • Stronghold (Royal Guards - Knights): Reduced Fortify charges to 1 (from 2).
  • Stone Wall, yellow version, (Stone elemental): Reduced Mitigate to 3 (from 4).
  • Antimagic Field, yellow version, (Spellbinder): Reduced Mitigate to 3 (from 4).
  • Desecration (Dark Knight): Dark charges reduced to 1 (from 2), Chill charges increased to 3 (from 2).
  • Transcendence (Monks): Reduced the Jump healing bonus to 20% (from 30%).
  • Purify (Angels): Reduced the Heal done slightly.
  • Sacred Ceremony (Angels): Reduced the Heal done slightly.
  • Shield Generator -enchantment- (Oddball): Reduced Shield and Block charges slightly.
  • Hardening -enchantment- (Obsidian Elemental): Reduced uses to 2 (from 3), yellow version to 3 (from 4).
  • Earth Guard -enchantment- (Champion - Rocco): Reduced Fortify charges to 1 (from 2), uses reduced to 2 (from 3).
  • Ice Fall -enchantment- (Dracomancer - Fred): Increased damage slightly in all versions.

These changes are mostly for the white version of the cards (before upgrading), affecting enemies in Adventure mode normal, Madness 0, and in Obelisk mode lower than Madness 9.

*Due to a small bug, the balance changes on the monster cards have not been uploaded properly and we will reupload them tomorrow with a hotfix.

[h2]Bugs fixes[/h2]

  • Fixed a problem displaying the incorrect amount of team perk quantity when resetting the perks of a hero that was part of the team in the Hero selection screen.
  • Fixed a problem that was preventing mouse interaction with cards in the Tome of Knowledge when the Perk system was active.
  • Fixed a problem with Dark producing secondary explosions when some perks were active for the team.


[h2]What's coming next[/h2]
In a future patch we intend to introduce a new combat log for the combat, to give more control and, above all, to clearly see which cards the enemies have used and on which target (if any.)

We also know that our multiplayer games are long and sometimes one of the players has to be AFK for a while, so we are experimenting and testing a system so that players can give control of their heroes to someone else and the rest of the group can continue playing until they return.

Finally, we are already working on new content for the game that will arrive in the coming months - which we will reveal to you over time!


That is all for now. Remember to leave a review on Steam if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback, and understanding.


[ 2022-08-25 20:54:15 CET ] [ Original post ]

A Note From the Developers

Good day adventurers,

It has almost been a week since we brought Across the Obelisk out of Early Access and released the 1.0 version of the game. The reception from the community has been amazing and we are so happy with how everything has been going so far.

[h2]Peak Concurrent Users (CCU)[/h2]

This week we broke our previous concurrent player record by a huge amount, putting our peak concurrent player numbers at over 14k! That is so many of you playing our game, so thank you for the support and interest. We hope that youre having a great time with it and discovering new builds, strategies, and evolving to greater challenges in Across the Obelisk.

We would love to hear your thoughts and feedback, so it would be fantastic if you could leave a review or drop by our Discord feedback channel. We read through all of the feedback so that we can continue to make this game the best that we can and make sure that we focus our efforts on things that matter to our community.

[h2]Discord[/h2]

Our Discord community is growing so much. We have at 12:00 CEST (noon) 50+ players in multiple voice channels playing the game, forging new friendships, and traversing Across the Obelisk together. This is a fantastic opportunity for you to find new folks to make friends with and join in multiplayer co-op games.

There is also a Helper role that has a wonderful group of individuals who have been with us since very early on that will happily answer any questions that you may have regarding various aspects of the game.

We also have the core development team active in Discord and Paradox Arcs community team. We ask that you do not @ mention our development team directly as we are busy working on future updates for the game, but we will all be on hand to help out as much as possible in the public channels.

We will have to start to make some changes in the Discord server to make things a little bit easier and smoother for everyone (all good, we assure you!), as well as leverage the tools that Discord has provided to make the experience even more enjoyable and streamlined for the entire community.

You can join the Discord server here.

[h2]Launch Week Sale[/h2]

We launched the games version 1.0 with a discount of 25% and we hope that everyone has been taking advantage of that! The sale is running for exactly one week since launch, so will end Tuesday 23 August at 17:00 CEST. If you have been on the fence and put the game on your wishlist, this is the time to capitalize on the deal and jump into Across the Obelisk.

Once again, thank you so much for this incredible week of the game's official launch!

https://store.steampowered.com/app/1385380/Across_the_Obelisk/


[ 2022-08-22 20:24:31 CET ] [ Original post ]

The White Horde, hotfix 1.0.03

Hello everyone!

Hotfixes
- Fixed the Fortify perk not granting 5 Block per charge at the end of the round to all heroes (it only worked for the hero with the perk activated).
- Fixed a bug in coop mode where some users were experiencing desyncs because the Stealth status on monsters was dispelled when it wasn't meant to (because of the Sight perk).

The White Horde event
We wanted this event to be a bad and "rare" event that would appear on the Faeborg map from time to time and that would give a surprise to the players(either by the anime reference or by the mechanics of the event) and we want to keep it that way.

The idea is that this event requires a bit of critical thinking on the part of the player, and that you quickly see that to complete it you have to lower the life of the rabbits evenly, while also watching what cards are better to use or not. It's also even a good idea to save energy between turns and prepare a good turn, besides that just "surviving" the rabbits already lower their HP themselves when attacking.

That said, we have noticed that it is easier said than done, and although many players are quick to see what needs to be done, others have more trouble with it or simply, their builds may not allow them to do it at all.

Therefore, and wanting to keep the event more or less as it is, we have made these changes(only for the normal difficulty in act 2 or 3).
- The rabbits will stop using the "rapid multiplication" card in round 8, when the "poor" performance starts.
- We have lowered a little bit the damage of the Rabid Bite card.
- We have lowered a little bit the Hp of the rabbits in Act 3.

With this, although the event is practically the same, if the player manages to endure several turns and therefore "survive", as the associated achievement says, he should be able to complete the event because now they will not multiply infinitely.

That is all for now. Remember to leave a review on Steam if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-08-22 11:11:44 CET ] [ Original post ]

Hotfix v.1.0.02

Hello everyone!

With this hotfix we hope to improve the network stability for some of you that have reported disconnects. On the other hand, there can be punctual problems with a server, in this situation, changing the server can help.

- Reduced a bit the HP of rabbits and the vitality they gain when using the Bunny Hopping card.
- Changed the sound of magma spikes to be less human.
- Fixed the Dark description tooltip showing an incorrect amount of exploding damage.
- Resolved the issue with clicking cards through various menu windows (f.e. Perk window).
- Fixed a bug that happened if you were looking at enemies' cards and the pet attacked.
- Fixed a bug in which monsters were killed by reactive damage such as grudge or reactive lasers while using an attack card that healed them (bloodsucker, drainlife, and so on).
- Fixed small typos in texts and translations here and there.
- Fixed the problem that prevented the user from removing previously saved perk configurations.
- Made some changes to the item activation system in order to reduce some of the desyncs with Sylvie's traits acting at the same time.

Also, it has been reported that some of you are having problems launching the game. Disabling VPNs and/or overlay systems (like the Discord one or Nvidia software) helped with it.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-08-19 17:44:08 CET ] [ Original post ]

Hotifx v.1.0.01

Hey everybody!

This is a hotfix to solve the problems that some users are experimenting with the 1.0.0 version.

- Fixed a bug that showed a black screen when killing Archon Nhir.
- Fixed a bug with some corruptions that break the game forcing to reload it.
- Fixed a display problem with the emote hotkeys (letters A and S were swapped).
- Fixed a display bug in the lobby.

We will keep monitoring the status of the game!

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-08-16 22:22:09 CET ] [ Original post ]

Across the Obelisk Full Release Announcement!

The bards will sing of this day when the Obelisk and its armies of minions tremble in fear. Across the Obelisk is officially leaving Early Access and is OUT NOW!

This is a huge milestone in the games development, after months of work to build the best cooperative deckbuilding game that we can. We have combined our own playtesting with the communitys feedback and suggestions, as well as bringing even more content to give you greater variety and options to build your ideal team and decks.

Were very proud of what we have accomplished in getting the game to its full release and we have been really appreciative of the feedback and reception from the community. We hope that you will have a ton of fun, form adventuring parties with your friends, and join our community on the Across the Obelisk Discord server.

Finally, following our previous development update, we can now reveal that we are not alone in our adventure following this release. We have gathered our party and are venturing forth with Paradox Arc - a brand new publishing label that exists as part of the Paradox Interactive family - that will be publishing Across the Obelisk going forward.

There is more planned for the future, but for the moment we are going to celebrate and enjoy this release with our awesome community. We hope you will, too.

Onward to adventure!


[ 2022-08-16 17:01:36 CET ] [ Original post ]

Release date announcement

Greetings, mighty adventurers!

We wanted to share a couple of pieces of news with you all today and show you a little of whats to come in Across the Obelisk! As our wonderful community is already aware, we have been hard at work adding content and polishing the game for its 1.0 release this month to mark the final part of our Early Access journey! Do not worry, dear friends, we are not done yet and we have a very exciting future ahead of us with more to come, but for today we wanted to take a moment to thank everyone that has helped us through the Early Access period of the game by giving feedback to us on Discord, contributing by creating videos and livestreams, creating co-operative lobbies and sessions together on our Discord, and generally supporting us throughout the development process of Across the Obelisk so far. The reception and feedback to our beloved game have given us a lot of inspiration and motivation to push ourselves to achieve more, so thank you!

The first piece of news we have is that we have been working with a publisher to bring Across the Obelisk to its official release. At the moment, were not ready to reveal who that publisher is, but it is an exciting partnership that has been working in the background to get everything set up for our official release this month.

Alongside all of this, we wanted to give everyone a preview of whats to come in version 1.0 which will release on August 16, 2022, so lets not delay any further and get to the development updates!

Here are two examples of the enemies and locations you will face in the new biome. In addition to being able to see the four new heroes in action!



And here we have the new and improved perk system. We are very pleased with the variety of customization options that the new system brings to the game.


This journey has been so awesome for us and the community has been incredibly supportive, so we wanted to give our thanks and invite anyone who hasnt yet joined our Discord community to do so now! We have Looking For Group channels to find new friends to play the game with, and a variety of discussion and help channels for people to share their adventures Across the Obelisk, learn new ways to play, and craft new strategies and builds together!

Get ready to dive into our full release of Across the Obelisk on August 16!

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-08-10 17:09:17 CET ] [ Original post ]

Road to Release

Hello everyone, it's already summer and we wanted to let you know that we are working tirelessly to finish the game.

We have decided that the next big patch for the game will be version 1.0 directly with the release of the game. We will skip v0.9, so we can focus on what is important.

The big question is, when? We hope that this will be at the end of this summer, we are working hard to finish what we want to include in the release.

We already have the final four heroes implemented in the game and working.


We have most of the new map done, details are still missing like finishing the enemies and finishing graphic things like the backgrounds, for example. Here you can see some of the first enemies of the new biome.


We have also been working on getting the game ready for English proofreading and translation ready.

Now apart from finishing what is missing, we are working on a new perk system. Without going into much depth, the idea is that you have a little more customization options when choosing the perks for each hero and that you can't take everything, like now, so you'll have to choose.

Other than that, we're fixing the few remaining bugs and adding as many QoLs as we can.

Obviously, the release of the game is not the end point. We have a lot of ideas and we want to keep working on it for a long time.

That's all for now, have a great summer! Remember to leave a review on Steam, if you like the game, it helps us a lot. As we get closer to launch we will provide more information.

Here's a little extra to help with the summer heat:


As always, thanks to all of you for your support, feedback and understanding.


[ 2022-06-22 17:30:14 CET ] [ Original post ]

Hotfix v.0.8.7

Hello everyone, fast hotfix to solve some bugs that have been reported.

- Fixed a bug with the Corrupted Avoidance Collar item that was adding random small weapon cards into the hero's deck.

- Fixed a bug that overwrited the Combat stats of a game in progress, if the Combat stats of an old game were opened (via Tome of Knowledge).

- Fixed a visual glitch with the Tome of Knowledge appearing briefly on the screen when opening the game.

- The "Escape" key will now close the Tome of Knowledge when it is opened.

- Minor fixes here and there.

That's all for now. Remember to leave a review on steam, if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-06-01 21:24:45 CET ] [ Original post ]

Hotifx v.0.8.6

Hello everyone, fast hotfix to solve some bugs that have been reported and include a new QoL that's been requested a lot of times.

- The Tome of Knowledge is now available everywhere in the game (some screens will not have access but it should be in all the important scenes of the game). We also have added a Glossary tab with all the keynotes available in the game. The ToK is so important for us and we want to improve the info that it brings into the game, so expect some upgrades in the following patches.
- Due to a bug, corrupted versions for Epic and Mythic items were not dropping. You should begin to see those in the item loots/shops.
- Fixed a problem loading old savegames with the latest versions of the game. These old savegames should now be compatible.
- Minor fixes here and there.

That's all for now. Remember to leave a review on steam, if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-05-29 22:35:19 CET ] [ Original post ]

Hotifx v.0.8.52

**We have just uploaded version 0.8.521 that will fix the problem with freeze on npcs (in coop games). Sorry for the inconvenience. All the changes below still apply.**

Hello everyone, fast hotfix that includes some serious lore changes, modifications to hero enchantments, and fixes to some of the bugs reported lately.

Improved lore and worldbuilding.
The world of Across the Obelisk is large, with many different zones, in which many events have taken place throughout its history (some of them related to the main story of the game).

So it is our intention to create a cohesive story, and a rich world of lore, that give rise to many adventures, past, present and future. For this we have made several changes:
- Some descriptions of the main characters have been rewritten.
- Many characters know each other before the adventure begins, and this will be reflected in their own responses when they meet in the world.
- We have added some new answers in various world events.
- We have also polished the cohesion of history and the different races in the world.
- Finally (in preparation for the translations) we have added answers for the new heroes that will come in the release.

This is an ongoing process that takes time, so we will still wait a bit to finish writing the final text of the main story and each act.

Normalized the power of the different versions of each hero card upgrade.
- We have made a revision to the special cards of each hero and we have reduced the power between its different versions. In most cases we have taken the yellow one as a reference and buffed the blue/white one.
- The biggest change will be in the enchantments, now all the enchantments have the same cost between their various versions, so there will no longer be enchantments that cost 2 in their white and blue version, and then cost 1 in the yellow version. In this case the three versions will cost 1.
-We have also buffed the charges of those enchantments with charges in their white and blue versions, to match it with the yellow one as well.
-In general, we have tried that if an enchantmente has to have an increase in charges or "power" in its different versions, we have tried that it occurs in the blue version instead of the yellow.

We still want to have some individual progression in each hero. But with these changes we intend and hope that no player will feel pressured or have an urgent need to have a high level hero to be able to play with the cards in their yellow version (because the yellow version cost less energy or its power was notably higher than the blue one).

In addition, we have decided to make these changes taking into account the imminent arrival of 4 new heroes and that in the release someone starting from 0 will have 16 heroes to play with, level and experience new builds.

Other changes
- Meditate: made the white version give 2 energize (instead of 1 energy 1 energize), upgrades adjusted accordingly.
- Provoke: increased block a bit
- Arena Champion: removed bless, increased powerful.
- Minor changes here and there in other cards.

Twins:
Made the first round of the fight more consistent.
- Dawn, Shield slam & Subjugation are fixed at round 2.
- Dusk, changed Shield Charge(x1 block) for ShieldSlam (x0.6 block) at round 1.
Subjugation, reduced vulnerable charges to 1(from 2) in all versions.
Ivory & Obsidian Tower: Slightly reduced the block gained.

Note: With these changes we hope that finally the tank (first hero) will not be one-shot in the first round of the combat (under normal circunstances), as it will receive less damage. Noting that the party will receive a little more damage by fixining "shield slam" in round 1 to Dusk instead of "shield charge".

Archon Nhir:
Abstraction: in madness and despair, got back the gain 1 evasion on hit removed the apply 1 insane.
Crucifixion: white version, no longer applies doom.

Bug fixes
- Fixed a desync problem in coop games when one of the monsters died because of bleed/burning and he/she was the first to move on the round.
- Fixed a problem with the deck energy counter that was not taking into account cards with energy cost greater than 5.
- Fixed the unlock of the Dementia cardback, being available before than when it was intended.
- Fixed the double "Energy Deck" summary in the Obelisk Challenge.
- The scores have been normalized (and their treasure chests) to a minimum of zero points.

That's all for now. Remember to leave a review on steam, if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-05-19 19:07:46 CET ] [ Original post ]

Hotifx v.0.8.51

Hey everybody!

This is a hotfix that includes small fixes/QoL/balance. A lot of this changes have been suggested by the community, we are always up to improve the game so don't hesitate to share with us your suggestions!

Archon Nhir:
Greatly reduced the boss HP in all modes.
- Abstraction (enchantment), removed gain evasion when damaged and replaced with apply insane.
- Apotheosis (enchantment), reduced a bit the shield gain when damaged.
- Doomsday applies 3 doom charges(from 4). Making the countdown start earlier.
- Crucifixion (white), removed damage sides and added jump 1 (so now will add 2 martyrdoom in the heroes decks).
- Martyrdoom, all versions will make the hero lose 20 hp when cast (white version was lose 24 hp).
- Ethereal: reduced buffer charges.
- Misery: in normal and madness, the "sad" cards are added in the discard pile instead of random deck.
- Phantom Echoes, in normal increased jump to 3(from 2), in madness and despair, increased damage based on vanished cards to x1(from 0.5) and x1.5(from 1) respectively.

Note: With these changes we want to make the fight more agile and less cumbersome. To compensate we have made the boss scale damage a little faster with the "Phantom Echoes" spell.

- Added lots of missing tooltips of the new corrupted items and various cards.
- Fixed some text in various events.
- Added a Deck energy counter that will show a summary of your cards energy (similar to the one available in the Obelisk Challenge).
- Added the "Enchantment" tag to the bottom of these cards.
- You should not be able to buy a pet in the town Armory if you already have that same pet. On the other hand, it is possible to get a pet (doing quests) even if you previously bought it in the Armory.
- Added a new configuration option to disable/enable the "screen shake" during combat.
- We have moved the item reroll limitation to 1, from Madness 4 to Madness 6. About this, we have fixed the bug that was letting clients (in a coop game) to reroll without limit.
- Some minor fixes here and there.

As always, thanks to all of you for your support, feedback and understanding.
Have a nice weekend!


[ 2022-05-13 20:02:26 CET ] [ Original post ]

Corrupted items patch v.0.8.5

Hello everyone, here is a new patch that adds corrupted items into the game.

In addition, this patch also brings several improvements and a pass to the overall game balance.

Corrupted items
We have created more than 300 corrupted items. These are much more powerful versions of the items you already know and will give you a pleasant surprise when you find them in a reward.


These items will appear in Adventure mode, from the Madness 1 difficulty level, and in the Obelisk/Weekly challenge. Corrupted items can appear anywhere (with the exception of the town shops in the adventure mode).

The probability of obtaining a corrupted item is very low, but increases slightly with each difficulty level, and these items may appear more frequently in corrupted shops(those that are being offered as a corruption reward).


Combat Thermometer
We have changed how the combat bonus information is displayed in the thermometer and increased the reward on all levels below "excellent".

As for scoring, everything is the same as before.
5 points for excellent, 3 great, 2 good, 1 satisfactory, 0 poor and underwhelming.

As for the rewards, we have taken the "internal" value of gold bonus and experience that gave the excellent and we have normalized them, starting from the +50% bonus and going down. This means that finishing a combat in excellent is the same as before, but finishing a combat in great(+40%) or good (+30%) gives much more gold and experience bonus than before, even finishing a combat in poor(+10%) does not mean any loss.

Thanks to these changes all players will notice an increase in gold and experience at the end of each combat.

We still believe that the thermometer system is a good measure to score performance, and risk vs reward for players who want to compete for score, but with these changes we hope that no one will feel pressured/forced to make decks that have to kill excessively fast.

Balance changes
With the following changes we intend to improve many of the cards that have gradually become a little obsolete, and also lower the performance of some cards and heroes that due to the changes were a bit above the rest.

In particular, we want "Powerful" to become important again, and for that reason we have decided to change the yellow version of cards like "Warpaint/Unstable Power/Inner Fire". These cards were practically auto-include in any deck (since they have 0 cost and draw), trivializing the "Powerful" aura since it is applied practically for free.

Reginald and "Bless": we want the "Bless" aura to be used to buff more than one specific hero. Although it has been suggested to us to remove the damage bonus from the "Bless", we still like the way it increases the damage. Still, we believe that "Bless" should be gained more by using healing cards, or cards that give "Bless" to others: "Benediction, Divine Power, etc." so without removing the damage bonus, we have increased the cost or reduced the charges to some holy spells that give "Bless" to the caster.

Cornelius and self-immolation: over time with the inclusion of enchantments, new cards and new items, it has become easier and easier to gain resistance to fire or absorption methods, not to mention the fact that now "Burn" only reduces resistance by 0.5%. When we created certain cards with self-immolation in mind, we thought of them as risk vs reward, thinking that having certain "Burn" charges meant a real danger for the hero. In the current state of the game that is no longer the case, unless those charges are in the hundreds, so we have decided to lower the damage based "Burn" charges that these cards do, not to mention that many of them are low rarity... and that in the case of "Inner Combustion", Cornelius already starts with 2 in his deck.

The community calls this type of cards "detonators" or "finishers", but the truth is that they don't detonate anything since the charges remained in the enemy, so a card doing x2 or x3 damage based on charges, without any counter game, was not very logical. Besides, there was a big difference of values between several cards of this type in different classes. So, we could do 2 things; turn them into true detonators and have them remove the charges when used, or simply lower the % damage a bit. Due to the existence of the "Restricted power" corruptor, we have decided that lowering the % damage was a better option, and we have normalized its values (so that they are similar in all classes).

Finally we have revisited the Overcharge [OC] mechanic and now many of the cards that had that mechanic have been improved (not only with more damage but with the possibility to add extra curse charges for each energy spent).

Hero Changes
- Evelyn: Elemental Proliferation, changed the order of the curses so spark applies before burn.
- Cornelius: Fiery Shield, changed the % based on burn charges to 40% on all versions, and reduced a bit the default numbers.
- Heiner: Shield expert talent changed to Iron Furnace.
- Iron Furnace: When you play an attack, gain 8 block and +1 to fire damage. (5 times/turn)
- Unbreakable: increased block granted to 10(from 8).
- Steel Forge (yellow): tweaked the charges and charge bonus, (yellow) has 8 uses (from 7)
- Reactive lasers: reduced damage and burn applied, Now transform your damage to fire and has uses(instead of 1 turn).
- Fusion laser: reduced damage a bit. all versions are 3 uses.


Card Changes
- Added the secondary tag "Book" to Battle Plan, Music Sheet and Prescription.

- Holy Fire: (yellow) increased charges and base damage, reduced damage multiplier to x1.5(from 2).
- Neurotoxin: (yellow) increased charges, reduced damage multiplier to x1.5(from 2) corrupted(purple)increased base damage, damage multiplier is now x2(from 2.5).
- Noxious Eruption: tweaked(buffed) all versions to be more like Neurotxin and Holy Fire.
Note: Neuratoxin, Noxious Eruption and Holy Fire now have similar values and functionalities.

- Bloodbath & Combustion: Changed all versions, cost 3, blue damage is x1(bleed/burn charges) and has no vanish, (yellow) is x1.5 with vanish, (purple) is x2.

- Inner Fire, Unstable power & Warpaint: normalized, now yellow version cost 1 has draw and vanish.

- Curse of Elements: changed the order of the curses so spark applies before burn.
- Curse of Madness: increaseed mind damage and insane charges.
- Curse of Weakness: increased damage by 4-10.
- Elemental Bolt: changed to be always a base Lightning spell, lightning and spark will go first, increased damage and added charges. Now it's Rare.
- Emberstorm: added vanish to the base card.
- Dark Pact: reduced damage suffered in normal and yellow versions.
- Disintegrate: increased damage a bit. (yellow), changed damage order, now lightning and spark comes first.
- Inner Combustion: increased damage a bit, reduced burn applied to x0.5(from 1), (yellow) damage based on burns reduced to x0.5(from 1).
- Meteorite & Ice Comet: increased damage.
- Ray of Frost: increased damage and chill charges.
- Searing nova: base damage increased to 8(from 5) and % of burns applied reduced to x0.5(from 1). (blue & yellow) % of burns applied reduced to 0.6(from 1).
- Scroll of intellect: (blue) added innate and vanish.
- Siphon Life: improved, more damage, applies dark, more repeats.
- Transmission: (yellow) removed inspire.
- Winter orb: upgrades are now epic,(blue) chill +1, (yellow) increaed damage to x0.3(from 0.2).
- Winter is Coming: added extra chill to upgrades.

. Benediction: (Yellow & blue) increased healing by 1.
- Binding Heal: increased healing by 1 in all versions.
- Death's Reach: damage increased.
- Divine Ire: reworked, now uses overcharge mechanic.
- Enervate: increased damage by 4-10.
- Holy Aegis: (yellow & purple: removed courage, added bless.
- Holy Smite (yellow & purple) reduced bless to 1(from 2). increased damage.
- Holy Storm: (yellow) increased cost to 5(from 4), increased damage.
- Holy Blast: (yellow) increased cost to 3(from 2) corrupted (purple) increased cost to 2 (from 1).
- Fanaticism: added suffer dark charges.
- Foresight: (blue) added +1 sight. (yellow) changed, now cost 0(from 1) does a bit of mind damage and applies sight.
- Greater Heal: Added overcharge mechanic, upgrades are now epic.
- Mind Twist: changed to have a small damage bonus based on insane, upgrades are now rare.
- Mind Visions: damage based on sight reduced to x1 (from 1.5),(yellow) cost reduced to 2, damage based on sight is x3 but added dispel sight to make it a true detonator.
- Pain suppresion: icreased cost, numbers tweaked and added mitigation.
- Ray of Hope: added dispel insane in all versions.
- Renew: +1 regeneration to all version. (blue) added overcharge mechanic and vanish.
- Sacred Ceremony & Heavenly Blessing: Increased cost by 1, and increased healing.
- Sanctuary: (Blue & Yellow) reduced bless/vitality by 1.
- Shadow mend: upgrades are now uncommon, (Yellow) added dispel sanctify and increased heal, (blue) apply 1 dark (from 2).
- Terrorize: increased damage.
- Yin yang bolt: increased damage.

- Acrobatic Strike: Added gain block and "Defense" tag.
- Ballad of conquest: (yellow & blue) reduced bless by 1.
- Corrupted blade: increased damage and poison changes.
- Energizing Serenade: added direct healing in all versions. (Yellow) changed to cost 4(from 2) + all stats increased.
- Far shot: increased damage, added bleed and increased mark charges.
- Feint: reduced cost to 0 and added discard 1.
- Find Weakness: +1 sight.
- Healing Serenade: reduced heal by 3-5 hp.
- Ice shot & Burning shot: reworked to have an interaction with sharp.
- Last Requiem: Removed ignore block, now deals additional damage based on insane charges.
- Ode of War: added 2 regeneration.
- Parry: increased fortify.
- Rapid fire: base card is now random(instead of front) + increased damage by 1.
- Ricochet: (blue & purple) added bleed.
- Sarcastic Sonet: increased damage.
- Shrapnel Shot: improved to do more bleed or crack.
- Stoneskin: +1 reinforce.
- Sweet Melody: reduced heal by 2-4 hp, added 2-3 regeneration.
- Vitalizing Serenade: (blue) added 1 regeneration (yellow) cost 3, vitality is now 3(from 2) and added 3 regeneration with vanish.

- Guard: (blue) added reinforce.
- Colossal blow: added gain powerful in all versions.
- Demolishing blow: increased damage and added gain vitality.
- Entrench: made upgrades purple,(blue) added reinforce.
- Exploit Openings: base card is now rare (from uncommon).
- Leap Slam: increased damage a bit and added +1 crack.
- Mortal Strike: increased damage, +1 decay, added 1 vulnerable to yellow & corrupted.
- Push forward: changed to epic, now always gives fast and block to all heroes.
- Shield Wall: added mitigate to all versions, increased block and fortify in the upgrades,(yellow) increased cost to 6(from 5) and increased stats.
- Shield Throw: increased damage to 0.6(from 0.5).
- Skull splitter: added mark and removed slow from the upgrades.

Monster changes

The Twins:
- Reduced their speed by 1 in all versions. Dusk won't use Shield Slam until round 2, to make one-shots to the frontline in the first round to be much less frequent.

Archon Nhir:
- Martyrdom: the curse "Doom" is now the first curse added and "Sanctify" curse has been removed to make the purpose of the card clearer. The (yellow) versions of Marthyrdom have "slow" increased to 3 (from 2).

Ignidoh:
- Ignidoh is a little bigger and looks fiercer.
- Ash Storm: (normal & madness) ash is placed in the discard pile instead of the draw pile. Ash Storm (despair) will add the ash to your draw pile.
- Ash Storm: (madness) reduced the ash cards added to 2 (from 3).
- Ash: reduced the burn to 4(from 6) in blue the version and to 5(from 7) in the yellow version.
- Heat assimilation: now stops after turn 5-6 (depending of the game mode/dificulty).
- Ignidoh got new enchants and the Despair version is now active.

Elder Dryad:
- Reduced the regeneration of "Lifebloom" in madness / Obelisk challenge. Affects all dryads
- The dryad summoned by the elder dryad has weaker versions of tranquility and lifebloom (this afects the Despair version and Obelisk 10 version).

Graham (champion): in despair, shadowbind will be cast at round 2 instead of random.

Ylmer(Depair): Wild roots will trigger on the hero that activated it, intead of random hero, to give players more control about who gets shackle.

Item changes
- New item: Amulet of Speed, Epic version of lapis necklace.
- New item: Vile Ring, for every dark charge you apply, apply 1 poison.
- Ignidoh's Core: changed the +1 burn charges for +10% fire resist. Heat assimilation card changed to only dispel burn fron heroes and heal x2(from x1) the burn.
- Bloodguard: no longuer make you gain fury, now it applies bleed when damaged.
- Lightbringer: added bless +1.
- Fixed a few missing tooltips on some items.


Other Changes & QoL
- Removed the -6 damage taken from critical failing to rest in the boss event rolls (Ylmer/Tulah/Ignidoh/Hydras).
- Changed the order of the hydras to be Reinforce, Insulate, Courage and added a small description to help to discern the buffs.
- Restricted power(Corruptor): Increased the cap of Bless, Mark, Regeneration, Sanctify, Sharp, Stealth, Vitality and Wet to 50 (from 40).
- New card pack for scouts in obelisk mode: Plague
- Switched a few cards in other card packs.

- The reroll cost reduction bonus in Town Upgrades has been increased to 50%.
- The price of doing a shop reroll in multiplayer is now based on the number of characters you control and what town/act you are in.
- On madness 4 and onwards, re-rolls on shop are capped at 1 per player/town.

- Now you can exit the game while in combat! the game will be saved at the start of the fight.

- As a reminder, in previous hotfixes, we added an avaible button to the crafting window that only shows you the cards you can afford to buy.
- Also we added clarity on the map adding a bit of information beneath the pop-ups

High Madness levels
- Removed the -1 -2 Hero speed penalty from all madness levels.

We know that all these changes can affect balance and meta decks of high madness levels. We especially we know that madness 16 is a beast in itself.

Right now we are focused on creating the ice biome and reworking the perks.

That's why we prefer to wait for the new perks system and see how it affects the game balance, before we start making more balance changes to the madness levels. So, we ask you to be a bit patient if there are some bosses (like Ylmer) that are a bit cumbersome depending on what combination of heroes you bring.


Bug Fixes
- Fixed some enchantments (f.e. Vaccine) that were not being activated by secondary damages (f.e. 7 blunt + X blunt).
- Fixed a problem with "repeat" cards that were delaying the activation of some enchantments until the end of the cast (f.e. Moon Guard).
- Fixed some interactions between the item "Mana Loop" and some enchantments that were not giving back energy (f.e. Spell Echo).
- Fixed the activation of items and enchantments based on "damage taken" for characters affected by "damage side".
- Fixed the "Elemental Weaver" trait being activated more times than expected.
- Fixed a game stuck problem when one of your characters was killed while drawing an Injury card (during the draw phase) and resurrected with a Scroll of Resurrect item.


Next, we will like to implement a deck sharing system with a code and also start working with the controller support.

That's all for now. Remember to leave a review on steam, if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-05-05 20:46:05 CET ] [ Original post ]

Hotfix v.0.8.28

Hey everybody!

In our crusade to fix the desync problems that some interactions are producing in coop mode, this is a hotfix with the latest changes in order to reduce the frequency of those desyncs.

It also have small fixes here and there to some of the things that have been reported in our Discord channel.

For the next week we are planning to introduce a new patch with corrupted items (every item will have a corrupted version, stronger but rarer), some balance and changes.

As always, thanks to all of you for your support, feedback and understanding.
Have a nice weekend!


[ 2022-04-29 18:46:05 CET ] [ Original post ]

Hotfix v.0.8.27

Hey everybody!

Due to the latest changes to the energy reduction system, some items and traits were not calculating the highest card cost properly (f.e. Mountain King). This has been solved.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-04-28 19:41:49 CET ] [ Original post ]

Hotfix v.0.8.26

Hotfix v.0.8.26

Hey everybody!

- We've introduced some changes in order to keep reducing the desync problems that some cards created during the combat (f.e. Martyrdom) were introducing into the game.

- Fixed a problem with cards that had their energy cost reduced permanently and temporarily at the same time. Now, when a card is casted/discarded/returned to the hand, it will have its correct energy values (also the energy cost modifications will be shown under the card type popup).

- Fixed a problem with the popup over health bar counting "shield" as "block" in some incorrect situations.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-04-27 20:16:04 CET ] [ Original post ]

Hotfix v.0.8.25

Hey everybody!

As we said on the previous hotfix, we were monitoring the desync system in coop and this hotfix will help with those situations (specially some bugs with the Martyrdoom card on the Archon Nhir encounter). We are positive that this hotfix will improve the coop stability reducing desync greatly. On the other hand, this also includes some fixes and minor changes.

Fixes

- Fixed the interactions of some enchantments and items that alter auras or curses mechanics (f.e. Cup of Death with Night Terror). Those will now work as expected.

- Skull icon over health bar and buff icon positions have been adapted for big model characters (f.e. Ylmer).

- Fixed a delay problem with pet's card cast when there was only one target (stealthed).

QoL

- Added a new filter button, Available on the card craft window. This will let you filter the cards available based on your current amount of shards (it will only show cards that you can pay for) and its store availability.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-04-23 21:32:04 CET ] [ Original post ]

Hotfix v.0.8.23

Hey everybody!

This is a hotfix that will reduce the desync problems that the latest hotfix introduced into the game. We refactorized some of the code regarding items and traits interactions, and it wasn't very stable under some conditions. We hope this change improves the experience. Meanwhile we will continue looking into it.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-04-19 13:55:14 CET ] [ Original post ]

Hotfix v.0.8.22

Hey everybody! This is a hotfix with some changes and fixes for the bugs reported with the last patch.

- Due to change in the latest patch about how enchantments works, Phoenix was not destroyed when the character died. It should be destroyed now.

- Fixed the save/load deck functionality when you saved a deck with a hero starting card that is lower than the hero current starting card (because he gained some ranks). The starting card from the deck to load should now be upgraded to match its currrent value.

- Items that provide a shop discount should not appear when the Poverty madness option is selected. There were a few situations where these items were still available. It should be fixed now.

- Old Horseshoe should not keep influencing your event rolls when you replace it with another item.

- Fixed the size of the Block and Shield icons in the Tulah boss.

- Some minor fixes.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-04-18 20:20:31 CET ] [ Original post ]

Adventure completed from scratch!

Hello everyone!

In Across the Obelisk there has always been a debate as to whether or not the game required many runs (grinding) in order to have even the slightest chance of completing the game. In fact, some have gone so far as to argue that you need several runs just to have a chance of getting through the first act. In our efforts to make this progression less "grindy" we even included a change in the 0.8 patch, making all heroes gain the same amount of perks as the highest hero, so you would be able to include fresh unlocked heroes into your games without worrying about leveling them.

We have always considered the game as a "Roguelite", at least the Adventure mode, so making several runs means unlocking new cards, new heroes, upgrading your town and getting perks or other bonuses that will help you in the following games.

Even so, we have always firmly believed that the greatest asset to successfully complete a run is "knowledge of the game". This means understanding the game and its mechanics, understanding the concept that the four heroes are a team (and ideally need each other), and finally understanding what each enemy does.

So with the release of v.0.8.2 and the more balanced Act 4, we issued a challenge to our players in the Discord server.

Can you complete the game starting from 0 in your first run? that means a totally fresh game, with the initial game data, without hero ranks or perks and without anything to help you.

The answer, as we expected, was yes.

In the end, one of the biggest difficulties has been to record everything to be able to show it, since the games are long and more if you start from 0.

So, here we have the first 3 to complete the challenge.

Corydonn
https://www.twitch.tv/videos/1454765584

Migeru & Icen
https://www.youtube.com/watch?v=yd5dAguJ-Ac
https://www.youtube.com/watch?v=b3_SdK5hISs
https://www.youtube.com/watch?v=2RMblUFdE7g

Sheep & Tallgesse
https://www.youtube.com/watch?v=o-RjMvpinFA

Congratulations to all! We know that there have been more who have completed it or have been close, but for one reason or another have not been able to record it well. Thank you all very much for participating.


Important

This game is a Roguelite and therefore we do not expect at any time that players play the game as shown in the videos and pass it at the first try. Completing the game on your first run is not an easy task, in fact, we could say that it is almost impossible as it requires extensive prior knowledge of the game and also some luck to obtain cards and items that make it possible. But that does not mean it can not be done, hence the challenge.

Moreover, we hope and wish that you all play at your own pace, experiencing the game, trying new paths, unlocking the new heroes and trying combinations between them, in short the game has many things to offer. And when you complete it for the first time there are more difficulty levels that open new options and challenges. In addition to the other game modes that we have and that we will keep improving.

That's all for now. Remember to leave a review on steam, if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-04-15 15:43:33 CET ] [ Original post ]

Hotfix v.0.8.21

Hey everybody! This is a hotfix with some changes and fixes for the bugs reported with the last patch.

From now on boon, injury and monster type cards on heroes will not get bonuses from auras/items/perks of the hero who casts them. This also applies to enchantments that monsters put on heroes.

This means that cards that are added into the hero deck, like Ash or Sad, will always have the same charge value no matter which hero casts them and what are their perks. Cards like Bomb / Amnessia / Deadly Chime that auto execute on draw will also not get bonus damage or charges based on hero perks/buffs.

Finally, monster enchants on heroes like Ylmer's "Regrowth" (madness) will always apply the correct number of charges, in this case, 1 Thorns no matter if there is a warrior that as a bonus to thorns.

- Archon Nihr, in normal and madness, we extended the fight by 3 rounds, the enrage warning will be at 16(from 13) and the apocalypse cards at round 19(from 16). Like most of our boss fights in the game are heavy scripted, they can't go on forever, and all of them reach an enrage point (Ylmer and Ignidoh too), but for Nihr we decided to add a few extra rounds. With Despair corruptor the enrage stays at round 16.
- With "Poverty" corruptor, items that reduce the crafting cost and item price will not be available in the shops or item drops.
- Fixed the description of the "Courage" with the resistances in the correct order.
- Fixed an issue that said you were in the demo version and locked the progress path.
- Ottis will no longer heal the twins with his pasive and Law of Shadow.
- Fixed the Reverberation trait. Now, it will only reduce Holy Spell cards as stated in the Trait description.
- Reverberation and scholar traits will not consume trait charges if there's no card available for reduction (because of its type or cost).
- Fixed a problem with the Altar collider in town overlapping the Zingarian Divination cart.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-04-12 20:58:22 CET ] [ Original post ]

One year of Early Access

Hello everyone!

Today marks one year since the release of Across the Obelisk on Steam Early Access.

We want to celebrate and thank you all! So, we'll do a little recap of this year and then we'll talk about what we're working on and what's to come!

The first days
We released the game on April 8 2021. The first few days were moderately quiet... but the next week, weekend and month, it was crazy for us.

Making and releasing a game by itself is not an easy task, but if the game has multiplayer... the problems multiply a thousand times. With only two of us (plus friends and family) testing the game online, it was difficult to find all the possible problems that could come up. So, as more and more players started to join the game, bugs started popping up all the time. We were practically releasing one patch a day for a few weeks (sometimes even two patches on the same day), as soon as people reported something to us on discord and we could reproduce/fix it we preferred to release a patch without waiting, so they could keep playing.

The truth is that it is something that we will always remember, for the bad, but also for the good. It was a pleasure to see you play and enjoy the game we had created.

Content added in one year.
During this year we have worked hard to improve all aspects of the game. We have recently added Act 4 and we are still in the process of balancing it. These are some of the things we have added during the year:
- As mentioned, Act 4 has been added with 2 floors, many new events, enemies, bosses and items.
- 2 New heroes, Wilbur and Nezglekt.
- 2 new game modes, Obelisk Challenge and Weekly challenge.
- Obelisk Challenge has been evolving and improving during the year, with content, features and more variety of events / enemies.
- Madness levels, expanding the game with 16 levels of difficulty.
- Redone nearly all the art of the game, including a pass on the first heroes, all backgrounds, UI, card design, etc.
- Improved and redone the Trait system.
- Different Skins and Cardbacks for each hero.
- Improved the Tome of Knowledge with lots of new features, f.e. run history and scoreboards.
- And we've added as many quality of life and player-requested features as possible.

The community
We have said it over and over again, and we will not be tired of repeating it. We are very grateful to our community, especially to all those who help us and give us feedback day after day in our Discord and forums.

This game wouldn't be the same without you, so again, thank you very much!

What's next?
Our goal is to continue working on the game and improve it even more. Specifically, we are starting to make a new biome/map (with all that it entails: nodes, paths, events, enemies, bosses, etc). This biome is cold based and will be one more option to choose after finishing Act 1 and 2 (with Velkarath and Aquarfall).

We have started designing and implementing the remaining four heroes. They are still works in progress, but here they are.

A big shout out to Juan Jos Nicols, our magnificent artist. Just with the sketches alone we can't wait to have the final version of the heroes! These heroes are still a few months away from being live.

In the meantime here are some other things we want to work on:
- We want to implement a Heropedia in the Tome, with a small story unlock feature for each hero.
- The Monsterpedia is also on the way, although it's more complicated than it seems :)
- We have pending a rework to the Weekly Challenge, the idea is to make them different and have a couple of features that change the gameplay a bit (with some cosmetic rewards).
- Rework of the perks system. We want to try to improve it and not add more power than the heroes already have, but give them more options to specialize, even in damage types or curses that are uncommon in their class.
- As we said before, the game will be translated to some languages for 1.0, and that includes an english proof reading. As you may have noticed, English is not our main language, so forgive us for the usual spelling mistakes in the game (that we try to fix everyday thanks to the players that report those mistakes) that will soon be a thing from the past.
- And some more things that we will keep secret ;)

To conclude
It has been a very good year, and we are very excited to continue working on the game.

The basic idea is that we can release the game when we have the ice biome and the 4 remaining heroes ready. We hope it will be around late summer but you never know.

Of course, releasing the game doesn't mean that we will stop working on it, the idea is to continue as we have been doing and make many more biomes / cards / heroes / events / enemies and bosses!

Remember to leave a review on steam, if you like the game, it helps us a lot.

Who knows where we will be next year! We hope you will stay with us to find out.

Adam and Javier.


[ 2022-04-08 21:59:35 CET ] [ Original post ]

Patch v.0.8.2 More Balance changes.

Hello everyone!
This patch continues with changes to improve the game balance and Act 4, as well as adding new QoL and new art for the towns.

New Features:

Each town in the game has new art and a specific background for each town. In addition, each building has three visual upgrade levels, which are displayed when you purchase upgrades in the Town Upgrades.



In our crusade to improve the usability and clarity of the game, we have implemented a pop-up on the health bar that will show you the pre-turn and post-turn damage received.
The health bar will now show 3 new states with 3 different colors.
- The dark red shows all damage received at the start of the turn. (bleed, burn, others)
- If you will gain life instead of suffer damage at the start of the turn, the bar will be yellow/cream. (due to regeneration or others)
- A dark green bar shows the damage you will receive at the end of the turn. (poison, others)
In addition to this pop-up, a skull icon will be displayed. This shows up in the center of the health bar when a hero/monster is predicted to die at the beginning or end of their turn due to curses.



Note: keep in mind that even if you see a skull on a hero/enemy, it does not assure that they will 100% die. Other heroes/monsters can influence and vary that result (with heals or dispels for example) before their turn.


Hero changes:

- Thuls: Veil of Shadows - Now you can use "Skill" or "Enchantment" cards without losing Stealth. (Twice per turn)
- Reginald/Ottis: Reverberation - Now reduces the highest cost "Holy Spell" in your hand by 3 until discarded. (Twice per turn)
- Malukah: Yin Ritual - Now grants Regeneration to all heroes when applying Dark.
- Cornelius: World in Flames (yellow) - Reduced uses to 3. (from 4)
- Heiner: Shield Expert - Changed to when you play an "Attack" instead of a "Melee Attack".
- Warriors: Tireless - Now makes them immune to Fatigue.

We have changed some cards to have both "Defense" and "Skill" tags to open more possibilities of builds and combos with talents and items (existing and future). This also means that these cards will be valid for events that require that kind of roll types.
- Warrior: Barbed Wire, Garden of Thorns, Push Forward(also changed to rare), Sharing is Caring.
- Scout: Caltrops, Deflect, Disengage, Feint, Parry, Stoneskin.
- Mage: Elemental Ward, Icy Veins, Mana Shield, Prismatic Shield.
- Healer: Anthem of Hope, Infuse Courage.
---------
- Bouncing Shield & Shield Throw - removed the "Melee Attack" tag.
- Throw Bolas & Torment of Thorns - changed to "Ranged Attack" and "Skill".
- Blood Feeding - changed to "Melee Attack" (from Skill).
- Fan of Knives - now is "Melee Attack" and "Ranged attack".
- Ice Barrier & Scroll of Defense - added "Defense" tag.
---------
- Reduced the damage of Torment of Thorns (blue) to x1(from 1.5) and (yellow) to x0.6(from 1).
- Changed Last Reward (Yellow & Corrupt) - now you can pick a card from your vanish pile.
- Plague Shot - base cost reduced to 2(from 3), tweaked some numbers on all versions.
- Whispering lies - now requires Stanza but does Mind/Shadow and applies Insane/Dark/Decay.
- Rain (Yellow) - reduced charges to 1, but now is global with no vanish.
- Celestial Brillance - reduced damage but added Purge.
- Divine Ire - changed to deal damage based on Sanctify and increased cost.
- Radiant Assault (yellow) - changed to cost 5, random target, but added damage sides.
- Omen of Peril - upgrades are better but epic rarity. yellow upgrade lets you pick a "Healing Spell" from your vanish pile.

Minor changes of +-1 charges on a few other card upgrades.


General balance changes:

- Revised and adjusted the speed of almost all enemies, especially those that had the same speed in normal mode than in madness. In general, the adjustment has been downwards. As a result, some monsters should be a little slower than before(especially in Act 1 and Act 3).
- Reduced the max speed bonus gain of monsters in high madness levels to +2 (from +3) in Act 3 & 4.
Note: In general, the speed of monsters should be a little slower than before, and players should feel less forced to always have a super fast hero in the party.

- Slightly adjusted downwards the damage and charges of some Act 1 enemies in madeness (also affects Obelisk 9-10 first floor).
- In Obelisk/Weekly Challenge, adjusted the overall mitigation (HP, Block, Shield, Regen, Heal, etc.) of monsters on the third floor.
- In the Obelisk Challenge, a starting Energy bonus of +1 has been added at Obelisk level 5. Making a total of +2 from Obelisk level 8 onwards.

Added the "Despair" versions for Act 1, Champions and Bosses. Some of them have only minor changes in the cards, but others have new Enchantments that will make them more interesting.
Note: The "Despair" corruptor is the most difficult optional corruptor in the game, turning the game into an extra hard mode. The intention is to make it difficult, but not impossible. It will have to be balanced over time and when new Champions or changes happen, it is normal that they can be OP/unfair at the beginning.


Monster changes:

Minor adjustments in damage, heal done and Regeneration charges of some monsters and champions.

Lancers:
Holy Lance & Shadow Lance - Piercing damage is now based on Vitality(from a previous fixed amount), they will do less damage if they didn't steal any Vitality from the heroes. Also, now Holy Lance & Shadow Lance will Purge their own Vitality after used.
Note: In general, Lancers won't stack Vitality forever so they will be more manegable than before. In a combat where 2 Lancers appear or in RNG combats, 2 lancers can become a real problem if left alone, and will deal a lot of damage in the Holy/Shadow Lance round (Especially in high madness).

The Twins:
Herald of Dawn/Dusk - reduced Vitality gain, but will now deal a bit of area damage.
In Despair mode, reduced the heal of Law of Light to 2%(from 3%) and added "suffer 1 Sanctify", also increased the Shield of Law of Darkness to 11(from 8).

Lord Hanshek:
The Shadow Clones "Consume" no longer heals all monsters. It now only heals the most HP monster, that being generally Lord Hanshek.
Lord Hanshek will use Twilight Slaughter(Pet kill) at round 3 instead of 2.
[i]Note: these two changes do not apply with the Despair corruptor and Hanshek remains as before.

Removed Gravity Well(Aoe damage based on block) and replaced it with a new card "Dark Constraint".

Archon Nihr:
Doomsday - damage has been reduced but dispel Stealth has been added. This is to ensure that the Crucifixion card is cast on the slowest hero in the first round and you can get Martyrdom to manage Doom charges.
Added "Last Dawn" card at round 13. It doubles your Sanctify and warns you that you won't see another Dawn... so, at round 16 he enters enrage and casts Apocalypse.
Reduced a bit more the damage deal by Crushing Darkness based on block to x0.1(from 0,3) in normal and to x0.25(from 0.4)in madness.
Note: You will need to have 1500+ block and zero planification/items in round 5 to get your tank one-shot by that card. There are lots of ways to deal with this card, the most obvious is having high resist. Other options include; adding Insane to the boss, passing the block for that round, using/disposing the block to do damage on round 4 or 5, use Stealth or Taunt to make another hero with less Block the target, use the Save It For Later healer card, etc.
Reduced the base HP in normal mode to 7777Hp (from 9999).
Reduced a bit the HP of the summoned Shadow Clones.

Despair corruptor:
Reduced back the base HP to 9999(from 10999).
Lethargy/Corruption (yellow) - no longer deal x1.5 damage based on the vitality/regeneration charges, but these charges are Purged instead. Also the Insane/Poison charges applied equals x1 (from 1.5).
Divine Punishment (Yellow) - target the first target randomly(instead of back).


Other changes:

- Added 3 new items.
- Added 3 new random Champions in Act 4: Alexander, Stephen and Tayra (beware, in despair mode with the other corruptors on M16 they may be a bit overtuned).
- Added the achievement for killing the last boss.
- Exhaust mechanic revised. It now only increases the cost of cards that come from the draw or discard pile. Dicover cards should not be affected by exhaust. Also fixed a bug that increased the cost of cards incorrectly.
- Added a less violent option to get Betty.
- Overkill damage is no longer counted in the Combat Stats window.
- Changed the order in which the mystic resistances are displayed - to Holy, Shadow, Mind (from Mind, Holy, Shadow) in the stats window.


Fixes:

- Fixed a problem with Enchantment consumption. Previously, if an Enchantment was consumed in the middle of a card being cast by a hero (f.e. while drawing cards), the game could get stuck without a chance to continue after the card finished its action.
- Friendly Tadpole - Added the "Boon" tag.
- Fixed a few events with the corresponding card types rolls; "Skill" for the Nezgleckt dispel check and "Song" for Andrin Altar of Songs.
- When using cards with HP loss like "Life Tap" or "Martyrdoom", if you have evasion, it won't appear in the Hero preview as if you would evade that HP loss.
- Poverty corruptor now works with gold adquired from loot rewards.
- Fixed an issue while collecting chests in the town for Mac users.
- Minor fixes here and there.


That's all for now.

If you like the game and you haven't done it yet. Remember to leave a review on steam, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-04-08 20:53:56 CET ] [ Original post ]

Balance patch v0.8.1

Hello everyone, this patch balances the newly released Act 4, and adds some extra features.

IMPORTANT: due to the long list of changes that this patch brings to the balance of the game, ongoing games from version 0.8.01 are incompatible with this patch so if you want to continue playing your old games you will need to use the early version of the game (v0.8.01) that's available through the Steam client. We are sorry, but it is a change that had to be made and we could not avoid it.

Last week we released Act 4 of the game and in general we are very happy with the result. We have been collecting all the feedback you have been giving us and we have been working quickly to improve and balance Act 4 as fast as possible.

So, we agree that Act 4 came out a bit Overtuned, especially in normal mode and the last boss.

During the Act 4 beta we got a lot of good feedback from very committed and experienced players (we are very grateful to all of you). Most of the feedback was about high madness levels and more advanced aspects, so we probably understimate the difficulty of the game in normal mode.

But well, that's what Early Access is for, to correct and improve the game whenever possible, so here's a summary of what we've done.

We have lowered the general difficulty of Act 4, especially in normal mode and a little less in madness mode. We have reduced the life of all enemies by 10-15% and revised their enchantments. Lord Hanshek's shadows will take much more health when using their cosume card, heal/area dispel (effectively reducing their health with each use). Archon Nhir has been lowered several values and damage based on auras/curses, plus he will no longer evade. There are many more changes (full list of changes at the end).

We have made some visual improvements to the Act 4 map, now that we know exactly what events are in each node and to give it more personality. We wanted to say that the Act 4 map was created before the random mode, when we had the map done we decided to create many more islands so we could create maps for the random mode "Obelisk Challenge". As the community (and us too) had a lot of desire to have a random mode in the game, we decided to advance it and release it before, so now it seems that Act 4 comes from the obelisk mode, when it is exactly the other way around. Even so, we have decided to improve it graphically and little by little we will add some more content.

Also four new cardbacks have been added to the game, which will be unlocked by passing various game modes, some of them (adventure complete in madness 14) will have to be replayed for the unlock to take effect. We have also improved the cardback display in several places in the game.

Talking about madness, we have given an overview of the corruptors in madness mode and sorted them by difficulty, to make it clearer for everyone.

The "Elite Champions" corruptor has been merged with the "Random Combats" corruptor, now there will always be a champion in each combat, with a random immunity but without the powerful bonus at the start of the combat.

Now, in the adventure, even with the Random combats corruptor you will be able to see which enemies are in each combat on the path, so you can plan your route. This is only for the adventure mode.

New corruptor "Despair", due to the balance and lower difficulty of the enemies in madness, we have created this corruptor to put certain enemies/champions/bosses at a higher difficulty level (nearly the same before the patch) by improving their cards and enchantment. At the moment this corruptor only affects act 4 enemies, but with time we will apply changes to the other enemies/bosses.

Thanks to this new optional corruptor, it allows us to have a new level of difficulty. Being in practice 3 base levels: normal, madness and madness+despair. So, for all those who still want more challenge or think that the changes have been excessive, we have a new difficulty level where we can create really difficult encounters.

Full list of changes and fixes.

Talents
Voltaic Arc: Added +1 spark charges.

Enchantments
World in Flames: this enchant caused soem problems as the card was casted when the enchant triggered and was an aoe card, changed to add the special emberstorm in you hand at cost 0 and vanish.
The Chosen One: Reduced sight and vulnerable charges by 1.

Cards
Meditate: (yellow) reduced energy to 1(from 2) added 1 energyze.
Meteorite: (Blue) increased damage a bit. (Yellow) removed random monster, increased cost and damage.
Ice comet: (Blue) increased chill. (Yellow) removed random monster, increased cost, added blunt damage and crack.
Ball lightning: (Blue) increased cost to 9, increased damage and spark charges.
Vampiric Tutor: (Blue) reduced cost to 1, increased hp lost.
Living Flame: (Blue) increased cost to 3, added 1 more jump and increased burn to 3.
Mind Visions: (Yellow) added vanish.
Pandemonium: (Blue) removed vanish. (Yellow) increased cost to 6, reduced damage, removed slow, added repeat 1.
Death's Reach: (Blue) increased cost to 8, added repeat 1. (Yellow) increased damage a bit.

Items
Scryer Staff: reduced the sight:burn conversion to 1:2(from 1:3)
Spider Queen Eye: reduced the sight:poison conversion to 1:2(from 1:3)

Act 4 changes
Reduced the hit points of all normal enemies in Act 4 (normal & madness) by 10%-15%.
All changes to Act 4 enemies also apply to those enemies in obelisk mode.

Vanguard & Dark Vanguard
Sacred Rancor / Dark Rancor (enchants): reduced the damage back done when damaged.
Holy Slash / Shadow Slash: reduced damage and sanctify/dark charges respectively.
Desvastate: reduced damage.
Bloody Retaliation: Damage based from bleed reduced to x0.5(from 1) in normal and x1(from 1.5) in madness mode.
Toxic Retaliation: Damage based from poison reduced to x0.5(from 1) in normal and x1(from 1.5) in madness mode.

Gunner & Dark Gunner
Heavy Artillery (enchant): reduced damage bonus and mark charges to 1(from 2), reduced uses to 10(from 12), in madness reduced uses to 10 too.
Sacred Shot / Dark Shot: reduced damage and sanctify/dark charges respectively.
Holy Barrage / Shadow Barrage: reduced damage.
Radiant Burst / Gloomy Burst: significantly reduced base damage, keep the x1(x2 in madness) damge based on cards in the discard pile.
Luminous Beam: Reduced the sharp to bleed conversion to 0.5(from 1) in normal and 0.8(from 1) in madness, also reduced the vulnerable charges by 1.
Caustic Beam: Reduced the sharp to poison conversion to 0.5(from 1) in normal and 0.8(from 1) in madness, also reduced the vulnerable charges by 1.

Oddball
Shield Generator (enchant): Reduced a bit the shield and block generated, charges reduced to 2(from 3) in normal mode.
Shield Jammer: Shield reducction reduced to x0.5(from 0.7), reduced vulnerable charges by 1.

Lancer & Dark Lancer
Pulsing Vigor (enchant): Reduced the vitality charges granted to 2(from 3) in normal and to 3(from 4) in madness mode.
Vitality Drain: Vitality gained equals x0.5(from 1) your vitality in normal mode, in madness keeps the x1 your vitality but removed the extra +X damage based on the vitality stolen.
Piercing Strike, holy & shadow versions: reduced the damage and charges (vulnerable, sanctify, dark) by 1 in all the versions.
Oppression, holy & shadow versions: reduced the damage based on hero thorns to x0.5(from 1) in normal mode.
Holy Lance / Shadow Lance: reduced the base damage a bit, damage based on monster vitality reduced to x0.5(from 1) in normal mode.

Champion Lancelot was affected by these changes and his cards were adjusted accordingly.

Monk & Dark Monk
Yang Mantra / Yin Mantra (enchants): Reduced the sanctify/dark charges applied by 1 in normal mode.
Payback: increased damage a bit, reduced the curses transfered to 1(from 3) in normal and to 2(from 4) in madness mode.
Radiance / Gravity Well: Greatly reduced the area damage based on block to x0.20(from 0.4) in normal and to x0.25(from 0.45) in madness, increased the burn/dark charges applied a bit respectively.
Transcendence: Removed dispel in normal and reduced the dispel to 1(from 2) in madness mode.
Celestial Toll / Death's Toll: Reduced base damage a bit, in madness the card added (Deadly Chime, Divine Chime) now has vanish.

Champion Graham was affected by these changes and his cards were adjusted accordingly.

Psychic
Silent Backlash (enchant): Reduced uses to 1(from 2) in normal mode, also reduced the damage a bit. Madness stays with 2 uses.
Dementia: Reduced damage a bit, and Amnesia (added card) has vanish.
Mass Hysteria: reduced damage and charges applied.
Phantom Echoes: Reduced jumps to 1(from 2) in normal mode.
Enfeeble: Reduced charges applied.

Knight / Dark Knight
Perfect Parry (enchant): Reduced uses to 1(from 3) in normal and to 2 (from 3) in madness mode.
Knights's Pride: Reduced damage and damage based on evasion charges.
Grand Cross, holy & shadow versions: Reduced the damage and damgesides a bit 1 in all the versions.
Godly Strength: Gain bless based on the monster sanctify charges x0.5 in normal and x0.8 in madness mode, also reduced the power charges by 1.
UnGodly Stength: Changed to be like Godly Strenght but it works with monster dark charges.
Stronghold: Reduced block to 70(from 80) in normal and to 85(from 90) in madness mode.

Champion Guts was affected by these changes and his cards were adjusted accordingly.

Angel / Dark Angel
Divine Protection (enchant): Now triggers at 10%(from 15%) in normal and at 15%(from 20%) in madness, also reduced the bless charges to 7(from 9).
Celestial Wrath (enchant): Now grants powerful instead of bless when triggered, reduced damage to 28(from 36) in normal and sanctify charges applied by 2.
Abyssal Wrath (enchant): Reduced damage to 28(from 36) in normal and dark charges applied by 2.
Blasphemy / Heresy: Reduced the base damage.
Purify: Reduced dispel to 2(from 3) in normal and to 3(from 4) at madness mode.
Sacred Ceremony: reduce the bless granted to 2(from 3) in normal.
Sanctuary: reduced the vitality granted to 2(from 3) in normal and to 3(from 4) in madness mode.

Champion Martina was affected by these changes and his cards were adjusted accordingly.

Dawn / Dusk
Dawn Punishment / Dusk Punisher (enchants): Reduced damage, Sanctify/Burn and Dark/Chill charges reduced to 3(from 4) in normal mode.
Law of Light (enchant): Removed the suffer sanctify when using a card.
Law of Darkness (enchant): Reduced the shield applied when using a card.
Ivory Tower / Obsidian Towe: Reduced the Area block granted. Also reduced the bless and powerful charges in madness mode.
Herald of Dawn / Herald of Dusk: Reduced the vitality charges gained.
Shield Slam: Reduced the base damage.
Armored Steel: Block gain reduced to double the boss block(from Tripe) in normal, reduced the mitigate and reinforced charges gained.

Lord Hanshek
Shadow clones, Wither: Reduced damage a bit, Reduced the heal received per damage done for 200%(from 300%) in normal and for 250%( from 300%) in madness, reduced vulnerable charges applied.
Shadow clones, Consume: Increased the fire damage taken by the shadow to 160(from 120) in normal and to 200(from 160).
Dark Cremation: Reduced the base damage.
Disintegrate: reduced the base damage.

Lord Hanshek was affected by changes in other cards shared with other monsters, like Wither or Gravity Well.

Archon Nhir
Apotheosis (enchant): Reduced the resist bonus to 35%(from 50%) in normal and to 40%(from 50%) in madness, reduced the shield gained on damaged to 8(from 16) in normal and to 13(from 16) in madness mode.
Anathema (enchant): Reduced the resist bonus to 35%(from 50%) in normal and to 40%(from 50%) in madness.
Abstraction (enchant): Reduced the resist bonus to 35%(from 50%) in normal and to 40%(from 50%) in madness. Removed the evasion gained on damaged.
Divine Punishement: Reduced the base damage, in madness increased the damage bassed on bless to x1.5(from x1).
Crushing Darkness: Reduced the damage based on block to x0.3(from 0.5) in normal and to x0.4(from 0.6) in madness, also reduced the dark charges applied by 2.
Corruption: Reduced the damge and poison application based on regeneration to x0.5(from 1) in madness and to x1(from 1.5) in madness mode.
Lethargy: Reduced the damage and insane charges application based on vitality to x1(from 1.5) in madness mode.
Ethereal: Curse charges redcution changed to 40%(from 50%) in normal and to 50%(from 60%) in madness, also reduced the buffer charges gained by 2.
Shadow Clone: Removed Consume card (now the add won't heal or dispel the boss) added a new card to the shadow, Dark Constraint.
Shadow Clone: Dark Outburst explosion card moved to round 6(from 5) in normal mode.


Bug fixes

- Fixed the interaction between the enchantment "Phoenix" and the item "Scroll of Resurrection" activating both at the same time. Now, the enchantment will have priority and the Scroll will not be consumed on the same death.

- Fixed the "Endless bag" item that was not working properly when some specific cards were used last.

- Fixed the "Mirror of Kalandra" not duplicating some of the enchantments casted.

- Fixed the "Restart combat on defeat" settings option, not saving its state between game sessions.

- Modified the autoend function to ensure the game waits for cards that are drawn before passing the turn.

- And much more minor fixes that have been reported.

That's all for now.

if you like the game and you haven't done it yet. Remember to leave a review on steam, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.


[ 2022-03-25 18:50:22 CET ] [ Original post ]

Hotfix v.0.8.01

Hey everybody! This is a hotfix to solve some of the problems that have been reported with the latest patch.

Fixes

- Fixed the trait "Tireless" that stopped working after a primary stat was modified because the character gained new perks in the middle of the game (f.e. Obelisk stairs).
- Fixed a bug that modified character primary stats on a "new game" based on previous games actions (f.e. Pay HP for higher chance in a corruption altar).
- Fixed a bug that reduced the HP of monsters, on the last map of the Obelisk Challenge, when a desync happened in the game.
- Fixed a bug that prevented the Weekly Challenge to launch in coop games.
- Fixed a problem with the game settings not saving the "Full screen" check between sessions.
Hotfix v.0.7.6
- Fixed a bug with injuries (that use energy, f.e. Sad) being casted right after casting an enchantment that uses energy as catalizer (f.e. Wild Hunt) and not activating it.

Balance

- Archon Nhir: Normal mode, Reduced the charges of Sanctify applied by Celestial Brillance and Crucifixion(white). Also reduced the Insane charges applied by Lethargy and Missery. So, the players will have a bit less sanctify charges and the Total Eclipse(Sanctify-> Dark) spell will be less punishing. In madness +1 reduced the charges of those spells, but way less, and increased just a bit the base damage of the spells to compensate.
- Champion Guts: Reduced 1 Fury charge of his devastate card 2 (from 3) it should gain a bit less fury and do just a bit less damage in the first turns, also bloody retaliation reduced the damage based on his bleed to 150% (from 200%).
- Champion Martina: Reduced to 6(from 7) the bless charges gained with divine intervention enchantment.
- Madness Ring: Changed to be only mind -> Sight. Added a new ring, Terror Ring, that does the mind -> Dark version.
Note, all the other rings of the game did 1:1 curse conversions and madness ring was the only case that did 1:2 curses types.

We have added an option in the gameplay settings to enable or disable the warning to replay a fight in case of defeat, the option is disabled by default.

We want to thank you for the warm welcome of the Act 4 patch. Bear in mind that the game is Early Access and we will keep balancing and polishing a lot of things, so if you have suggestions, bug reports, looking for people to play coop, whatever... feel free to write a post or join our discord and tell us about it!

As usual, thank you so much for your help, reports and suggestions!


[ 2022-03-16 19:48:11 CET ] [ Original post ]

Final Act Patch v0.8

Hello everyone, finally Act 4 has arrived, here are the patch notes.

First of all we would like to thank you all for your patience and understanding. This patch has taken longer than expected, Christmas, family reunions, adding new features, reworks that were not foreseen and checking that everything went well has taken its time. Besides the simple fact that we are a very small team and there are always unforeseen events, we hope that from now on the following patches will have a faster cadence. Without further ado, here are the patch notes.


Final Act of the game.

Act 4 is the end point of your adventure, the pursuit of Lord Hanshek and the rescue of the princess takes you to a destroyed world. Where the ruins of an ancient civilization float in the void, unimaginable dangers and incredible relics await you.

New enemies, bosses, events and a whole new area to discover.

Act 4 enemies have their own enchantments, just like the players. These enchantments will challenge your gameplay and your knowledge of the game. Our intention is to add more enchantments to other enemies and bosses in the game before Act 4, so that the player is more familiar with them.

Although act 4 is the final act, it does not mean that it is the last map/biome of the game, we will be adding more content and areas you can choose to go to besides the swamp or the volcano.


Nezglekt and Wilbur join the fray.

Two new heroes available for unlocking, each with their own play style and opening up new group combinations.

Nezglekt, the Prophet, is the fourth healer in the game and specializes in card control and mind spells.

Wilbur, the Loremaster, is the third mage in the game and specializes in lightning spells and books.


Cardbacks, Ranks & Perks.

With this patch we introduce cardbacks in the game, at the moment each hero has three cardbacks available that are unlocked with the hero's rank. But this is just the beginning, soon we will add more cardbacks available by completing the main story, a certain madness level, an obelisk challenge or other achievements in the game. Also, we want to add some special cardbacks for completing the new weekly challenges that we will make soon.

Each hero has its own rank, as heroes rank up they will not only unlock cosmetics like skins or cardbacks, now there are also 2 upgrade levels (blue and yellow) for the special cards of each hero (unique card, initial item and enchantemts) that will be unlocked with the hero rank.

The number of perks available for each hero is now based on the highest rank of your heroes, so now you don't need to rank up all heroes one by one to have perks available for them. Why we changed this system? Well, when we design certain aspects of the game we always try to prioritize the fun side of it, and we saw that unlocking a new character and not being able to continue escaling madness levels because new characters were so low compared to your current roster of heroes, wasn't very funny and gave players a bad sense of grinding to play the game, which is something really far from our game perspective. Although the perk system is fine, we feel that once you have unlocked all 36 perks, the system is a bit bland and could be improved making it a bit more customizable for each hero. Our intention is to tweak it so that each hero has something special to choose from, so expect an overhaul of it within the next patches.


Graphical improvements and stability.

We have redone and improved all the combat backgrounds of the game, of all the acts!

We have changed the graphics of the game's knowledge tome and event book. Also, now all menus are more consistent and have the same type of buttons.

New effects, for the cards and enchantments of the enemies in Act 4.

Game performance has been greatly improved, especially in multiplayer.


Auras and Curses.

Removed the "Haste" aura and "Daze" curse from the game to reduce the number of auras and curses in the game.

Now the Fast/Slow aura/curse modifies the speed by 2 per charge, and each charge is nullified between them. Fast/Slow are still unstackable so cards that used to have Haste/Daze have been replaced by high values of Fast/Slow charges.

From now on to facilitate the understanding of auras and curses, auras will always be executed before curses, so auras/curses will always be ordered below the heroes health bar, first the auras and then the curses (Regeneration will now always go before Bleed but also before the Decay, so be careful).

In this sense, we have added a blue background to the auras and a red background to the curses to help new players to identify them. This option is turned on by default but can be disabled in the options menu.

The "Dark" curse now does damage only to single target, but this damage now takes into account the negative resistances and we have added items that modify the number of charges in which it explodes.

"Evasion" and "Shackle" are incompatible with each other and are mutually eliminated when one of them is gained or applied.

The "Doom" curse has been moved in front of the heroes' health bar. This curse can not be prevented or removed in any way.


Gameplay & Other changes.

This patch has changed many fundamental aspects of the game such as the change in the speed system, upgradeable enchantments and balance. So we won't go into particular details of what cards have been changed/modified. Also don't worry, when the game is released we will document every little change we make to the cards, but now that everything is changing and evolving, writing down every little change takes a lot of time and resources that we can't afford.

Balance changes on most cards, increased damage on higher cost cards and also improved damage on overcharge cards.

Overhealing has been removed, when a hero is at 100% hp he is not healed and therefore the items that are triggered when healing are not activated.

The obelisk challenge has been improved, a third floor has been added. When going up a floor you have the option to choose between several random bonuses and also an option to customize your deck a little bit.

50 new items have been added to the game.

4 new warrior cards and a new healer card.

New achivments and achivements icons added to Steam.

Added 8 new Champions that appear in rng mode, and improved some of the old ones with new enchatments.

New heroes mean new responses and interactions throughout the game.

Many QoL features have been added here and there.

The stability of multiplayer games has been greatly improved.

A gazilion bugs and minor issues have been fixed.


Due to the huge amount of changes in this patch, ongoing games from previous versions (v.0.7.52) are not supported. If you want to finish them you can always load the previous version.


What's next?
As we said at the beginning we hope that the patching frequency will return to what it was, here is what we plan to do in continuation:

- New enchantments for Bosses and Champion monsters. Also improvements & balance for Act 4.
- New cardbacks, with game and knowledge tome unlocks.
- Monsterpedia in the tome.
- Heropedia in the tome, with some surprises.
- Improvement of the Weekly Challenges, each challenge will be different from the others and will include modifications that will change the way to play it.
- Perk system overhaul (may take a bit more time).
- Also, there are many more things in the pipeline (heroes and biomes) but they will be coming during the Early Access.


Along with this patch there will be a Weeklong deal of 20% discount, so it's the perfect opportunity if you were still hesitating to buy it or wanted to give it to a friend!

Remember to leave a review on steam if you like the game, it really helps us a lot. As always, thanks to all of you for your support, feedback and understanding.

We really hope you enjoy this patch and Act 4 as much as we enjoyed creating it.

Adam & Javier.


[ 2022-03-14 19:01:45 CET ] [ Original post ]

Hotifx v.0.7.52

Hey everybody! This is a hotfix to solve a problem with the upcoming Weekly challenges.

Just be aware that this is not the Act IV patch. Regarding this, we have it almost ready. During the following weeks we will be doing some community tests to check that everything goes good and balance the new mechanics, etc.

As usual, thank you so much for your help, reports and suggestions!


[ 2022-02-21 15:56:25 CET ] [ Original post ]

Loremaster & Prophet

Hello everyone, here is an update about the two new heroes that will come in the next patch.

First of all we are still working hard on the next patch of the game, but we will need some more time, it's a big patch that includes a whole new act, with its enemies, events and more than 30 new items, plus 2 new heroes and many improvements in several aspects of the game. So we hope to have it ready around February, in the meantime here is a preview of the two new heroes.

Wilbur, the Loremaster.


Wilbur is the third mage in the game and specializes in lightning spells and books. His special card allows you to copy a spell from your hand and give a copy to any other hero (the copy is exact, so if the card has a cost reduction, it is also copied).

His talents include the ability to make the Spark on enemies do damage not only to side enemies but also to the enemy that has the Spark charges. Another of his talents will allow you to reduce the cost of the highest cards in your hand permanently when using books.

You will find Wilbur in Velkarath trying to make his flying platform work.

Nezglekt, the Prophet.


Nezglekt is the fourth healer in the game and specializes in card control and mind spells. His special card allows him to look at up to ten cards from any hero deck and vanish two of them (especially useful for removing injuries or cards added by monsters).

Nezglekt has the default ability to heal the entire party at the start of his turn based on the number of insane charges in play (regardless of who has them or who has placed them). With his talents, you can boost this ability or specialize him more in Sight and energy return when using Skills, to have a perfect control of the battle.

You can find Nezglekt also in Velkarath, but only if you visit someone first in Senenthia.


This has been a very good year for us with the release of the game in Early Access and we are looking forward to continue working on it for many years to come.

As always thank you all for your support, feedback and understanding.

Have a great Christmas and a Happy New Year!


[ 2021-12-21 16:17:27 CET ] [ Original post ]

Hotifx v.0.7.51

Hey everybody! This is a hotfix to solve some of the problems that have been reported with the latest patch.

- Because of the rework to the system that draw the auras and curses in combat, some items that heal curses (f.e. Detox Potion or Lucky Paw) were hiding some of the icons in the combat screen. This sould be solved with this hotfix.
- Some cards were showing incorrect values when being amplified (right click), this has been solved.
- Traits and effects that react healing characters (f.e. Voodoo) are working again with characters that have the Vitality aura.
- Items that are destroyed after being used during a combat (f.e. Scroll of Resurrection) will be reassigned to heroes in case of a "desync" (if it was destroyed during the current turn) or a "combat reload" (if it was destroyed during the combat).
- Search cards in the Tome of Knowledge will also search its updates.

As usual, thank you so much for your help, reports and suggestions!


[ 2021-12-14 12:22:53 CET ] [ Original post ]

Patch v.0.7.5

Hey everybody! This is a small patch focused in fixing some of the bugs reported since the last one and introducing some graphic improvements to the game.

With this patch we have also reworked the way we draw the buff icons during combat. Visually, this will work the same, but we feel this will improve the combat performance in some systems.

- Boons, injuries or monster cards will not interact with Enchantments that use the energy of casted cards as catalizer for their effects (f.e. Wild Hunt).
- The Corruption Altar will now grant a corrupted card when the chance rolled is equal to the maximum percentage of success. Also the stat sacrifices done will now be succesfully reduced in coop games. And finally, we have adjusted the dust prices and included a new event option to get a craft discount.
- The master of a coop game will be able to launch a game even if all the slots are not filled with players (with a minimum of 2 players).
- Modified the internal way that "combat corruptions" are shared before a combat in a coop game, in order to fix a problem when some players had different info until they pressed the "Combat reload" button.
- We have reworked the "Divination" invite system to avoid a bug that prevented some players to accept the invitations and join the card reward process. If you find bugs on this specific system please report it to us.
- Additionally we have fixed some minor bugs here and there!

As usual, thank you so much for your help, reports and suggestions!


[ 2021-12-11 21:11:24 CET ] [ Original post ]

Hotifx v.0.7.41

Hey everybody! This is a hotfix to solve some of the problems that the last patch produced in Mac and Linux systems. With this hotfix the game should be playable again.

As usual, thank you so much for your help, reports and suggestions!

Happy thanksgiving!


[ 2021-11-25 11:18:21 CET ] [ Original post ]

Patch v.0.7.4

Hey everybody! This is a small patch focused in fixing some of the bugs reported this days and reducing the desyncs of the coop games.

We want you to know that we are very concerned about this last subject and we are working hard to improve the coop experience. This game have a lot of interactions between cards, traits, items and making it work flawlessly in multiplayer is quite a challenge! We are so positive that this patch will fix a lot of the desync and disconnection problems, not 100% but it's clearly an improvement. So please, keep reporting us the problems that you may have with the game (trying to give us enough instructions to reproduce it, if possible) and we will continue improving it =)

On the other hand, you will find some art improvements here and there, the new "card" design and an overall improvement in performance.

Fixes and changes

- Fixed a problem when opening the Character window while transitioning to a shop, or a crafting station, after a reward screen.
- The additional energy used in Overcharge cards will now be added for cards and items that benefit from energy used to cast a card.
- Vanishing deck pile will now be restored for all heroes when a desync happens in the middle of the combat.
- While on the "Give gold and dust" screen in coop, changing tabs will no more change the selected player.
- Kicking a player from a coop game while on the lobby, will now work again.
- Fixed an interaction of some corruptions with items that change the damage type (f.e. Volcanic Axe) changing the damage type of the corruption cards with the same values.
- The Corrupted Altar will now work for upgraded cards too, letting you corrupt upgraded cards into rare cards (previously it only worked for normal cards).
- When an item modifies the speed value of a character, the initiative row will be properly updated to reflect the order modifications instead of waiting until the end of turn.
- In a coop game, if the Master of the game unlocks the Town upgrade for the "caravan", it will be available for all the players when exiting town.

As usual, thank you so much for your help, reports and suggestions!


[ 2021-11-24 17:57:59 CET ] [ Original post ]

Hotfix v.0.7.2

Hey everybody! With the last patch (0.7.1) we changed some of the multiplayer procedures trying to reduce the unexpected user disconnects in coop games. Some users have reported disconnects when changing scenes that take too long to load, this hotfix is focused on removing this unexpected behaviour. If you have been suffering this kind of issues and this patch helped with it, please tell us, on the other hand if you are still suffering unexpected disconnections, don't forget to report it to us too!

As usual, thank you so much for your help, reports and suggestions!


[ 2021-11-14 22:33:40 CET ] [ Original post ]

Patch v.0.7.1

Hey everybody! This is a patch with some fixes, improvements and some minor changes. On the other hand, we just wanted you to know that we are focused right now in bringing you Act IV as soon as possible and, as a reminder, big thank you for all your feedback with the game, its mechanics and everything! We really appreciate it.

Fixes and changes


  • Improved the damage stats screen! Including all the dots individually for each hero. This will only work for new games.
  • Added a score bonus for completing a run in all the game modes, so that it will always be more profitable to finish it than to let you die in the final boss.
  • Added experience gained in the "last games" recap in the tome of knowledge.
  • In the Obelisk/Weekly gamemode, coop players will no longer be able to modify the selected perks for characters that they dont own
  • Corruption windows now have a show/hide button to check the different paths when choosing a corruption


Balance:


  • Lowered the difficulty curve of madness in adventure mode, especially in madness 1, the enemies will have a little less life and will not hit as hard (note that the change from madness 0 to 1 will still be complex because the enemies are more random and earn better cards).
  • Unlucky has been added in Obelisk 4 madness and Energized heroes have been removed in 8, even so, you will still get +1 starting energy for lvl 9 and 10 in madness (we think the level 9 difficulty increase is big and so we will still give the +1 energy, plus with the act 4 patch and all the changes we will be keeping an eye on the new difficulty of the obelisk challenge).
  • Love Enhancer, cost increased to de 2 (from 1)
  • Sanctuary, lowered vitality and added vanish to the yellow version (The AoE vitality is too strong right now, compared to the other heals and ways to heal, we still want the vitality to be strong, but more focused in single target or that you have to dedicate some extra items and not just cycle/spam 1 card. As it makes it mandatory/imperative in any run/build at higher difficulties, besides making it difficult to balance the damage that the enemies would have to do (it is not the same not having vitality, that all the heroes have 10-15 vitality in round 2-3).


As usual, thank you so much for your help, reports and suggestions!


[ 2021-11-11 19:52:55 CET ] [ Original post ]

Community Update: Feedback v.0.7

Hello everyone, here is a brief update on how the game is progressing after the major update v.0.7

We are very happy with the latest patch and we are reading all the feedback and suggestions you are giving us, so here are a few things we are working on and will do to improve the overall game and prepare it for Act 4.

Hero ranks, class ranks and perks
In an effort to improve the meta-progression of the game and make it easier to change heroes when you unlock them (or swap heroes in madness levels in a more natural way) without the player feeling penalized for it, we have decided that we will make several changes to the system.

We still think that hero ranks and perks are not a necessary requirement to pass the game in normal mode, and that what matters most is the knowledge of the game (how the cards work, what the enemies do, mechanics and combos of the game). However with the arrival of Act 4 (with 2 new heroes) and thinking about the release version when there will be 16 heroes available, we believe that we can improve how the perks and each hero rank interact, so we will divide the Hero Rank in two, Hero ranks and Class Ranks.

Class Ranks, will be shared between all heroes of the same class and the perks will be given based on this rank. This way you will be able to switch between heroes without feeling that they lose "efficiency" and, when you unlock a new hero, you can try it directly in the next run (because that character will have the same perk points as the other characters of the same class).

Hero Ranks, will be the level of each hero individually and will serve among other things to see how much you have played a hero, for bragging rights and for different cosmetic unlocks such as skins and cardbacks.

New Card Design & Cardbacks
As we did in the last patch with the improvement of Senenthia's combat backgrounds and character skins, our intention is to improve the art of the game little by little, and that also includes a revamp to the current card design.

We have redesigned the card to be more in line with the style of our game (front and back). While the front is always the same for a card, you will be able to choose the cardback for each character (it will be shown on different screens of the game) and for this, you will be able to unlock some new cardbacks as you upgrade your heroes. Furthermore we are planning to introduce more cool cardbacks that will be awarded through the completion of various objectives (such as the weekly challenges).



Improvements
After reading your feeback we have decided to extend the Obelisk Challenge a little, so with the arrival of Act 4, the Obelisk Challenge will have three floors (instead of the current two floors) and in this last one you will fight with the new enemies and the final boss.

In addition, in each floor up (2) you will be given one of the following options: Upgrade up to 2 cards per hero, Remove 2 cards, or Craft 1 card (up to Rare or Epic depending on the floor).

We still think that the Obelisk mode is the fastest (1-2 hours) and most random mode of the game, but after the feedback received we think we can make it a bit longer and give some more options to customize the decks.

We want to improve the weekly challenge, not only in making it a bit more different with some more unusual modifiers, but we also want to give you weekly objectives to complete, with possible unlocks of cardbacks if you complete several of them.

Next patch/hotfix
- We will add a score bonus for completing a run in all the bonuses, so that it will always be more profitable to finish it than to let you die in the final boss.
- We will lower the difficulty curve of madness in adventure mode, especially in madness 1, the enemies will have a little less life and will not hit as hard (note that the change from madness 0 to 1 will still be complex because the enemies are more random and earn better cards).
- We will remove the +1 energy bonus from the Obelisk challenge madness 8, so the level 9 and 10 madness will be a bit harder (we will be watching to see if it is necessary to reverse the change).
- Several fixes.

- Last but not least, we will improve the damage stats screen! Including all the dots individually for each hero.



Act 4
We know you are looking forward to act 4 and we wanted to let you know that we are already working on it, the enemies are already designed and have new attacks/cards assigned. In Act 4 concept are some ruins where the enemies are constructs with their variants Holy and Shadow, here are some of them.



That's all for now, as always we will continue working on the game improving it in every possible way and we thank you for all the feeback and support you give us. If you like the game and you haven't done it yet, remember to give us a little review on steam.

In the following weeks when we have them ready we will show you the design of the next 2 heroes, the Prophet and the Loremaster.

As usual, thank you for your support, feedback and understanding!


[ 2021-10-29 18:58:10 CET ] [ Original post ]

Hotfix v.0.7.05

Hey everybody! This is a quick hotfix to solve the execution of some character traits (and other small things).

Fixes

- Traits that reduce the energy cost of cards in your hand, at the start of a turn, are now working as expected
- Vanished cards that have been created in the middle of a combat will now display their correct value while checking the vanish pile
- Cards generated by items (f.e. Wolfskin Cloak or Searing Dagger) will not lost their attribute modifications when a game desyncs

Balance and adjustments

Thanks to the feedback that we are getting since the launch of the Obelisk Challenge patch, we will begin to adjust some values here and there, improve some things, etc. One of the first changes have to be with the card rewards (and random card generation, f.e. cards like Ammunitions). We have increased the chance to get the upgraded version (blue, yellow or purple) of a card with each Madness level, so the higher the level the higher the chances to get a "rare" card.

As usual, thank you so much for your help, reports and suggestions!


[ 2021-10-19 17:20:36 CET ] [ Original post ]

Hotfix v.0.7.04

Hey everybody! Week 2 is about to begin so we wanted to fix some things before it:

- Fixed a bug that disabled the activation of items at the end of the combat (f.e. Reginald's Combat Bandages)
- The last team composition used in an Obelisk Challenge game, single player mode, will now be saved and pre assigned on your next game
- Fixed a bug when right clicking a card in the "Overcharge" window that made it go back to the hand
- Fixed a bug in cooperative mode where cards gained at the beginning of the turn (f.e. fishing rod -> carp) not prevented the autoend turn functionality
- Modified the text over characters when a trait -with maximum charges- is activated to reflect its current status
- Items that modify the damage type of a character (f.e. Volcanic Axe or Charged Trident) are now working as expected

As usual, thank you so much for your help, reports and suggestions!


[ 2021-10-18 16:54:36 CET ] [ Original post ]

Hotfix v.0.7.03

Hey everybody! These are the fixes and changes within this hotfix.

- Fixed a bug in coop that appeared when the group travels to a node with some kind of card reward. One of the clients never joins the reward screen and instead it is stucked on a black screen with the "loading" message. This should be fixed now.
- Fixed a bug in coop where "combat performance" was not being shared among the players leading to different final scores. We are still looking at this issue, so if you find that your scores are different at the end of a game, please try to report it to us.
- Cost of Enchant Weapons reduced to 0(from 1) cost of the fire/cold/lightning enchant increased to 1(from 0)
- Also improved some help texts, fixed some graphical glitches and fixed some text typos here and there!

As usual, thank you so much for your help, reports and suggestions!


[ 2021-10-15 17:32:53 CET ] [ Original post ]

Hotfix v.0.7.02

Hey everybody! We are so glad that you are enjojying the new game modes (Obelisk and Weekly Challenge) and thanks to your feedback and bug reports, we are uploading this hotfix to solve some of this problems.

Obelisk Challenge

- The automatic combat generation will now guarantee that no more than two monsters of the same type will appear (f.e. 3 sharpshooters). Note that 2 enemies and a champion of the same type can still appear.
- The three final cards in 4th round of the draft mode will now always be upgraded. There's still a chance that a base card is repeated among the different options but all the cards will now be upgraded and different.

Enchantment balance

- Elemental proliferation now applies 3 (from 2) burn chill spark on hit.
- Fireproof now applies 3 (from 2) burn when hit.
- Hellflame now gives +4 burns charges (from 6), but now it has 2 uses so the with the first use the +4 burns charges will apply with the incendiary talent and also with the world in flames enchantment.
- Vaccine heal recovery when triggered increased to 30% (from 20%).

Fixes

- Scroll of Resurrection have been fixed and will work again.
- Fixed a bug with the "Card Reward" screen in the Lower Obelisk. It was giving half the expected quantity when the "Dust" option was selected.
- Fixed a bug in the "Run" details section that let you hover over cards that were hidden in the UI.
- Fixed the graphical order of the dragged cards in screen that sometimes overlapped the new Enchantment icons.
- Also fixed some graphical glitches and text typos here and there!

As usual, thank you so much for your help, reports and suggestions!


[ 2021-10-13 19:58:44 CET ] [ Original post ]

Hotfix v.0.7.01

Hey everybody! We wanted to upload this hotfix that solves some minor issues that have been reported with the Obelisk Patch.

- Fixed a bug where in multiplayer events the gold and shard rewards were displayed as 0 for game clients.
- Fixed a bug in the obelisk event "Danger: toxic rain" that gave an incorrect injury.
- Fixed a bug in the Cornelius card "World in flames" where the related card appeared incorrectly.
- Fixed the tool-tip of the third card in the draft (now appears on the left) when choosing a card in the last round of the draft.
- Fixed a bug with the "Poverty" modifier that gave an incorrect amount of shards.
- Fixed a bug with the "Total resources" value for completed run in coop games. Now every player should display the same amount.
- Also fixed some graphical glitches and text typos here and there!

* We are checking the bug that causes the scores to be different when playing a game in mp.


[ 2021-10-12 02:31:48 CET ] [ Original post ]

Obelisk Challenge patch v.0.7.0

Hello everyone, here is the Obelisk challenge patch, content update v.0.7.0

Since we launched the early access, we always wanted to include a random mode that gave you a different experience each time you pressed the play button. After all the initial bugs of the launch were fixed and some QoL features were included, we began to work on it. A game in early access, for us, means exactly what we have here, a patch with some additions to the game (new game modes), changes to some mechanics (traits/enchantments), fulfilled requests (skins), graphical improvements (Senenthia backgrounds) and fixes everywhere! We know that you are waiting for some new heroes (and we want to include those too!) but the first two will have to wait for Act IV, because a new character needs content to be included, as those are integral part to the history.

We have been working hard these last months to bring you this patch that improves the game significantly in several aspects and we are very happy with the result, here are the patch notes:

Obelisk Challenge
A totally new game mode with random maps and paths, in which the combats are also random and in which at the beginning of the game all the heroes will have to draft cards. This new game mode brings a more roguelike experience to the game, it will be unlocked when you have a character at rank 5, it will also have 10 levels of madness and will be fully playable in multiplayer.


Weekly Challenge
This game mode is like Obelisk, with the difference that the map, heroes and special bonuses are fixed for each week, so all players can compete every week on equal terms. Keep in mind that this is the first implementation of the Obelisk and Weekly challenges, with time we will be adding more events and enemies to these modes, for example when we add Act4 all the new enemies and items will be added to those modes. We are also thinking that in the future the Weekly challenge will have "special modifiers" that will make each week different and we will also add "weekly objectives" that, if the players complete them, they will be able to get extra things (f.e. cosmetics).

Enchantments
Enchantments are a new type of cards that heroes get when leveling up. They replace the lvl 2 and lvl 4 talents, so when leveling up a hero can choose between 2 of them (each hero has access to 4 enchantments). The enchantments are specific to each hero and do special things that normal crafting cards don't do, we think the enchantments are a good way to give more personality to each hero and replace the old talents that were a bit bland.


Improvements in the tome of knowledge
Now in the Tome you will be able to see the scoreboards of all game modes and compare yours with the community or with your friends' scores. Also you will find detailed log of your last games, where you can see a lot of information about how the game went.


Hero skins & improved backgrounds
This is the surprise we talked about last week, now each hero will have two new skins that are unlockable at rank 15 and 30. Also in our efforts to improve the art of the game, we are starting to redo the combat backgrounds and other aspects of the game, in this patch we have redone the backgrounds of Act 1 (Senenthia).


More additions & fixes
- Added a vanish pile in the combat.
- You can now see the cards/items/stats of the heroes in the stores or when you receive loot.
- Burn, changed to reduce the resistances to 0.5% per charge (from 1%)
- Insane will no longer increase the energy cost when reaching 9 charges, it will now reduce the damage done by 0.5% per charge and will work for enemies.
- Cards that heal the caster as a side effect (binding heal) will also trigger the items that react to "on heal" activations
- Fixed a bug with multiple dark explosions on the same target
- Fixed a bug with Condemnation and other cards that allowed you to target monsters in stealth.
- General info pop ups have been improved to reduce the length and be more detailed
- Improved synchronization in coop with items that were activated at the beginning of the turn leading to a neverending synchronization state
- And lot of minor bugs fixed everywhere!

Incompatible saves
This patch changes a lot of things regarding the way games are stored. The consequence of this is that the old saved games are incompatible with version 0.7.0. If you want to complete an old version game, don't worry, there's a v.0.6.82 branch version available under the Steam builds menu that will let you finish those games. You can swap between that version and the live version anytime without any problem.

This is a big patch and we are really happy with it, in the next few weeks we will be finishing some of the obelisk challange events, as well as fixing any bugs that may arise, also we have already started working on the next Act4 patch and the new heroes.

We hope you enjoy the patch! As usual, thank you for your support, feedback and understanding!


[ 2021-10-11 18:47:55 CET ] [ Original post ]

Community update: Next patch

Hello everyone, we wanted to give you a little update about the upcoming patch.

The Obelisk patch (v.0.7) will be released on Monday the 11th, along with a 20% discount on the game.

Here is a small preview of what the patch will include:

- Obelisk Challenge, a new game mode with random maps and paths, where the combats are also random and where at the start of the game all heroes will have to draft cards. This game mode will be unlocked when you have a character at rank 5, will have 10 madness levels and is fully playable in multiplayer.

- Weekly Challenge, this game mode is like Obelisk, with the difference that the map, heroes and special bonuses are fixed for each week, so all players can compete every week on equal terms. Keep in mind that this is the first implementation of the Obelisk and Weekly challenges, with time we will be adding more events and enemies to these modes. We are also thinking that in the future the Weekly challenge will have "special modifiers" that will make each week different and we will also add "weekly objectives" that, if the players complete them, they will be able to get extra things (f.e. cosmetics).

- Enchantments, are a new type of cards that heroes get when leveling up. They replace the lvl 2 and lvl 4 talents, so when leveling up a hero can choose between 2 of them (each hero has access to 4 enchantments). The enchantments are specific to each hero and do special things that normal crafting cards don't do, we think the enchantments are a good way to give more personality to each hero and replace the old talents that were a bit bland.

- Improvements in the Tome of Knowledge, now in the Tome you will be able to see the scoreboars of all game modes and compare yours with the community or with your friends' scores. Also you will find detailed log of your last games, where you can see a lot of information about how the game went.


- A little surprise that will be officially unveiled on the day of the patch.

- In addition to many other bug fixes, improvements and enhancements to the game, such as: in combat you can see your vanish pile, you can see the cards/items/stats in the stores or when you receive loot, many improvements in the ui and in the tooltips.

Overall, it's a great patch! We are very happy with all the new features it brings and all the improvements to the game.

That's all, see you on Monday!


[ 2021-10-05 12:10:01 CET ] [ Original post ]

Patch v.0.6.8

Hey everybody!

Here is a patch with some fixes that have been reported by the community, some changes regarding coop stability and a small graphical improvement of the 4 base heroes.

We hope this is the last patch before the big one,"Obelisk challenge".

Fixes
* Fixed a graphical glitch with some elements remaining on the screen when the game screen size was different than the screen resolution.
* Fixed a bug with the "Detox Poition" item that wasn't working as expected.
* Fixed a problem calculating damage when the damage bonus from auras (f.e. "Fury") exceeded some values, giving incorrect amounts of damage.
* Fixed a bug with "Purge" cards. If you were trying to purge an effect on a character that previously prevented a curse with the "Blur" aura, the purge tried to remove the "Blur" even if it was consumed previously.
* Fixed a bug with cards that applyed more "Dark" charges than those needed to explode (f.e. "Dark Future"). Previously the "Dark" curse only exploded once and the exceeded charges remained on the target. Now, the "Dark" curse will keep exploding if there are enough charges for it to happen.
* Fixed a bug when looking at other heroes cards. Previously, when you casted a card that let you look at the cards of a hero (f.e. Trace), the energy values were modified based on your own auras/curses instead of the target ones. Now it will show the right values.
* Fixed a bug in the Armory/Shop window that prevented to apply the character perk bonuses to the items available, when changing the active heroe. Remember that, in a shop, the items stats will be modified to display the final benefits that the active heroe will have when buying the item.

Coop stability
* We have applyed a few changes to the synchronicity process in order to reduce some problems when boons and injuries are automatically casted, during coop games. If you find similar problems, please contact us with a detailed description so we can try to reproduce and fix the problem.

Mechanic change
* Cards with "Random target" (Icicle, Carnage, etc...) will be able to target stealthed characters. Previously, only visible characters were able to be targeted, even if the target was selected randomly. This will help against monsters that decide to stealth in the end of a round. Stealthed characters will continue to be hidden against direct attacks (non targeteable).

Character models
* Improved the graphic models for the initial characters. This are the first steps to improve the graphical quality of the game that we will be doing during the next patches.

As usual, thank you for your support, feedback and understanding!

Edit: We've just uploaded the hotfix v.0.6.81 to fix the audio effects problem that some users are suffering


[ 2021-09-07 17:12:24 CET ] [ Original post ]

Hotfix v.0.6.71

Hey everybody!

We are still working on the Obelisk Challenge patch, that we are expecting to upload late September, but we wanted to upload a quick hotfix to address some of the issues that have been reported.

* Fixed a problem with the achievement system that prevented the damage achievements (Giant, Colossus and Behemoth) to fire when the damage was done with a secondary damage type.
* Fixed a bug that granted different set of immunities to named mobs when the combat was reloaded or synchronized.
*Fixed a visual bug in the description of some items (YinYang Badge, Madness Ring, Virulent Ring...) when the effect "For every X charges, apply Y charges" was showing more charges than intended.
* Thuls special card "Cull the weak" from the naga event has been fixed, and now it will hit the enemy correctly.

* Changed the Starfall spell to "Jump" instead of full random, so it doesn't hit the same character twice in a row.
* In Madness levels, we have reduced the monster damage taken (innate mitigation) by half. This way, low damage cards and pets will be more effective at high madness levels. To balance this change the monster life has been increased by 15-20% in the last levels.
* Cornelius "Firestarter" talent has been changed and now also applies 1 burn to a random enemy when it triggers.

* When searching cards with the term "card", it will only show cards that interact with other cards in any way (shuffle, discover, draw, etc...).

* Many effects have been added, to items, talents and corruptions, making it easier to see when they occur.

As usual, thank you for your support, feedback and understanding!


[ 2021-08-31 20:15:08 CET ] [ Original post ]

Patch v.0.6.7

Hello everyone, these are the patch notes for patch 0.6.7.

First of all, we would like to say that some of the changes and improvements of this patch were not planned to be released before the big Obelisk Challenge patch (v0.7), but due to a couple of bugs in the live version (especially the one with the missing texts that affects, overall, Mac M1 users) we think we should upload a patch to address those issues, and while we're at it, put all the improvements we have already done for the game.


Improvements
* Reduced loading times when changing scenes (in/out of combat or to card rewards).
* Increased the overall speed of combat effects (especially cards that repeat the action of the card itself) and gameplay sequence.
* Increased the overall combat speed in multiplayer games.
* Added a new option "VSync" to the settings menu. This is EXPERIMENTAL. We have included it to solve some tearing issues that players have reported. Please, if you use this option, don't forget to give us some feedback about it.
* The game window can now be resized by dragging the window while in windowed mode.
* Items that apply auras or curses, will now show the final quantity value modified by the character perks (when the item is equipped).
* Cards that let you choose a card with reduced cost, will show the energy color in white when the cost of that card is already 0 (it was previously green in all situations).
* Cards with the "Discover" effect will now always bring you different cards to choose (the base card can still be the same).
* The corruption reward that increases the quality of the card rewards will also give you an additional card to choose (for a total of 4 cards).
* Increase the number of cards shown for advanced and premium town divinations to 4 cards.


Balance
* As many of you have suggested before, some of the level 3 talents were too powerful and the increase of a hero's power when reaching level 3 was too steep. e have been thinking along the same lines for a while now, so we decided to tinker a bit with the lvl 3 talents related to energy.

Talents that used to reduce the cost of a card type now only reduce the cost for cards in your hand of that type at the start of the turn, rather than the entire deck. Also, talents that used to return energy when using a card type now have a limit of 3 times per turn, and many of them now give an extra buff to make them more interesting, like bless in Healing surge or regeneration in Healing brew.

* Bless: from now on the bless will increase the healing received instead of the healing done, so that the bless is used more cooperatively and on several characters instead of just stacketed on one of them.

Also thanks to this change bless will now affect the heal done by regeneration, sanctify or Malukah and Ottis talents.

* Cards: Many cards have been tweaked, usually small buffs and changes to some versions of cards to make the 2 upgrades a bit more different from each other. In addition to this there have been other small tweaks to cards that were a little too strong and some cards that the community has been suggesting have been improved a little bit.


It is important to note that some of these balance changes were intended to be made in conjunction with the next patch, and the introduction of a new card type called "enchantment". In a few weeks we will be making another community update explaining this card type and other changes/improvements for the Obelisk challenge patch.


Fixes
*Fixed bug of some in-game texts not appearing and not being readable for multiple players.
* Fixed a bug that prevented to remove an assigned perk, by clicking it, when the character have no available points to spend on perks.
* Fixed a bug that randomized a couple of combats from events, that should be scripted, when the "Random combats" corruptor was active.
* In the main menu, the names of the players will not be shown anymore in the wrong slots when changing from multiplayer to singleplayer games.
* Fixed a bug with secondary damage types not firing "damage/damaged" events when the first damage type was blocked.


Thanks for your support, feedback and understanding.


[ 2021-08-23 18:22:55 CET ] [ Original post ]

Community Update: Obelisk Challenge

Hello everyone, we hope you are having a great summer, here is an update on how the Obelisk Challenge is progressing.

The Obelisk Challenge is a new game mode that we will be introducing in the next big patch. The main features of this mode are:

- Maps are randomised
- The fights are random and the events are also randomly placed. All events in this mode are new and made specifically for this mode.
- The duration of the game is about one hour.
- It does not take into account the ranks and perks of the heroes, but even so at the end of the run it gives you points to continue progressing ranks with your heroes.
- At the start of the game there is a card draft for each hero and there are no "towns" on the map.
- It is fully playable in co-op.

The Draft
At the start of the game you will choose which of your unlocked heroes you want to play with, and then the draft will start, which consists of 3 parts.

- Each hero starts with 5 basic cards, specific for the character, already assigned. Then each hero has to choose 1 pack from 3 possible packs. Each pack contains 3 cards (these cards have a chance to appear upgraded, even corrupted) and if you don't like those packs you can reroll the packs. This is repeated in 3 rounds and each time you have a reroll available, also the packs can be repeated between different rounds.

- In the fourth round, you can choose a rare card from 3 available cards, these cards are based on the 3 packs you have previously chosen, making a 15 card total deck for each character.

- Finally, you can choose 4 perks to be able to adapt your character a little bit to the cards you have chosen in that draft.



As you can see in the draft there is a lot of information to make it easier to choose your cards or perks.

Each hero is independent and you can make your choices in different order, so you don't have to complete the draft of one hero to be able to continue with another or, for example, in multiplayer you can see how the other players choose their packs and comment on the play.

At the end of the draft there is a random choice of items, so each hero can choose to start with an item or some extra money.

The map
The maps are chosen randomly and all fights or events are also random. Talking about events, we are doing a lot of new events focused on this game mode. This events can be "direct" events with an instant resolution or "chained" events that will take place in both maps (lower and upper). Also we are working on some new type of rewards. Besides the usual gold and dust, some can modify your stats (+1 speed), increase your aura or curse potential (similar to the character perks), swap your equipment or gain access to new type of "crafting" windows... (anyone looking for rare cards craft?)



Each game of Obelisk Challenge consists of 2 maps.

Weekly Challenge
With the addition of the Obelisk challenge to the game, we will introduce the Weekly Challenge, this will be a game with a fixed seed, fixed heroes (that you can play even if you don't have them unlocked) and a small set of rules.

The weekly challenge will have its own scoreboard, both individual and cooperative, and players will be able to compete for a whole week to see who can do better, discover the best combo in the draft and find the optimal path. Eventually, we'd like to include small rewards (for bragging rights) for those who complete the weekly challenge.


That's all for now, the next content patch will be big and we have more things in the pipeline (and some surprises), but it's still summer and we won't be in full swing until September.

For Mac M1 users who have a problem with the texts in game. We are working on it and we think we have the problem solved but right now it is impossible to upload a fix. If you want you can enter in our discord and we have a Dev branch ready.

Thanks for your support, feedback and understanding, have a great summer!


[ 2021-08-12 18:36:06 CET ] [ Original post ]

Hotfix v.0.6.61

Hey everybody! This is a quick hotfix to solve a couple of problems.

Furthermore, after detecting a bug with gold and shards in different game modes and in multiplayer, we have analysed and fixed the problem, and we have decided to:

Unified the initial gold and shards to 75 gold/shards in all modes.
* This means that in a normal single player game you will start with 300g/s (instead of 250) and that in multiplayer each player will receive 75g/s. In the previous patch we made it possible to transfer gold and shards between players so the extra bonus in multiplayer was no longer necessary.

* We have also removed the small initial gold/shard bonus we gave in mandness 1 and 2 (500 g/s instead of 250 g/s in single player), we had been carrying this bonus since we made the first version of NG+ and when the characters had no gold and shards perks (also now you can exchange supplies to generate more initial gold/shards), so this bonus was obsolete and made the initial gold/shards confusing depending on the game mode. Now you will get 300g/s like in normal mode.

* In madness 3 and onwards you will get the corresponding initial gold and shard depending on the madness lvl, just as before.

As usual, thank you so much for your help, reports and suggestions!


[ 2021-07-23 12:42:50 CET ] [ Original post ]

Patch v.0.6.6 [Pet patch]

Hey everybody!! This is a small patch that comes with a feature that's been requested for a long time, the "Pet slot". This means that pets will no longer share the "Accesory" slot, from now on they will have their own slot. Furthermore a lot of small fixes have been applied here and there.

*Added a separate pet slot, so that pets don't compete with the accessories.
*Added 1 new pet and 2 new pet related events.
* Items with bonus to gold and dust retention will not be available on Madness +2 difficulty.
* Made some improvements adapting the game for high resolution screens.

As usual, thank you so much for your help, reports and suggestions!


[ 2021-07-22 20:38:19 CET ] [ Original post ]

Hotfix v.0.6.54

Hey there, quick hotfix to solve some problems (specially the first one)!

* Fixed a bug with the Endless Bag item triggering its effect before a character turn, when one card was casted because of an item activation (f.e. Lava Crystal)
* Fixed a bug that let players buy pets without spending gold for it.
* Divination and reward cards descriptions will now be modified with the character perks.


[ 2021-07-16 13:07:49 CET ] [ Original post ]

Hotfix v.0.6.53

Hey everybody!! Thanks to your feedback, here is a hotfix with some fixes to the game, quality of life additions and some minor changes.

We have delayed this hotfix because we've been working hard on the Obelisk Challenge. The improvements are there and is advancing really good, we will be able to show you some things regarding this new game mode in the following weeks.

As usual, thank you so much for your help and suggestions!

Quality of Life

* When you enter a map node that discountes the price of an upgrade/transform or card remove, the system will now show the old price. It was hard for new player to understand the value of some upgrades when the discounts were 100%, now you will be able to decide with that factor in mind.
* In the load slot for coop games, you will be able to know which player was controlling each character (this will work with games saved after this patch).
* When you load a coop game, the character slots will be preassigned to the same players that were playing the loaded game (this will work with games saved after this patch).
* Repositioned the Exit button in the Craft screens so it doesn't interfere with the Chat window, in coop games.
* To avoid mistakes using the town services (craft, remove...) with multiple characters of the same class, the last used character will be active when opening a new town building (f.e if you were crafting cards in the Magic Forge with Andrin, when you close the window and open the Church to remove cards, Andrin will be the first selected character).
* Improved the card search functionality to give more precised results. Furthermore, the problem with case sensitive searches has been solved.

Bugs

* Fixed a bug in attacks with double damage type against targets with Evasion. Now, one Evasion charge will make the character evade both damage types instead of just the first one.
* Regarding some coop crashes, we've modified the order activation of some items while keeping their effects (Dryad mask I'm looking at you!)

Changes

* Preparing the game for the upcoming "Pet slot" (a new slot that will let you be able to equip pets instead of sharing the accesory slot) pets now have a fixed cost regarding their rarity. This price doesn't increase anymore, instead it will always be the same.
* A +100% bonus has been added to end-game chest rewards for madness levels 1 and 2 (from madness difficulty level 3 onwards players can't claim nor gain treasure chests).
* In the madness levels, the "Restricted Power" corruptor has been added, which adds a cap to various auras and curses, and has been removed from the base madness difficulties. (In order not to create a new madness level we have moved the corruptor that gave you 2 "Death's Door" when a hero died to base difficulty, starting from difficulty 7).
*Nerfed the monster card Amnesia, reduced the damage a bit and added vanish (we'll see if this change is enough for now).
* Bulk Healing, reduced the cost to 2 (from 3).
* Dilute, base value reduced to x0.5 (from 1) of your poison/bleed, the yellow version (poison) is x1 as before.


[ 2021-07-14 18:33:42 CET ] [ Original post ]

Hotfix v.0.6.52

Hey everybody!

Thanks to your feedback here is a hotfix to solve some of the issues that you've reported since we released the "Madness patch" and also some minor changes, on few cards, that were suggested.

Fixed some problems with items and traits that were not always triggered (ex. Shield expert, etc).
Fixed a problem with Dryad Mask in coop that sometimes crashed the game.
Fixed a problem when a pet killed one of the monsters, delaying the next action of the game.
Fixed a tooltip with stanza that showed bonus damage to piercing.

All especial character cards will have vanish.
Captain's Howl, cost reduced to 0(1), added vanish.
Coldspark, cost reduced to 1(2).
Expert tracker, added vanish.
Fiery Shield, cost reduced to 1(2) Changed to be also usable with the fireproof trait.
Heat Laser, Changed to work with the number of cards in the hand.

Thank you everyone for your support, suggestions and reports!!


[ 2021-06-27 19:46:04 CET ] [ Original post ]

Hotfix v.0.6.51

Hey everybody!

This hotfix is mean to solve a problem in the game with some events leading to a crash state (when the character rolled a critical fail), preventing the game to continue.

On the other hand we have added the "Search Bar" functionality to the Tome of Knowledge and the cards that are unlocked will not be hidden anymore. We've done this so you can see all the items and cards available in the game even if you still havent unlocked those.

Also some graphic adjustments have been made for some resolutions (big ones) that were reported in our Discord.

Finally, Steam Summer sales begin in about two hours and we want to remind you that Across the Obelisk is going to be discounted by 15% (same as the Early Access release).

Thank you for your support and happy sales!


[ 2021-06-24 17:08:46 CET ] [ Original post ]

Hotfix v.0.6.5a

Hey everybody! Hope you are having fun with the new madness levels (and the rest of the improvements). This hotfix have the next changes:

- Solved the problem that some users had loading old multiplayer games.
- Improved the "search bar" option in the Forge building (crafting cards). You can now search for almost any card propiety... repeat, front monster, song, discover, etc... try it!
- Improved the Heiner starting card "Heat Laser" (was an error from our side)
- Changed the activation order of some "Dispel" items. It is invisible in "playing" terms but we felt those items (lucky paw, soap, etc) were sometimes crashing the game while their activation. We hope this brings more stability overall!

And that's all. Please, as usual, don't forget to report any problem!
Thank you for your support.


[ 2021-06-23 14:28:20 CET ] [ Original post ]

Madness Patch v0.6.5

Hello everyone, this is the first major patch for Across the Obelisk since its Early Access release 2 months ago. Here we will explain all the changes and new features.

Madness Levels
The Madness levels are the extended difficulty levels of AtO (replacing the old NG+ system). These consist of several levels of difficulty progression and additional corruptors that you can activate whenever you want (selecting both will get you a final number of Madness level and a multiplicative bonus to the final score).

Within this system, one of the corruptors that deserve a special mention is the option to activate "random enemies" for non-event combats. By choosing this option, the enemies for the combat will be chosen randomly from a pool of difficulty based on the node area (and that we will increase over time). There is also the probability that a champion monster appears in any combat to spice it up a little more.

In the process of creating the Madness levels we have reviewed all the enemies of the game. Because of that, the game in normal mode will be a little easier than before, and as we have levels of difficulty the cards of the normal mode have lowered the damage/charges. In addition, the change from normal to Madness 1 will be much smoother than the current change from normal to NG+ (note that from normal to Madness 1 there is still a noticeable change).

Keep in mind that this is the first implementation of the Madness system. During the Early Access we will continue tuning it, improving it and adding more options to the system.


Improved Events
We have revised all the events in the game and added some new ones. Now the rolls in the events will include the number shown as valid roll (instead of higher than 6, now it will be 6 or higher). Also, character rolls will now ask for a card type instead of a number.

When a group roll is made on an event, it can now result in a critical success or critical failure (these occurs when the number rolled is greater/less than 3 points from the number that was asked for). We have moved almost all group injuries to when a critical failure is made, so now narrowly failing an event no longer results in as large a penalty as it did before.

To give it a more role-playing touch, from now on the rolls for specific characters will ask for a type of card instead of a number. As a general rule, character rolls are the option with more risk vs. reward, if you pass with success, you can evade a combat completely, get better rewards or open some interesting options later on, but if you fail, it usually results in an injury for that character.

Finally we have been able to implement a feature long requested by the community. Next to each roll there will be an icon with a dice, when you move the mouse over it you will be able to see the percentage of success probability for that roll.

The percentage still depends entirely on the cards you have in your decks, so if you see that a percentage comes out high or low, it is mainly because of the cards you carry.


Special Cards
Although special cards already existed in the form of cards used by pets or the fish cards you got by rods (items), we have introduced many other special cards that you can earn during events, many of which are exclusive to certain heroes. In addition, to give heroes more uniqueness and personality, each hero will now start with a special card of his own at the beginning.

Special cards are cards that can not be crafted and, therefore, you can not save a deck with special cards obtained during the adventure. The exception is the exclusive card that comes by default with each hero (which appear as character cards when you right click on them).

We know that you have asked and want to have a way to edit saved decks or save new decks for free, and it is one of the things we are thinking about how to do it and we will do it as soon as possible.

Corruptions
We have added 4 new corruptions and we have reviewed the current ones with the following changes:

- The corruption UI has been improved to try to show the corruption difficulty in a more visual and understandable way.
- New corruptions: Heavy Weaponry, Thorn Proliferation, Hexproof and Putrefaction.
- Increased the score reward of all corruptions.
- Winds of Amnesia, now is uncommon(from rare) removed the all resistence bonus and added +1 to all damage.
- Armagedon and Subzero, removed the fire / cold damage and made it +all damage.
- Melancholy, reduced the increased hp and the all resistence bonus.
- Noxious Parasites, greatly reduced the hp of the parasites summoned(15hp in Act 1), in addition to now the parasites have a green color, to differentiate them from the hatchlings.
- Ressurection, temporarily disabled due to a rare bug.

Aura and Curse changes
In this patch we made a big change to certain auras/curses. From now on the following auras/curses cannot be stacked from different sources, and when you cast one on top of another the higher value will prevail:
-Buffer Courage Daze Decay Disarm Evasion Fast Fortify Haste Insulate Reinforce Shackle Silence Slow Taunt Weak
In addition to the ones that already worked like this: Paralyze, Invulnerable and Stanza.

This means that, if you have 1 Fortify on you and cast Guard (1 Fortify), Fortify will stay at 1. If you cast Safeguard (3 Fortify) then you will have 3 Fortify. If monsters cast multiple cards that do the same effect, f.e. 2 AoE Reinforce, the Reinforce will not stack.

There are 3 main reasons for this change:

1. This applies also to enemies so when you have multiple enemies using the same card, f.e. 2 harpies using Windblessing (Aoe Evasion / Fast) these buffs will not be stacked, resulting in 2-4 evasion(depending on the act) for each enemy. The same happens, for example, with enemies that apply Daze to the frontline (spiders, goatmen etc...). There were many times that Daze got stacked way to much and made the tank too slow. Another example would be with the hardest curses, such as stacking several Shackle charges (Web / Webweaver, Entangling Root) or even several Silences or Disarms (in rare combinations) and finally having the bad luck to receive 2 Death's Door in the same hand, stacking 2 Weaks. This will no longer happen.

2. There was an especially annoying combination of balancing Evasion on heroes. Scouts could get up to 20+ (more like 40+) stacked Evasion charges and placing them on the frontline would negate 90% or more of the enemy's damage cards attacking the front. With this change, a scout with his cards/perks/talents/equipment can have something like 4-6 Evasion per turn (which is still really powerful) but he is not 100% immune to everything, and if he wants to be the front character he must combine it with other deffensive things (block / resist / life).

3. We believe that it adds an extra component of strategy and thinking about when to cast certain buffs/auras since now that they are not stacketed it matters more when to cast them.

To summarize, we believe that this is a good change for the game in the long term, and also as a side benefit it allows us to create new interesting items.

More changes to Auras/Curses:
- Dark, charges needed for the explosion are now 25(24) the damage has increased to 55(48) and 35(26) to sides.
- Sanctify, now also reduces the holy resistance by 1% per charge, the healing is now affected by Decay and healing received.
- Regeneration, the healing is now affected by Decay and healing received.
- Chill, the charges needed for the speed reduction have been reduced to 5(6).
- Bless, no longer increases the healing received by 1.
- Insane, now reduces the mind resistance by 2%(1%).
- Stanza I, II, III, removed the piercing damage bonus. Stanzas can't be purged now (so that you can plan well your songs for turn 2, 3... without having to worry about a purge or a Tabula Rasa).
- Evasion, fixed a bug that didn't trigger evasion with cards that did damage sided (f.e. Fireball).
- Fortify, now will be removed at the end of the round (instead of at the start of the turn) causing the block not to expire at the end of the round effectively, regardless of when the fortify was applied.

Heroes & Traits
- Shielder (Ottis) & Voodoo (Malukah) will be affected by Decay and healing received stat from the target.
- Shielder (Ottis) & Voodoo (Malukah) the healing produced by these traits will trigger the items that are activated "when you heal a hero" (Minotaur horn and new cool items that we did based in this concept).
- Unbreakable (Heiner) this trait will now grant 6 block (scales with items / perks) to all heroes at the start of the combat, also Heiner will start the combat with 2 Fortify.

Cards
We have added 2 new cards.
- Black Hole, for healers.
- Plague Shot, for scouts.

By changing many of the auras / curses most of the cards have undergone small changes especially in the number of charges and some small balance tweaks of +- 1o3 to damage. High cost cards have received more charges than they had.

There are too many cards tweaks to list them all, but most of them were really small tweaks, in the first reply of the post we will name some of the most notable card changes.


General Changes
- 15+ new items added.
- Removed the items and cards that could not currently be obtained from the Tome of Knowledge.
- A card search bar has been added in the Forge (crafting).
- In multiplayer, added an option to give gold and shards to other players.
- A HP bar has been added that shows the remaining life of each character when you are on the map or in the town (also shows your color in multiplayer games).
- A cap of 500 has been added to supplies, if you had more than 500 these have not been removed, they remain, you just don't earn more.
- Now you can buy more than 1 pet, the first one is free and the following ones cost money. (The next step will be to make a pet-only item slot).
- Upgrading cards is faster.
- The sound of the hammer has been changed in when upgrading cards and when removing them, for a softer one.
- Many other sounds have been smoothed out in the user interface, such as when looking at cards in crafting.
- Changed the "Beeehhh" sound in the melee atacks and hit sound of the sheep, they still do it with Tantrums.
- Changed the sound of Ottis being hit(although at first it was funny... too many times it was annoying).
- Fixed several bugs that have been reported in recent days.

Closing Comments

We believe that with all these changes the game is taking good shape. The first games won't be as hard as before, considering the changes in the events (not getting so many injuries and seeing the success % more directly) plus the balance changes we have made and that with the new difficulty levels we can now afford. The game is a bit more forgiving, but it still has its point of difficulty and learning, and there's still Act 4 to go!

As a reminder, if you were waiting for this patch or a sale to buy the game (or gift it to a friend) this Thursday 24th, coinciding with the Steam Summer sales, we will offer a 15% discount (like the one we did on the Early Access release) so, it might be a good time to buy it!


As always, thank you all for your feedback, support, and understanding.

We hope you enjoy the patch.


[ 2021-06-22 17:44:24 CET ] [ Original post ]

Community update: Upcoming patch 0.6.5

Hello everyone, we wanted to let you know how the next patch is progressing.

The next big AtO patch will be 0.6.5, we hope to have it ready in less than two weeks and it will have these features mainly:
- Madness Levels
- Improved Events
- Character & Special Cards
- Revised and new Corruptions
- Heal and some aura changes.

The Madness levels are the extended difficulty levels of AtO, these consist of several levels of difficulty progression and additional corruptors that you can activate whenever you want, when you put the two together you get the madness level and the bonus to the final score.

Keep in mind that this will be the first implementation and that we are in Early Access so we will improve and balance them over time.

Within this Madness system, one of the corruptors is the option to make non-event combats random. When you choose this option the enemies in the combat will be chosen randomly from a pool of difficulty that has each zone (and that we will increase over time), there is also the probability that a champion monster appears in the combat.


We have revised all the events in the game and added some new ones, now the rolls in the events will include the number shown as valid roll, so instead of higher than 6, now it will be 6 or higher. Character rolls will now ask for a card type instead of a number.

Also, now group rolls will have the possibility of critical success or critical failure, those will happen when the difference between your roll and the one you were asked for is too high/low. With this system failing an event with a simple fail will no longer result in an injury, since most of them have moved to a critical failure roll.

As you can see in the image above, now some events will give special cards to certain characters, and only for them.

Also, to try to differentiate the heroes a bit more, each one will start with his own special card.

These cards cannot be craftable, but you can get some additional copies in some events. We want to expand on the idea that there are special cards that you get during the adventure.

We have revised many of the corruptions and we are going to add four new corruptions in this patch.

We have revised some aura/curses like Sanctify that will reduce the holy resistance by 1% and the heal part will be affected by decay, regeneration will be also affected by decay, Chill will lower the speed sooner and Insane will lower the resistances by 2% per application.

Unfortunately, the Tome of Knowledge improvements won't be ready for the next patch.

Also in the next patch, we will cap the supplies that you can accumulate to 100-150, the supply system is something that was for the progression of the town and it makes no sense to accumulate thousands when you have the town fully upgraded.

With the next patch we will add a few more QoL and we have fixed several bugs that you have been reporting.

As always, thanks to all of you for your feeback, support and understanding.

See you in a few weeks.


[ 2021-06-11 18:09:38 CET ] [ Original post ]

Hotfix v.0.6.18d

Hey there, hope you are having a good weekend! Here is a small hotfix to solve some problems that have been reported during the last days.

* Fixed a problem in coop when players selected more than one node before launching an event
* Fixed a problem with the "Conflict Resolution" system during an event, that sometimes moved players to a different node
* Fixed a visual bug that displayed an incorrect card pile number, when using a card to introduce new cards into another hero deck
* Changed the way cards are instantiated before turns, so Coliseum combats don't begin with the same cards on a run
* From now on, if you have unlocked any character or pet but haven't got the achievement, it will be awarded on game launch


[ 2021-05-30 10:53:07 CET ] [ Original post ]

Hotfix v.0.6.18c

Hey everybody! Some people reported that the timeout for the repeat of the turn was short when there were some serious connection lag, so we have increased that timeout a bit.

Thank you for your reports and support =)


[ 2021-05-26 17:40:36 CET ] [ Original post ]

Hotfix v.0.6.18b

Hey there! This is a hotfix to solve some of the graphical issues that you reported to us with the 18a version. Thank you for that, and if you have more issues, don't forget to tell us!


[ 2021-05-25 19:58:35 CET ] [ Original post ]

Hotfix v.0.6.18a

Hey there! Here is a hotfix with some of the changes/fixes/balance that we've been working during this last days.

* Implemented a new system to recover the combat turn if a combat freezes in coop mode. Now, if there's some kind of desync while playing a combat in coop mode, the game will restore the action to the beginning of the turn. Bear in mind this functionality is EXPERIMENTAL so this is subject to different kind of errors and sometimes it could not be fired automatically (that's why we are still supporting the 'Reload Combat' button). If you notice something wrong with it, please, tell us directly in our discord server so we can try to fix it as soon as possible.

* Solved some graphical glitches in multiple windows.
* Revised and reduced the nodes needed in the "Tome Unlock" section.
* Fixed the free upgrade corruption to not allow more uses than those stablished at the beginning.
* Pets will be unlocked even if you don't loot the card.
* Changed the description order for some cards to reflect the way those actually work in combat.
* Fixed a bug with chain effects stopping execution when a target was killed and there were only two active objectives.
* Fixed a bug that caused some bosses to not give the kill Achievement while playing in NG+.
* Golems in Velkarath will no longer hide when they are freezed or taunted.

* Entangling Roots (Trunkies) now apply daze instead of shackle.
* Ignidoh is no longer inmune to burn.
* Book of Nightmares, Grimoire of Flames and Tome of Intellect, tweaked with a version that let you give the related spells to other Heroes.

This version comes with multiple changes to the combat system. As usual, if you experiment fails with this hotfix, feel free to install the previous version available under the Steam Branch "v0618" (and report those issues to us!).

Thank you for your support!


[ 2021-05-24 16:19:55 CET ] [ Original post ]

Patch v.0.6.18

Hey everybody! This is a new patch with some fixes and some card changes.

* Fixed a bug with the "Last Reward" card that modified all your discard pile cards adding the "Vanish" status.
* Fixed a visual bug in the character sheet window "Damage Done" column

On the other hand, we revised all cards that give energy or energize, also made some cards with Discover a bit more interesting, decreasing the cost of the drawn cards. Here is a list with all the changes:

Enrage, removed draw from the non vanish version
Bloorage, increased the health loss
Bouncing Shield, yellow upgrade, reduced damage to 1.5 (from 2)
Furious Slash, blue upgrade, target is now front.
Repetition training, blue upgrade, cost 0 and vanish removed, no longer reduces cost.
Adrenaline, yellow upgrade, reduced the energy gain to 1(from 2)
Ambidextrous, yellow upgrade, increased the reduction cost to 2 (from 1)
Amunitions, tweaked,
Energizing serenade, yellow upgrade, now has vanish.
Tune up, upgrades are uncommon(from rare) yellow upgrade, put the song from your hand on the top deck.
Music sheet, tweaked to reduce more the cost of the drawn cards.
Wicked craftman, tweaked to reduce more the cost of the drawn cards.
Dark future, tweaked, now only 1 version applies dark.
Dark Ritual, increased shadow damage suffered.
Bookworm, tweaked, added vanish to the version that reduced cost.
Clear Instructions, tweaked, to reduce more cost of the card drawn.
Electricity manual, added vanish to the version that reduced cost.
Equivalent exchange, base card is now epic
Evocation, tweaked energy and energize values.
Mana Gem, yellow upgrade, energize removed.
Mana Surge, base card is now rare.
Librarian, twearked to reduce more cost of the drawn cards.
Replenisment, cost increased, yellow upgrade, tweaked
Scroll of Intellect, blue upgrade, vanish removed, yellowupgraded, inspire removed.
The enciclopeadia, tweaked to reduce more cost of the drawn cards.
Transmision, blue upgrade, innate removed.
Mind Blast, tweaked, damage reduced, now applies insane.
Mind Visions, damage reduced to 1.5(from 2)
Prescription, tweaked to reduce more cost of the drawn cards.
Omen of Peril, tweaked to reduce more cost of the drawn cards.

Berskerker Claw: no loger gives one free infuriate at round 2.


[ 2021-05-18 16:25:10 CET ] [ Original post ]

Hotfix v.0.6.17f

Hope you all are having a good sunday!! Here is a hotfix that we've been working on during this weekend. As usual it's mean to make the combat smoother for cooperative mode, but it also comes with some fixes/changes.

* Fixed a bug with cards that reduced the cost of other cards, now this system will work as intended.
* Fixed a bug for cards with "Anyone" target, that were able to be casted ignoring the Taunt effect.
* Fixed a visual bug that prevented interact with the "Conflict resolution" in cooperative if there was a Character window active on the front.
* Tune up (yellow upgrade) now have "Vanish" to be more consistent with other type of cards of similar effects

Thank you for your support!


[ 2021-05-16 16:27:09 CET ] [ Original post ]

Hotfix v.0.6.17d

Hey there! Here are some general fixes for the game.

* Fixed a bug when a new monster was about to be summoned and, instead of creating the monster, the game freezes with a graphical bug at the center of the screen
* In cooperative mode, it is now possible to hover/click over other players cards (to get more info) when you are on the reward screen
* Improved the legibility of the purge/dispel message above characters
* Fixed a visual glitch when Cornelius gained "Stealth"
* Fixed a problem with some texts in the "Filter" window
* Fixed the treasure chest quantity text when the amount of gold or shards exceeded the limits

Have a nice weekend!


[ 2021-05-14 13:52:44 CET ] [ Original post ]

Hotfix v.0.6.17c

Thanks to your feedback, here is a quick hotfix to solve the problem with Repeat up to/Overcharge chards (Wrecking Ball, Recurring Nightmare, etc...).


[ 2021-05-13 21:50:51 CET ] [ Original post ]

Hotfix v.0.6.17b

Hey everybody! This is a new hotfix with combat fixes and some changes here and there. Here are the most important ones:

* Sound can now be muted or unmuted when the game is in the background in the audio settings.
* Slightly increased the text font on cards when they had 1 or 2 lines.
* Fixed a typo in the word "Accessory".
* Adjusted the Settings window to support large resolutions.
* Magnus: Base speed increased to 17(from 16) the Well Trained trait no longer gives Fast, as it confused new players and it is more consistent for Andrin "the scout" to move first(default, no additional items/talents).
* Mage and Healer Perks: Some of the perks for both Mages and Healers have been repositioned to make them more balanced and prepare them for Madness Lvls.
* Clear Instructions and Librarian cards have been improved.
* Baptism cost has been increased to 2(from 1).
* Monster Speed: Adjusted (reduced) the speed of many of the monsters, especially their current NG+ version, as they had much more speed than needed for future Madness Lvls.
* Reduced the damage of some enemy cards in NG+ (like Starfall and others), some enemies have extra or upgraded cards in their NG+ version that work a bit different than their normal version(we will add more with the new Madness Lvls patch).


If you find any bug or problem with the game, join our discord and report it to us so we can fix it as soon as possible!


[ 2021-05-13 20:49:50 CET ] [ Original post ]

Community Update: Road Map

Hello everyone, it's been a month since the game was released in Early Access and it seems like a good time to talk about what we're working on and update the Road Map.

Next content patch (June probably)
In the next patch we will try to include 3 things mainly:

- Madness Lvls -
These will be the difficulty levels of the game, the Madness levels will be made up of two parts, the first is eight progressive levels of difficulty, each level will increase the difficulty quite a bit from the previous level with things like health increases on enemies, speed increases, disabling chests and giving specific money to start the run, or disabling certain perks specifically those that give starting energy or extra charges of high level auras, among other things.

The second part are optional difficulty options that will also increase the Madness lvl, make the game harder and give more score at the end of a run. These optional modifiers range from more resistance to enemies, less healing for heroes to things like random combats(the composition of enemies in a fight will be random and you won't know who you are going to face) and various other modifiers.

In this way we intend that the last level of Madness, let's say Madness 20, is someone who takes the last progressive level (8 at the moment) and all the optional modifiers, in the same way that a Madness 10 can be someone who takes difficulty 2 + 8 modifiers or difficulty 6 + 4 modifiers.

In this patch we will rebalance the monsters and their damage cards (lowering the damage or charges) in their current ng+ versions, to update them and prepare them for the new system.

- Tome of Knowledge Improvements -
With the entry of the Madness levels we would like to make it possible to see the scores from the game in the tome, and we would also like to try to include a log of your last runs in the tome.

- Event Improvements -
We want to review all events as some events give an injury card a bit arbitrarily, and while we're at it we want to make it so that some event rolls(especially group rolls) can have a critical success or/and critical failure. With this we will have that in some events a roll can come out as success, failure, critical success and critical failure, so if a roll comes out as failure it won't be as bad/punishing as it is now and probably won't give an injury, and the injury will be moved in the case that the roll comes out as critical failure. Also to make it clear in the rolls we will include the number that appears on the tooltip in the roll, so instead of higer than 3, it will be 3 or higher with the 3 included.

To make a quick example: the burning house event right now is 3> to take the chest, if you fail you get burned and receive an itchy burn, with the new system it would be 4 or higher, with 4+ you take the chest, 2 3 you leave the chest and go (no injury), with a 0 1 roll, you get burned and receive an itchy burn and with a 7+ you also find gold and a old rope inside the burning house before leaving with the chest.

Also to increase the roleplay of the events, we want to make some specific Heroes rolls instead of asking for a specific number it will ask you to draw a specific type of card, for example a healer to heal a wounded merchant or a stomach ache may require a "Healing spell" card, when Heiner tries to make an option to block some rocks or a falling wall he will need to draw a "Defence" card, Thuls when he tries to assessinate someone will require an "Attack" card or Cornelius if he wants to burn something he will have to draw a "Fire spell" card.


In addition to these 3 things we will also try to put more minor QoL, more save slots for mp and more filters for crafting cards, etc.

Obelisk Challenge
Once we finish the next content patch the next thing we will do is the Obelisk challenge mode, in this mode the nodes and combats will be more random and a game will last a little less between 1-2h, also in this mode there will be no starting town and at the beginning of the game you will be able to draft cards for each hero.

Also with the Obelisk Challenge we will introduce the Daily challenges.

For the map of this mode we want to use parts of what will be the map of Act 4, that's why Act 4 and Obelisk Challenge will be done in parallel, but as Act 4 requires extra enemies, specific events and many other things Obelisk Challenge will come first. We can't give specific dates and summer is coming, but as soon as we get it fairly good we'll add it to the game, and then we'll update this mode with Act 4 enemies when we put it in the game.

Act 4
During the summer we will try to make Act 4, this takes time as we have to make the enemies, animate them, think about their cards, put effects, etc. There is also the map and backgrounds and all the events it will have, plus the final boss of the game.

Here you have a couple of enemy concepts from Act 4.


More characters
The missing characters is something we are really looking forward to do, but we can't say when. We hope that with Act 4 we will be able to include a couple of them and then the rest will come with the release.

Here is an early concept of the minstrel frog.


English proof reading & Translations
This is something very important that we are not forgetting and that we want to do as soon as possible, the release will certainly come out with translations, but for example just in this post we are announcing that we are going to modify all the events and that is one of the main reasons why the translations are not done yet because we can't modify the game freely if we have to think that something can't be touched because it is already translated. We hope that in the summer we will be able to do a good English revision and start translating the game at least for Act 1, 2 and 3.

Mods & Workshop
Before the official release, we want to support the possibility to make custom mods and enable the steam workshop.


Besides all these main points we have more ideas of things to improve the game, but better not to promise too much for the moment and focus on the important points.

As always with every little hotfix (we are still in our fight to make the MP flawless and we are getting closer) or patch we will try to add new things, new cards/items and the more QoL the better.

Thanks to all of you for your feeback, support and understanding.


[ 2021-05-13 10:17:49 CET ] [ Original post ]

Hotfix v.0.6.17a

Hey everybody! Here is a new a hotfix with some combat fixes and two new features.

* You can now sell your supplies for gold and shard

In the "Town Upgrades" section you will now find a new unlockable node. Unlocking this node will activate a button that will let you exchange one supply piece for 100 gold and 100 shards.

* Coop crafted cards are now character based

In coop games, each character will now have his own pool of cards. This doesn't change the crafting process but now, if you have a party of 4 warriors, each one will be able to craft his own warrior cards without worrying of the other players crafted cards.


[ 2021-05-11 17:44:01 CET ] [ Original post ]

Patch v.0.6.17

Hey everybody! The week has just begun and here's a new patch. As usual this patch focuses on fixing combat issues (stability is getting better!).

It also have fixes for other areas and some QoL. Finally, we have received your feedback about corruptions, its rewards... and one in particular wasn't very popular, the reward to randomly upgrade a card on your decks. We have changed it for an "Upgrade altar" reward. We think this reward will give you more control over your decks (and not break a perfect hand made deck). Here are some of the other changes that this patch will bring to the game:

* Adjusted some card texts (f.e. inner fire)
* Fixed a bug counting completed corruptions for coop score on loaded games
* Added a small "tips" section on the map scene (we will be increasing it with time)
* The icons that appear over characters on combat when you are about to use a purge/dispel card are clearer
* ... and lot of combat fixes

If you find any bug or problem with the game, join our discord and report it to us so we can fix it as soon as possible!


[ 2021-05-10 17:36:28 CET ] [ Original post ]

Hotfix v.0.6.16k

Hey there! This is a small hotfix to solve some combat/small issues.

Also it fixes/changes some other things:

* Monsters will be able to cast area cards even if all the heroes are stealthed.
* Cornelius has a custom response option for the Elemental Lord event.
* Endless bag, instead of giving a card when the hand is empty (max 3 times), it will give 3 cards (max 1 time).
* Ambidextrous, yellow upgrade, now has vanish.
* Reinforced steel, blue upgrade, cost increased to 3(from 2) now also grants fortify.
* Hidden weapon, blue upgrade, now has vanish.


[ 2021-05-07 19:51:17 CET ] [ Original post ]

Hotfix v.0.6.16h

Hey there! As usual, this is a small hotfix to solve some combat/small issues. Also it fixes some other things:

* Fixed a bug that prevented chain cards to jump to other targets when there were gaps at the beginning of the combat

* Fixed some graphical glitches that blocked combat elements in different situations

[Edited] This hotfix is now v.0.6.16h. This should fix a problem related with monsters dying because of bleed/poison.


[ 2021-05-06 19:42:44 CET ] [ Original post ]

Hotfix v.0.6.16e

Hey again, this hotfix fixes the problem that happened sometimes with an interaction between aura/curses that nullify each other (burn and wet for example) on repeated casts. This was mostly noticeable during the Ignidoh fight.


[ 2021-05-05 20:17:40 CET ] [ Original post ]

Hotfix v.0.6.16d

Hey everybody! This hotfix solves some minor graphical issues and also comes with a network change that, we hope, brings more stability to your coop games.


[ 2021-05-05 17:22:33 CET ] [ Original post ]

Hotfix v.0.6.16b (reverted)

We have reverted this patch because we are trying to fix some things that are causing unexpected reeezes on some games... will keep you updated about it.

Hey everybody. Yesterday we uploaded the hotfix (v.0.6.16) but some early reports told us that there were some problems with coop stability so we reverted it. We have made some changes and here is a new hotfix.

If you find problems with this, please report to us in Discord #bugs so, again, we can act quickly about it.

On the other hand, last stable build (v.0.6.15) will be uploaded to the branch compilations (if you want to play that old version).

To the old v.0.6.16 changes we've added these changes:

- Amulet of protection: block charges increased to 2 (from 1)

- Crusader helmet: block charges increased to 26 (from 22)

- Red cape: changed, now grants block and taunt at the start of the turn


[ 2021-05-04 13:45:36 CET ] [ Original post ]

Hotfix v.0.6.16 (reverted)

We have reverted this patch because we are trying to fix some things that are causing unexpected reeezes on some games... will keep you updated about it.

Hey everybody. This patch is mean to solve some combat interactions and general stability in coop.
On the other hand as things are more smooth, we began to work on other areas in order to solve some things here and there.

Minor Fixes

- The "invulnerability" aura now will always act before the "buffer" aura.

- Fixed a bug when a single "buffer" charge would block every curse applyed from the same card.

- Fixed the problem when sometimes restoring a loadgame with a corruption, in singleplayer, keep the corruption for the next combat.

- Corruptions shops will not be the same during acts and the player will be able to buy items that were previously available on these shops.

- Fixed a bug with the "Endless Bag" item that prevented drawing more cards when one of the drawed cards was an injury.

- Fixed a bug that let clients of a coop game to buy more than one pet.

Gameplay and cards

- [Safeguard] removed shield., increased the block granted by x4(from x2) your deck, yellow upgrade, now grants fortify.

- [Holy Aegis] increased the shield granted by x3 (from x2), yellow upgrade, now gran +1 vitality and courage charges.

- [Ignidoh] Act3 NG+ reduced the damage and burn charges of meteorshower, blazing slash and lava spray BUT now HeatAssimilation no longer removes burn charges.

- [Pyromancers] are a bit more resitant to fire.


[ 2021-05-03 20:59:40 CET ] [ Original post ]

Balance Patch 0.6.15

Hello everyone, to further improve the system of resistances and negative resistances that we introduced in the last patch, we are going to make some changes to 5 debuffs, Burn, Chill, Spark, Insane and Dark. From now on these will not improve the damage taken by 1 per 3 charges (a bit confusing for new players) but instead will reduce the resistance of its related element by 1% per stack.

This will cause several changes, good and bad, the bad ones is that increasing the damage of cards that do little damage will be harder, for example now with charge battery you only need 3 sparks charges to increase the damage by 1, with this change it will cost much more to gain that +1 only with spark charges.

On the other hand, the good side is that is more consistent and easier to understand, plus now you can face enemies with high resistances and lower their resistances without having to rely on vulnerable, the cap is -95%, or make setups of heroes that focus on 1 element and take advantage of it. Another positive thing is that because now "Burn" lowers the fire resistance, "Burn" is affected by itself, so the more burns you have to more damage it does.

We have also changed the way the "Vitality" buff works since we were not convinced after the last change we did, now it will increase the maximum life by +5 per charge and will heal you for that value. All cards that grant vitality have been tweaked to adjust to the new mechanic.

In addition to this, we have added several QoL, added new cards, made several reworks and balanced many other cards:

Quality of Life & Fixes
- Added "Energy" "Draw Card" and "Discard Card" filters in the magic forge. Many more filters will come!
- Added a button to check your decks during item rewards and in shops.
- In an event when there is an option to rest, it tells you explicitly how much it will heal you, if you have several options and you want to heal yourself make sure you choose the one that says it heals.
- You can now see the game seed in the settings menu during a game.
- Items and traits that let you draw new cards (f.e. "chastise", "holy book"...) will not be activated if your hand is full of cards. Previously those items and traits were activated but, because your hand was full, you never got a new card from them losing the functionality that they were created for.
- Fixed the problem when loading a savegame on a combat with an active corruption. Sometimes the corruption was not executed, now it should always execute on a load game.
- In coop mode when looting a pet everybody will unlock it, previously only the user that looted the pet got it.
- Fixed a bug where sometimes players were unable to choose an event reply option.

Heroes
Cornelius: Fire resistance increased to 25(from 20) cold resistance decreased to 0(from 5)
Malukah: Healthy trait swaped for Vitalizer, now Vitalizer is at lvl 4 (like Ottis)

Monsters
- The damage of some monster cards in act 3 and ng+ has been increased a little bit, especially of the cards that applied the curses modified in the patch.
Ignidoh: HP slightly increased, uses meteor shower sooner in Act 3 (round 2 normal, round 1 ng+), also now Ash storm applies burn.

Vitality cards
Desesperate prayer: heal reduced.
Heavenly blessing: heal reduced.
Holy aegis: rework, now grants shield depending on the number of cards in your deck, and always grants vitality and courage.
Sanctuary: blue upgrade, 1 less vitality charge.
Shield of warding: upgrades are now uncommon(from common), blue upgrade, shield and block increased.
Vitalize: heal removed, vitality charges reduced.
Vitalizing serenade: base card is now uncommon(from rare), heal removed, vitality charges reduced.

-Note: Even with the heal part reduced or removed on some cards and the less vitality charges these cards are better than before.

Warrior cards
Headbutt: rework, now deals damage equal to the number of cards in your hand.
SafeGuard: rework, now grants block depending on the numer of cards in your deck, and always grants inspire.
Transfusion: rework, now you can aply your bleeds to anyone, or get the bleeds from anyone and apply them to yourself.
Skullsplitter: increased damage and charges.

Scout cards
Annoying whistle: blue upgrade, increased insane charges.
Eternal lullaby: increased insane charges-
Neverending story: Cost 2(from1) base dame increased to 3.
-Note: Neverending story was performing too good compared to other AoE cards and in addition to benefiting from his multi hit nature, with this change the card is more in the line that cards like multishot/volley/rainofarrows while maintaning all the good parts that made the card fun and good.
Sprint: yellow upgrade, cost reduced to 0(from 1)and mantains the draw card, but now gives 1 fast instead of haste.
Tedious poem: increased insane charges.

Healer cards
New card: -Bulk Heal- Heal depending on the numer of cards in your deck.
New card: -Detoxify- a cheap card to remove poison or bleed and also grants buffer.
Dawnlight: rework, Damage spell that deal damge equal to the number of cards in your hand.
-Note: When we did dawnlight we didn't have planned what we will have for act 2 much less for act 4, now that we know that act 4 will be holy/shadow based we need to get rid of a cost 0 AoE dispel Dark, so the sooner we do the better.
Dilute: cost increased to 1, draw card added, vanish removed.
-Note: Wet is a very strong debuff and you can apply a lot of it with this card, now that we have Detoxify as a cheap dispel, we can convert Dilute into a combo card, with cost 1 but adding draw, and without having to nerf all the cool combos you can do with this card.
Enervate: increased insane charges.
Expectec prophecy: blue upgrade, removed vanish.
Holy smite: yellow upgrade, increased damage.
Inner fire: yellow upgrade, burn reduced to 3 charges(from 8) but now you suffer 3 fire damage.
Mesmeric mirage: increased damage and insane charges.
Mindtwist: increased damage and insane charges.
Pain supresion: yellow upgrade, increased shield charges.
Pandemonium: increased damage and charges, yellow upgrade, cost reduced to 4 (from 5)
Ruin bolt: increased damage.

Mage cards
New card: -Necrotic Burst- deal shadow damage equal to the number of cards in your discard.
Ball lightning: yellow upgrade, increased spark charge.
Curse of agony: blue upgrade, increased bleed charges, yellow upgrade, increased poison charges.
Curse of decay: increased damage.
Curse of element: increased all charges.
Curse of fragility: increased all charges.
Curse of madness: increased charges.
Curse of weakness: increased damage.
Deep darkness: increased damage.
Disintegrate: base version now applyes burn and spark, all version increased damage and charges.
Drain life: increased damage.
Electric discharge: yellow upgrade, increased damage and charges.
Electrocute: yellow upgrade, increased damage and charges.
Flare: yellow upgrade, increased damage and charges.
Frostbolt: increased damage, yellow upgrade, increased damage and charges.
Icebarrier: base and blue upgrade cost reduced to 1(from 2), yellow upgrade removed vanish.
Ice comet: increased damage and charges.
Meteorite: increased damage and charges.
Meteor shower: increased charges.
Scorching ray: increased charges.
Winter orb: blue upgrade, increased chill, yellow upgrade, now does damage based on your block.

We will be adding more cards little by little that let you play with the deck/discard/hand and with other mechanics. As always, these changes are not final and many cards will be modified during Early Access.

If you have a game in progress and you want to continue playing it as you have now or you just don't like this version, we have put the previous version posted in the steam beta branch, you can see how to do it here.

What's next?
Now that the multiplayer seems to be more stable and we have already made the change to negative resistances, the next thing we will do is to introduce many more QoL and improve the NG+ mode.

To do this, instead of making progressive levels of ng+ 1 2 5 ... what we will do is to make handicaps that the player can choose freely and each of these handicaps will have an associated increase to the score, this will be called Corruptors. These will be from simple things like increases to life, speed, resistances for the monsters or penalties for the heroes like -resistances -speed or even -1 -2 initial energy, besides other more specific corruptors like: starting without reward chests, random combats, more severe injuries, monsters that use cards more randomly and many more.


Thank you all for your support, feedback and understanding.


[ 2021-04-30 16:34:20 CET ] [ Original post ]

Hotfix v.0.6.1b

Hey everybody! With this hotfix we want to fix combat interactions that are making the game freeze when some draw items activate at the same time (f.e. Dryad Mask + Lava Crystal or Noble Shield + Flail). On the other hand we made some changes to prevent a rare freeze when killing the last npc on a battle.


[ 2021-04-29 01:38:50 CET ] [ Original post ]

Patch v.0.6.1

Hey there! We have redone the patch v.0.6.1 that we were trying to deploy yesterday. This patch, as the old ones, is focused to fix some of the freeze problems in coop. If we detect extrange behaviour like yesterday we may roll back to the v.0.6.0d1 version (that's the most stable one).

Besides the changes to the combat, and some minor fixes, this patch also fixes this things:

- Community treasures will now hide when opening craft windows while in town

- Fixed the formula with the aura "Mitigate", when the damage exceeded the mitigate value sometimes the attack healed the target

- Fixed the "Voodoo" trait from "Malukah" which wasn't calculating right hp values of characters with the "Vitality" aura

- Fixed the problem with some item interactions freezing the game when the character draw a boon or an injurie (f.e. Fire Book + Lava Crystal + Take Cover)

- Fixed some items that modify the amount of aura/curse charges with wrong values (f.e. Venom Fang)

- When you mouse hover a card that has just been upgraded on the altar, it will now show the correct card values applying all your character bonuses

- The settings value of "extended descriptions" is now activated by default for new users

- Fixed some card descriptions that reflected incorrect actions

- Game seed is now displayed inside the "Settings" menu

- There was an error with some screen resolutions on windowed mode leading to really small windows when reopening the game. It should be fixed, if the problem persists you can remove the "AcrossTheObelisk" folder on regedit where the player preferences are saved. If you don't know how to do it, come to discord and we will help you find it!


[ 2021-04-28 17:06:13 CET ] [ Original post ]

Hotfix v.0.6.0d

Hey there! This is a new hotfix with changes to some network functions in order to increase stability. We have been reported that some people had issues with the connection so this hotfix tries to address that kind of problems. As usual this patches some of the minor bugs that have been reported.

As we said on the community update, we made a lot of changes to some the cards of the game. We understand that some people spent dust creating decks and this change caught them by surprise and on the other hand, we want you to test those new cards. So we want to give you 3 extra reward chests of 3000 Gold/Shards to everyone as compensation that will help you experience new builds with all the changes that we implemented!

As always thanks for your feedback, support and comprehension.


[ 2021-04-26 19:08:10 CET ] [ Original post ]

Community Update: 0.6.0 Patch

Another weekend has passed, and this one has been quieter than the previous one, although yesterday we put a patch with several important changes and without many details of the card changes so let's explain them a little.

Balance patch 0.6.0

First of all, as many already know we are a team of 2 people actively working in the game, if we have to document every small change we make, it is time we lose making more changes or correcting bugs, the changes of the 0.6.0 patch began a week ago while we were doing non-stop testing to solve the stability of the MP (much better now than 1 week ago), so documenting things like +1 Thorns Charges to Yellow Spiked shield, +1 Regeneration to Blue Prayer of Healing or we changed some text here and there ... was time we could not lose. Then some larger changes came to some cards but it was already late to write everything down for a detailed patch notes.

Well... lesson learned, from now on we will note major changes but don't expect us to note things like a 1 charge or 1 damage change on a card either, at least during the EA.

We value the fun and free deckbuilding above the balance, we do not have "many" problems with infinite decks (nor in normal mode nor in ng + 1 there is something to avoid infinite cycling), as long as it costs a little to build or some luck is required, that said, what cannot be is that 3-4 common cards nullify another 60 cards of the class pool and that on top of that, with those cards, an infinite loop can be crafted in the starting town, again... with cards that are common, if that happens then there is a problem. Also there are many items that allow you to draw cards depending on when certain cards are playerd or other situations, our intention is that the player who wants to cycle decks or draw a little more cards also seek these items.

So, in addition to the obvious changes, we will explain some of the more specific and controversial ones:

All
All cards with cost 6 or more have been buffed with more damage / heal and charges applied.

Warrior
Warpaint: This card gives you 3 Powerful (5 with perks) that is + 15% / 25% damage with 0 cost, being a common card, the "Draw Card" that the card had was not really necessary.
Exploit Openings: The area upgrade of this card was too powerful, there is no other card in the game that put so many bleeds in area as this ... not even if you played the berserker with a legendary weapon and using a Whirlwind (cost 6), that is why the area upgrade had to change.
Bluff: Now it's rare but it have the "Draw Card" again in all its versions, as we commented on the Discord poll.

Every warrior card with thorns except for Barbed Wire (cost 0) has gained from 1 to 3 extra thorns charges.

Scouts
Sprint: This card is designed to give you Haste, and it is also a common card with cost 0, Haste is a relly powerful buff that gives you 6 speed and also counters "Daze", and also you if you have Slow (-3 Speed) and you use "Haste" you end up with +3 of Speed In positive. Same as Warpaint this card had 0 reasons to have the "Draw Card" at cost 0 as its function is to give Haste, which is much more powerful than "Fast".
Scavenge: The main function of this card is to allow you to play with the Discard Pile, and right now it still does, either allowing you to prepare a card for the next turn or return it to your hand, it was never to reduce the cost permanently and that's why we removed that functionality (It was very easy to get and abuse), the functionality to reduce the cost is still in other items or cards.
Vigilance: Cost 0 did not make sense in this card, when Oother cards like Foresight apply 3 Sight single target, why Vigilance should apply AoE Sight + Innate + Card Draw all at Cost 0?
Fan of Knives: The base card damage has risen 1 point of damage but now it is rare, by its nature of double damage and its way of scaling this card was outperforming similar or better cards.
Blade Dance: to compensate this card, went from rare to infrequent.
Neverending Story: The base card was changed to EPIC, and the upgrade that applies Insane now requires Stanza 2.
-Note- In the next hotfix the base card will be rare again.
Sweet Melody and Healing Serenade: Each of its versions now dispels more.

Healers
I think the discussion in Healers comes mainly for 3-4 cards... cards that were in almost all the decks, because they were common cards with cost 0 and also with "Draw Card", and people used them not for their designed function but for easy no-brainer cycling and thinning of decks.

Dilute: Now the blue upgrade transforms bleed into Wet, and the Draw Card was removed. This card has 2 main functions: to deal with an especific debuff and / or to use it to make combos, none of these has been modified. If you have problems with poison or you know that you are going to a certain part of the map, you can decide to craft it, which was not normal was to carry 3-4 dilutes in the deck from Act 1 or in Velkarath Mountain, only because was a no-brainer and effectively reduced you deck card count by 3-4.
-Note- In the next hotfix the Dilute upgrades will have Vanish, so you can use it when needed and do not occupy more deck space.
Dawn Light: Blue upgrade does area damage at cost 0, also this damage scales really well, none of the other classes have a cost 0 area damage card, so the "Draw Card" in the Blue upgrade was completely unnecessary.
Healing Rain: Another cost 0 card that scaled way too well, which replaced all the other Heals of the game... and also dispelled burns. As we commented on Discord, the solution has been to give the card Regeneration instead of healing, which makes it better for the new players since it cures 3 2 1 HP and keeps removing the Area Burn. It was not normal for Healing Rain to be used as a free area heal that could heal 20-40HP easily.
Flash Heal: Similar to Healing Rain, now the Flash Heal card is a less cost version of the normal Heal.
Holy Smite: The Yellow Upgrade has had the same treatment as Flare / FrostBolt / ElectricDischarge / Shadowbolt, the version with more damge and charges cost 3.
Foresight: The inspire buff was completely unnecessary, the Foresight main function is to give information to the Player of the enemy cards and it continues to do so very well for novice players, besides in more random modes when you don't know what the monster will do that information is vital, also foresight is still a very powerful card with certain combinations of items.

There have been many other small changes but generally all in positive, as always remember that this is an Early Access that has just started and there will be many cards that are going to change little by little. As always do not hesitate to give us your feedback or come to discord and comment on things, if there is a change you don't like, we can always talk about it and as said before the changes done to some cards do not have to be permanent.

Today there will be another patch/hotfix which, among other things, will give you 3 extra reward chests of 3000 Gold/Shards to everyone as compensation and so that you can also experience the new builds with all the changes.

As always thanks for your feedback, support and comprehension.


[ 2021-04-26 12:03:03 CET ] [ Original post ]

Hotfix v.0.6.0b

Hotfix to solve the problem with multiple heroes diying on a row from curses at the beginning of their turn.


[ 2021-04-25 21:24:11 CET ] [ Original post ]

Balance Patch 0.6.0

Hello everyone, it's Sunday and we have a balance patch ready, as we said before one of the reasons for the Early Access is to test new things and balance the game, the others is to fix all the problems that may arise and add more content.

In this patch we are going to change how resistances work in the game and introduce negative resistances, we are also going to change what the "Vulnerable" debuff does and make a balance pass to many cards, mainly the 0 cost cards with card draw.

Negative resistances and "Vulnerable"
We have decided that from now on resistances can go below 0 and be negative, having a negative resistance means that you will do more damage with that type of damage. The main reason is that since we have a system of damage types and resistances we want to make the most of it and that each monster has its own identity, until now that identity was lost when you reduced all the resistances to 0, now there will be a big difference if you get to lower the resistances to an enemy and this will be different from another enemy.

We have made a revision to all the enemies in the game and we have tweaked their resistances. Now all the monsters have at least 2 resistances that are notably lower than the rest, in normal mode they can be negative by default, for example the trunkys and the boss of act 1 have negative resistances to fire.

We have changed how the "Vulnerable" debuff works, now it lowers the resistances by 5%, it has a cap of 10 maximum charges, and 2 charges are removed per turn (similar to how the powerful buff works). So 10 charges of vulnerable lowers the resistances by 50% but as there are now negative resistances it means that you can do more damage. Also in some cases now burn/dark/spark can do more damage than bleed or poison.

Monster balance and Act 2
We have slightly lowered the number of debuff stacks used by the monsters in Act 2, applying a little less burn/bleed/poison charges in their respective maps. This change is only for Act 2, the difficulty of a map varies depending on the order you do it, it is not the same to do Velkarath mountains in Act 2 than in Act 3, and the same happens with Aquarfall Marsh.

With this change and along with the general lowering of resistances and negative resistances on enemies, the game will be "easier" in normal mode in both Act 1 and 2.

In NG+ mode the resistances have also been lowered in general, making it also a bit easier. Keep in mind that the next content patch will focus on making the NG+ mode more customizable and difficult for those who want to challenge and compete in the score boards.

Card balance.
In this patch there have been many changes in many cards for most of the classes.

Mainly we have reduced the ability of heroes to draw cards, especially at 0 cost, so we have tweaked those cards by removing the draw, adding cost or changing them completely.

In addition there are general tweaks such as high cost cards are even more powerful, cards with thorns have gained a couple of extra charges(except for the 0 cost ones) and powerful charges have been lowered in general. Undoubtedly the decks that have undergone the most changes are the scout and healer decks.

Note: All these changes are not final and we can revert any card changed or make new ones if needed.

Other
New quality of life functionality, now when you are going to use a dispel or purge, you will see on top of the hero what debuffs you are going to remove. Also, if you are going to attack an enemy with a card that casts a curse, if the enemy is immune to this curse, a warning text will be shown over the target.

Vitality: As it confused many players, we are going to try that vitality never heals... not even if you are at 100% health, now it will serve to increase your maximum health but you will have to heal it.

There is also a new card for mages(Ice Barrier), and there are several cards that have had entire reworks.

There are 2 new items in the game:
*Handbook: Every turn reduce the cost of a skill card in your hand by 1 this turn.
*Advanced Handbook: Every turn reduce the cost of a skill card in your hand by 1.
With these items you can lower the cost to some of your favorite skills but it will be a bit more RNG and you will have to get the item, not being like before something 100% guaranteed (Using scavenge for example).

Note: Some of the items you can see in the Tome of knowledge are not yet available in the game.

We have corrected some texts in the game.

Multiplayer
We continue on our quest to fix every combat related problem, we hope with this latest hotfixes and patches things are more stable for you. If for whatever reason the combat freezes, you retry a combat and the problem persist, we suggest to close and reopen the game. At this moment we suggest too that you disable autoend and skip corruptions until we have a stable solution for this freezes in coop.

Multiple fixes and changes have been implemented. Some people are reporting issues while others can play without problems, so it's being really hard to identify the exact problem. We are working on a solution to reload the current turn instead of the combat, but it will have to wait a few days.

On the other hand we fixed the problem in town when some players buy a divination round at the same time. Now only the first one to create a divination round will pay for it.


Thank you all for your support, feedback and understanding.


[ 2021-04-25 19:03:50 CET ] [ Original post ]

Hotfix v.0.5.99m

Hey again, K version was fast! We have detected something that may improve the combat gameplay, if you are having problems update to this version ASAP. It also fixes the problem to see the hover effects popup while not being the active player.


[ 2021-04-24 22:32:29 CET ] [ Original post ]

Hotfix v.0.5.99k

Hey everybody! A new hotfix against some of the combat freezes. It also brings some fixes in other areas (some players not getting rewards at the end of a game, etc.)

We are preparing a big balance patch for tomorrow or monday with even more fixes and some QoL features.

As usual, if you find something please join our discord to report it directly to us in order to reproduce and fix it.

The combat is improving with each hotfix and we really hope you have even less problems with this one. Thank you again for your support!!


[ 2021-04-24 21:44:17 CET ] [ Original post ]

Hotfix v.0.5.99h

Hey everybody! Yesterday we uploaded a new hotifx trying to solve the freeze problems some users are experiencing while playing coop.

If you find any issue while playing coop, we ask for your help!

Please join our discord and look for us there in #bugs, so we can join your game and try to see what the problem is. Some people don't have any issue while others seems to have those freezes, we are REALLY trying to solve it but is so hard when we can't replicate it.


[ 2021-04-24 09:53:45 CET ] [ Original post ]

Hotfix v.0.5.99g

Hey everybody! This new hotfix is focused again on combat. We are close to have a fully stable coop combat, so please report whatever you find with this new hotifx. It also fixes some things here and there, like "no experience gained" in some situations, and some graphical effects.

On the other hand we've added a lot of new servers for coop, instead of the three classic regions you now have a lot more regions to choose from.

We are now going to focus in other areas besides the combat, so expect more hotfixes during this weekened.


[ 2021-04-23 13:52:31 CET ] [ Original post ]

Hotfix v.0.5.99f

Good morning! Quick hotfix to solve the problem that prevented the game to pass the turn to some heroes when they had equipped items that casted cards on different situations (Dryad Mask, Lava Crystal...)


[ 2021-04-22 10:03:54 CET ] [ Original post ]

Hotfix v.0.5.99e

Hotfix to solve a crash for Evelyn (when choosing Betty as pet) and some issues with blood and poison.


[ 2021-04-21 23:19:30 CET ] [ Original post ]

Hotfix v.0.5.99d

Hey everybody! This is a new patch that, we hope, brings a LOT more stability to the game (singleplayer and coop). There are small issues that we already know, but we wanted to upload it asap because we feel this is an improvement over the current one.

Of course, as usual, don't forget to report to us in Discord whatever you find.


[ 2021-04-21 16:50:27 CET ] [ Original post ]

Hotfix v.0.5.99c

Hey again! This version should fix an issue in SinglePlayer when one of the npcs died by bleed at the beginning of its turn and the cast of the next npc frozen in the middle of the screen. This also fixes "Look and discard" cards in coop like Bookworn, Tune up, etc.

We are looking at the overdraw bug, expect a new patch soon.


[ 2021-04-20 19:08:27 CET ] [ Original post ]

Hotfix v.0.5.99b

One thing was missing in the patch for the coop side. It should be complete now.

Expect more changes this afternoon, we are actively looking into some things.


[ 2021-04-20 16:45:05 CET ] [ Original post ]

Hotfix v.0.5.99a

Good morning!

This patch fixes a LOT of the problems you guys have been suffering since the last weekend. Some are related to dots, others to end of round (or turn)... You should try to update to this patch ASAP.

This is a combat-exclusive patch, so issues in other areas may still persist. Coop desync is more stable (still not 100%) and your coop games are going to be smoother than the last couple of days. Yesterday we writed a post about what happened during this weekend and if you still haven't read it, please do it.

We are 100% focused on making a great game and once these little issues are solved, we will continue expanding the game with balance, content and much more features. As usual, thank you so much for your patience and support!


[ 2021-04-20 15:18:35 CET ] [ Original post ]

Community update: Crazy Weekend

Hi everyone, this has been a pretty rough and crazy weekend with very little sleep for us, on Friday we found a major bug and to fix it we had to change how some things work internally, this caused old code that was "fine" to stop working and in the end caused a chain reaction with many of the systems in the game.

So. this weekend we have been uploading hotfixes non-stop because due to the change, bugs were appearing one after another, and as both of us are also gamers we know how annoying it is when you want to play a game on the weekend and for some reason you can't, even if the game is in Early Access, so when we had some of them fixed we uploaded a fast hotfix, without being able to test all the combinations (which are many) and the whole game thoroughly, sometimes leading to another bug in another part of the game.

So we want to apologize to everyone who had problems this weekend trying to play and couldn't, but above all we want to thank all of you who helped us to solve the problems, either by reporting them, sharing with us your savegames or even making one of us enter your game to see the problem live (and no, having a cool gameseed name doesn't break the game ;) ). It's really useful for us if you can share the savegame of a game with us on discord, because if we can reproduce a bug it's much easier for us to fix it.

Although it may not seem like it, the stability and speed of the game in multiplayer is much better than last week and now there are only small details to finish fixing, there are bugs that fortunately are already history as the different items rewards between players, one of the "bugs" we had this weekend was a pretty impressive one, yesterday -Sunday- there were players who suffered disconnections even in the starting town, we realized that we had 900 concurrent players of which more than 500 were playing online! 500 was the cap of connections we had so we had to increase it, yay!. These days we will still be attentive to fix more bugs, we know there are still some issues left, but then we will be able to dedicate more time to make content and QoL.

Speaking of that, the next thing we want to do is to finish and activate more difficulty levels for the NG+ mode, in which we will make infinite deck cycling more difficult, among many other things. We also have and have collected a lot of ideas from features and QoL, (better filters, a free pre-deckbuilding creator, etc...) be sure they will come,

Next will be the Obelisk Challenge mode, a much more randomized mode, with changing paths, random fights and a draft system instead of towns, which will last between 30-60 minutes, with its own rankings and fully playable in coop.

So as always we want to thank you all for your support, feedback and understanding.

Javier (Hans) and Adam (Rhin).


[ 2021-04-19 20:30:41 CET ] [ Original post ]

Hotfix 0.5.99

Hey there! A new patch with a lot of fixes for a lot of the issues detected during this weekend. Resurrections, dots and much more things work much better now. We are aware of some minor issues outside of the combat but this patch is 100% combat related. As usual report to us whatever you find ;)


[ 2021-04-19 15:19:31 CET ] [ Original post ]

Hotfix v.0.5.98c

Ok guys, final patch for today! Hope this fixes the latest big problems (related to dot kills).


[ 2021-04-19 01:40:56 CET ] [ Original post ]

Hotfix v.0.5.98b

New patch, sorry for all this patches today but as you see we are working really hard to make things work and you can enjoy Across the Obelisk without any issue. Repeat damage, poison death and some bugs on corruption start have been fixed. Again, please report to us what you see. Thank you again.


[ 2021-04-19 00:36:09 CET ] [ Original post ]

Hotfix v.0.5.98a

Hey! No, it wasn't the last one :( this should fix corruptions that work on begind round and some nasty combinations for hero/npcs dying by poison/thorns/spark... We are still looking for some more things, but this was mandatory to fix.


[ 2021-04-18 22:27:23 CET ] [ Original post ]

Hotfix v.0.5.98

Hi again! wow, it's been a really stressful sunday. This is the 3rd patch for today (and we hope the last one), we've been all day trying to solve some of the nasty bugs that made some items, traits, perks, corruptions and card iteractions to break the game in some situation. As usual, if you find something don't doubt to report it and thanks!


[ 2021-04-18 19:56:23 CET ] [ Original post ]

Hotfix v.0.5.97f

Continue solving bugs here and there, once again, thank you for your support.


[ 2021-04-18 14:36:42 CET ] [ Original post ]

Hotfix v.0.5.97e

Good morning! Here is a new patch that solves some of the item iteractions that you have reported. This also fixes some minor bugs and hope the coop stability is much better no. It is an important patch and you should install it ASAP. Thank you everybody for your support and bug report!


[ 2021-04-18 13:11:20 CET ] [ Original post ]

Hotfix v.0.5.97d

Patch to address some of the bugs like wolfskin cloak and some corruptions interactions.


[ 2021-04-18 00:37:54 CET ] [ Original post ]

Hotfix v.0.5.97c

Hotfix to patch items with 'combat start' activation, those will work again


[ 2021-04-17 21:47:17 CET ] [ Original post ]

Hotfix v.0.5.97b

This version (among other things) solves the problems with deck interaction cards like Trace, Fortune Telling, Scry... anyway keep an eye on those cards to report a bug that may appear when casting.


[ 2021-04-17 16:01:55 CET ] [ Original post ]

Balance Patch & Mp fixes 0.5.97

It's been a week since we went live on EA, we are very happy with how things have been going and all the feedback we are getting, thanks to that we are improving the stability in multiplayer and also the balance of the game.

As you know Act 1 came out a bit more difficult than we expected, it was never our intention to put an unnecessary or frustrating wall for the starting player and much less in the first act, so during this week we have already made steps to improve in that aspect, like not forcing you to unlock cards you don't want, balancing the enemies in the first act and lowering the impact of having an injury to the deck.

So with this patch we want to continue on that path as well as balancing certain cards that were a bit too strong.

Combat performance rewards
This is a strange situation, balancing a thing like "stall" versus "reward". In paper it sounded good but it was clearly wrong to penalize poor performance on a combat. We have adjusted the rewards for every combat and level, from now on there will be no more "Dreadful" performance and even if you finish at "Underwhelming" you will always receive cards. We'll continue watching the results for future balance purposes.

Heroes
Heiner: Unbreakable, increased Fortify at the start of combat from 2 to 3.
Reginald: Chastise, added in the talent description that it only works once per turn.
Malukah: Corrected the Voodoo tooltip.

Pets
-There are 2 new pets! with their respective events and achievements.
-Balanced some pets, slimy applies 1 less poison but is the only one that does AoE and has 4% all resist.
-In the future we want to improve pets ... we are even thinking that pets could have their own equipement slot.

Enemies
-Maximum resistances on monsters lowered to 95% from 100%.
-Cutthroads, Harpies and Mosquitos: hide a little less and can't draw 2 stealth cards in a row, in normal mode (NG+ remains the same)
Note: Stealth on enemies is a bit tricky at first, but if you're prepared to deal with them it shouldn't be a problem, we'll keep an eye on these enemies.
-Dryads and Tainted Dryads: Heal (lifebloom card) and resistances reduced a bit.
-Trunkys and Trainted Trunkys: Termites card damage and Earthwave card damage, along with their resistances have also been reduced a bit.

Deckbuilding
As you have pointed out, the 0 cost and draw cards are very powerful and so we are going to make some small changes. We also know that you can make decks that cycle infinitely, our position at the moment is that discovering/building/playing these decks is fun and you don't have to use them if you don't like it, we always want to put the fun and freedom of deck creation before other things.

That said, infinite decks are a problem and since in Across the Obelisk you can build your own deck in adventure mode you don't have to rely so much on luck, so what we will do is that in normal difficulty and NG+ 1, they will remain as they are, but when we increase the difficulty mode to NG+ 2 3 4 5, we will create mechanisms(Exhaust) so that infinite loops are not as effective and you can't easily do all the content with them, so people who want to be in the top of the rankings will have to work on competitive decks without cheesing the content.

Cards
--Warriors--
-Bluff: Now grants "Inspire", the blue upgrade retains the draw card but no longer applies "Crack".
-Bludgeoning: Both upgrades have 1 less "Crack" charge.
-Citadel and Shield Wall: More "Block" and "Fortify" in all versions.
-Coat of Arms: Now grants "Reinforce"
-Entrench: Yellow upgrade grants "Fortify"
-Garden of Thorns and Sharing is Caring: text changed to Spit instad of Share, to try to be less confusing.
-Repetition Training yellow upgrade now have vanish.
-Tranfussion: Reduced the hp loss.
-Warpaint: Now is uncommon and has 1 less "Powerful" charge.
-Also minor damage tweaks on various cards and upgrades.

--Scouts--
-New card: Uproot (A cheap counter for monster with thorns)
-Camouflage: Grants 1 less "Sharp" in all versions.
-Neverending Story: Upgrades are no epic(purple).
-Setup: Blue upgrade (cost 0) no longer grants "Energize".

--Mages--
Mages are safe, for now.

--Healers--
-Dawnlight: Yellow upgrade has vanish.
-Dilute: Yellow upgrade changed to apply "Wet" for more versatile uses.
-Expected Prophecy: Now is Uncommon.
-Flash Heal: Upgrades are now Uncommon.
-Foresight: Blue upgrade grants "Inspire" intead of draw card.
-Heal: Upgrades are now Common.
-Healing Rain: Yellow upgrade now dispels "Burn" directly to not cause buffer+wet conflict when you want to use the card only for defensive puposes.
-Inner Fire: Yellow upgrade (draw card) now with suffer more "Burns".

Other
-Using Trace/Scry/Fortune telling shows current number of cards in the deck/discard over the heroes heads.
-Bass/Carp/Pufferfish cards are no longer spells, you can use them with silence.
-Changed some text and card names, thank you all for pointing these errors, like the Cloak one.

--IMPORTANT-- These changes are not final, we are in EA and we will be changing cards a lot because we want to try how everything works, we can revert changes anytime if needed.

Multiplayer
-We fixed a bug that prevented cards that draw, or discard a selection of cards (like Trace or Setup), to interact with some corruptions like Melancholy leading to screen freezes.
-The background bug which is related to the impossibilite to continue a current event after a load in coop, has been fixed. No more hydras walking on Senenthia =)

We are getting closer and closer to improving the synchronisation in multiplayer, making an online co-op game is not easy and even more so with the amount of rare cards/combos that can occur in Across the Obelisk. That's why for the moment we have put a temporary button so that a combat can be restarted only if it is strictly necessary, so that as far as possible if there is an error while we are trying to fix it, nobody loses a game.

This button will disappear as the EA progresses.

Thank you all for your support, feedback and understanding.


[ 2021-04-16 16:18:19 CET ] [ Original post ]

Hotfix v.0.5.96a

Hi again!! We continue with another hotfix looking for coop stability. We also fixed the bug that showed different items on a loot when a player rerolled the shop in the town.

IMPORTANT
We've added a button to reload a combat if the combat is frozen (only available to the master of the game) so you can reload the combat instead of loading the game. We want to mark that this button is temporary, and it will be out when that desync with some cards is fixed.

There are some misc fixes (voodoo trait), texts changes, etc. On the other hand we are also preparing a balance patch (with some new quests too) that we will announce on the following days.
Thank you for all your support.


[ 2021-04-14 20:20:10 CET ] [ Original post ]

Hotfix v.0.5.96

Hey everybody! Daily hotfix to reduce desync problems, we are watching the forum and discord closely, we are still trying to give coop the most stability possible (specially late game), we'll keep working on it until it is absolutely fixed.

IMPORTANT

This patch also fixes a bug with Malukah and her Voodoo trait, so if you are using her right now (which I know you do because she is adorable) this patch is mandatory!


[ 2021-04-14 13:07:56 CET ] [ Original post ]

Hotfix v.0.5.95

We continue fixing the loot screen and this time comes pets. When you unlock a pet in coop it will be unlocked for every member of the party.


[ 2021-04-13 15:53:12 CET ] [ Original post ]

Hotfix v.0.5.94a

Hotfix to address some problems with loot syncronization in coop.


[ 2021-04-13 11:03:40 CET ] [ Original post ]

Hotfix v.0.5.04

Hey again! We want to upload a new patch that addresses some bugs that we've encountered, the mainly one: the desync problem on coop games while looting items.

Also, at the end of a coop game, you will get experience for all the characters active in that game EVEN if those characters have been used other players (if you have the character unlocked, of course). This will not punish your character progression in cooperative games against singleplayer.


[ 2021-04-12 19:47:11 CET ] [ Original post ]

Coop loot Hotfix

Hi there! This is a patch to fix the loot problems in coop. This also deals with "on combat start" items in both single and coop modes.


[ 2021-04-12 09:27:34 CET ] [ Original post ]

Balance patch and multiplayer improvements (v.0.5.91)

New patch to improve the early game experience and implement some feedback and good ideas we are receiving through player feedback (keep them coming!).

IMPORTANT note about Coop: from this patch coop games must be played with the same game versions. Remember to tell your friends to upgrade their games to this patch if you are trying to play in coop.

Balance:
- Reduced the experience needed to reach level 2, this will let your heroes be more prepared to fight against Ylmer.
- From now on when you discover new cards after a fight, they will unlock directly without having to take cards you don't want for the active run. (Unlocking items will work the same but in the next patch).
- All injuries in normal mode have "vanish", from now on they won't cycle during a fight, so it penalizes a little less to failing in some events. In an upcoming revision of the NG+ mode, injuries will have their own upgraded version withou vanish. -- Remember that you can remove injuries at the green cross icon of the maps or also picking the corruption reward that lets you remove cards from the deck, and at the church in towns--
- Small tweaks to some of the Act 1 monsters to make them less hard, special mention to the Cutthroats / Trunkys / Dryads (the Starfall in particular will have one less repeat in each of its versions).

With these three changes we hope to improve the experience of the starting player a bit, Acts 2 and 3 remain intact for now and remember that Act 4 is still to come.

Bug fixes & Tweaks:

We have changed the way the game volume control works, now it works by % as it should be, but it is very possible that when you start the game with the new patch you will have everything to 0.

- Tweaked the "Scryer Staff" item a bit as it caused an infinite loop with another item that killed all enemies in 1 cast, surprisingly the game didn't crash :D
- We think we've fixed the bug that leaves monsters at 0 health, doesn't kill them and doesn't let you continue.

- Fixed a bug with saved corruptions in MP.
- Stability in Multiplayer, with this patch should improve stability and desync bugs, still not 100% reliable but it's a significant improvement.

- You can now select screen resolutions higher than 2560x1440

As always remember that if something goes wrong, it's best to force close the game for now and you will have the savegame to continue.

That's all for now, thanks for your support and understanding.


[ 2021-04-12 00:53:34 CET ] [ Original post ]

Community announcement

Hello everyone, we are reading all the feedback you are giving us and we wanted to inform you in a more global way of what we are planning to do about it.

First of all, both of us (developers) are very happy with how the Early Access launch went, as we are trying to do something very difficult and complex as a multiplayer coop game in a deckbuilder with many possible combinations of cards and items.

First balance patch
We have read all the comments on the forum and discord, and we are going to lower the difficulty of the first games and Act1 in general, this patch will come in a few days but it will be more or less like this:

- Most of the injury cards will have vanish (in ng+ they will be like now or worse).
- To make it easier to unlock cards and not force you to take cards you don't want, ALL cards that are shown at the end of the fight will be unlocked, same as in the divinations. All items will be also unlocked.
- We will lower the damage of some enemies, such as cutthroats or dryads, and some other tweaks in the others, in principle the bosses will remain as they are.

Bugs & Known issues
The temporary solution for most of them, is to force close the game (alt+f4) and when you come back either in single or multiplayer, you will have the savegame to continue from where you were.

- On rare occasions the enemy's life will stay at 0 hp, the enemy will not die and the game will not continue.
- When you surrender in some fights, it gives them as valid and lets you continue.
- In mp, after doing a conflict resolution it doesn't advance to the event reply or to the map node it should.
- In mp, sometimes when you choose a combat it doesn't start and the combat screen remains black.
- In mp, there is a desync problem when playing some cards or sometimes when passing the turn, which makes it impossible to continue the game. (This is our top priority right now).

Our intention is to improve the game as much as possible during this Early Access so if you have suggestions or want to collaborate, do not hesitate to enter our discord or write to us in the forum.

Thank you all for your support and understanding, and remember this is just the beginning!


[ 2021-04-11 13:55:47 CET ] [ Original post ]

0.5.9 fast patch

Hello again! We are deploying this patch to resolve some desyncs in coop games (more stability).

Remember that in a coop game everybody must have the same version (with this new patch you can check your version on the main screen, below the logo) or it will fail. We are working on a system to lock coop games if players doesnt have the same version but upload this patch is prioritary right now =)


[ 2021-04-10 21:03:29 CET ] [ Original post ]

First early access patch

Hey everybody! Thank you so much for the feedback and love that you gave us during the first 24 hours.

We keep a close eye on everything you write, bear in mind that balance a game like this is really hard, what may seem easy for somebody could be a pain for another player. Some combats, cards, events... you need to pay attention, the solution is sometimes around the corner!
Bear in mind we are a team of two people and this been really busy days, we go as fast as we can, and if you have questions join our discord channel, there you will find awesome people always willing to help.

This patch brings some changes to the game but this are the most important things:


  • Modified the combat loop in coop for more stability. While singleplayer seems to work almost perfect, there are some desync problems in the coop version that we are tracing and fixing, this patch addresses some of those problems.

  • Added Linux build to the Steam store. If you find any bug while playing the Linux version, please, write a new post describing it indicating you are using Linux, that will help us find those pesky bugs.

  • Fixed a critical problem that Turkey users were having because the incompatibility of the last versions of Unity with the local SO. The game crashed without being able to play, they can do it now.

  • Modified the character quest nodes (previously marked with an exclamation mark) to show which characters are those quests related to.

  • Added some QoL changes to the corruption selection window so players can see the difficulty of a new unknown corruption.

  • To continue with corruptions we've tuned down the resistance bonus of Melancholy and Wings of Amnesia.

  • The thorns effect icon that appears over a character with this effect when you hover a card, now also shows how many charges the character have, so it's more noticeable. Remember, thorns will kill you if you hit those mobs :P

  • We fixed a but with the Swamp Horror monster, he will not be perma stealthed anymore.

  • And finally, coop games will give you 30% additional perk experience to balance the singleplayer experience.


[ 2021-04-10 16:17:26 CET ] [ Original post ]

Early Access

Finally, after almost 2 years of work, today we can share with you Across the Obelisk!

Across the Obelisk is a cooperative deck-building role-playing game where you can play alone or with up to 3 friends. Choose your heroes, unlock items and cards, build your deck and take on powerful enemies in deep tactical combat.

The launch of the game in Early Access is just the beginning! In the coming days, we will be activating 5 levels for the NG+ mode so you can try to beat yourself and get the best score. Also in the next few weeks, we will improve the knowledge tome to show in-game the two rankings (single player and coop) and we also intend to make a log of your last games. All this while we work on polishing the game and fixing any problems that may arise.

Also during the EA we intend to add:
- Act 4 to finish the story
- Obelisk challenge: a new game mode, with card drafting at the start of the run.
- 6 new characters.
- Translations into other languages.

And much more!

We also encourage you to join our Discord and find more people to play the game in cooperative, all your progress and unlocks are shared between this two modes!

We hope you enjoy the game! and if you have any feedback or questions, don't hesitate to ask us in the forum or in our discord.

Sincerely Javier and Adam.


[ 2021-04-08 19:00:57 CET ] [ Original post ]

Deckbuilding

Hello everyone, as you all know we are releasing Across the Obelisk in Early Access next week and we wanted to talk to you a bit about deckbuilding in the game.

Also we can now announce that the game will cost 14.99 (17.99$) with a 15% discount for the early access release, during the early access and when the game is more finished and about to be released, we will raise the price.

Across the Obelisk is a complex game, more than other games of this type, first of all the game has 9 damage types and 9 resistances, each damage card has its own damage type associated and each enemy has its own resistances, so there are enemies that are more resistant to physical damage that tend to be in the front lines of combat and others with more magic resistances that are behind, there are also enemies that are clearly resistant to a type of damage as could be a lava elemental, which is very resistant to fire.



In addition to the various types of damage, the game also has an important amount of positive and negative effects on which the whole base of the game is built, such as"Block"(which stops the damage received), "Burn"(which does fire damage every turn), or "Fast"/"Slow" (which gives/takes speed of movement so that your heroes move faster) these two effects are self-excluding and only one of them can exist. Although the first impression may seem overwhelming, once you are playing and getting used to the icons we think it is quite manageable and understandable.

This complexity allows the game to have a lot of variety of builds and card combinations for the player to experiment with.

Then we have the Heroes, each hero belongs to a Warriors/Scouts/Mages/Healers class and each of them has its own cards (right now more than 90 per class). Each hero starts with their own starting deck which you can modify and also each hero has their own leveling talents which favour specific builds for them and to top it all off the heroes rank up at the end of a game, which gives them small permanent bonuses.



It should be noted that each hero card has 4 different versions, first we have the basic card -white- each basic card can be upgraded to two versions -blue- and -yellow- that modify a little the original card, and also each card has a corrupted version -purple- that comes out in the corruptions and has a small chance to come out in normal rewards, these corrupted cards are much more powerful versions than the others but can not be crafted.



So the player right now has available more than 90 cards x 4 classes x 4 versions = 1440 cards to make builds.

Finally we have the items, each hero has four slots for items, these slots are divided into Weapon, Armour, Jewellery and Accessory. Right now we have over 240 items in the game, these range from simple items that give you a small bonus to resistences or health, to items that add effects when you attack, draw cards when you launch certain types of attacks, give you additional cards or items that do rare effects under certain conditions.



Best of all, the items, level up talents and perks interact with each other.

The possibilities of deckbuilding, creating teams of heroes based on one or more damage types and synergising them with each other or trying weird combinations thanks to certain items is huge! It's one of the things we are most proud of, apart from the fact that the game is cooperative multiplayer ;)

See you next week!



[ 2021-04-01 16:54:40 CET ] [ Original post ]

Early Access playable characters

Hello everyone, we want to let you know that everything is progressing very well for the Early Access launch in 3 weeks. As you know, yesterday was the scheduled release day but we would have been very tight on time, these extra weeks will give us a little breathing space and we will be able to test everything well before the Early Access.

Thanks to this we have been able to make a lot of QoL improvements to the game and not only that, also as we already mentioned we will launch EA with the NG+ system out of the box that will give hours and hours of replayability with harder content. We have also added a new feature (which we will be improving during EA) which is the corrupted cards, we will explain more about these in a few weeks.

The purpose of this post is to introduce you to the Heroes available for the Early Access launch. Bear in mind that Across the Obelisk will have a total of 16 playable characters on release but this are the 10 characters that will be playable since the very first day of EA (some of them must be unlocked first!).

Developing a character is a hard process, we have to think about the character, create his own traits, initial cards and equipment, balance, graphic design, animations... a new character is not a skin redesign, when we design characters we want those to change the way that you play the game and have some impact on your gameplay as card selection will always be different for you based on the party composition.


WARRIORS

Magnus - class: Mercenary - Balanced frontliner who can specialise in both attack and defense.

Heiner - class: Sentinel - Defensive Frontliner good at protecting the party or himself.

Grukli - class: Berserker - Offensive warrior who gains fury during combat.



SCOUTS

Andrin - class: Ranger - Scout good at melee and ranged attacks.

Thuls - class: Assassin - Master at hiding and using poisons.



MAGES

Evelyn - class: Elementalist - Versatile mage who can use any element.

Cornelius - class: Pyromancer - Fire mage who can deal direct or burn damage.



HEALERS

Reginald - class: Cleric - Healer who specializes in direct healing or blessings.

Ottis - class: Priest- Healer who specialises in putting up shields to prevent damage.

Malukah - class: Voodoo Witch - Healer who is very good at cursing enemies and dispelling magic.



These are all the heroes for now, but during Early Access we will be adding more if we can.

Each hero has their own starting pack of cards, their own stats and also their own talents that allow them to specialise in different ways so they can try out different play styles.

That's all for now, in a few weeks we will explain other aspects of the game like deckbuilding or corrupted cards.


[ 2021-03-19 21:59:04 CET ] [ Original post ]

We need a few extra weeks

We have decided that we need a few extra weeks to be able to properly test all the new features and content we want to release in Early Access.

That's why we will postpone the Early Access launch of the game to the 8th of April.

As you know we are a really small team actively working on the game and lately we are adding a lot of new features and QoL in the game, being a multiplayer game everything needs a lot more programming and testing time than if it was a single player game and that's why we have to make sure that everything works as good as possible for the release.

On a positive note these extra weeks will allow us to finish some features that we had planned for later like the NG+ mode, a harder mode in which the enemies are not only harder and hit harder but some of them also have new attack cards and change their way of attacking from the normal mode.

Also since we made the demo, we have added the possibility to upgrade the town to have even more progression, also now you can save your favourite decks to load them in the next games and many other little things that improve the game.



If you have any doubts, questions or suggestions don't hesitate to join our discord server, whenever we can we will be happy to answer you.

See you on April 8th!


[ 2021-03-01 23:28:52 CET ] [ Original post ]

Gamedev Playing

Join us while the developer plays Acts I and II.
Ask us anything about the game!


[ 2021-02-09 16:01:07 CET ] [ Original post ]

Across the Obelisk DEMO

We are now ready to bring you the Across the Obelisk Demo.

From this exact moment you can download the demo and try the game for the first time.

We are close to the Early Access release so bear in mind that a lot things can still change, but you will get an idea of how the game works.

We hope you enjoy it and please, share your feedback with us!


[ 2021-01-22 21:06:47 CET ] [ Original post ]

Road map

Hey everybody! We've been working hard on getting the game ready and we want to share our future plans and what you can expect from Across the Obelisk in the next coming weeks.

You will be able to play AtO during the next Steam Game Festival which will take place from 3 to 9 February, BUT we plan to launch our public demo before that. We are still working on some features and we can't say for sure "when" it will happen, but it's something we want to do as soon as possible.

v0.6 Early Access

On the other hand, the release date is not set but our intentions are to release the game, in Early Access, at the end of February or beginning of March, we will soon have a specific date.

After the launch, we will spend time collecting information and/or trying to fix any errors that may appear. Your opinion is very important to us, so we will listen carefully to what you have to say about the game. Balancing a game like this can be a little difficult, what is easy for some may be difficult for others, but we will try to offer you a fair experience where everyone can have fun and enjoy our work.

v0.65 Obelisk Challenge

Across the Obelisk is mainly a RPG Adventure. There are random events, procedural paths, etc. but it is a history that evolves during 4 acts. There's a big replayablity component, different paths, events and unlockable content will give you hours and hours of gameplay.

The Obelisk Challenge is a different mode. More random, shorter, competitive through ladders and of course, playable in multiplayer like the rest of the game. You will draft your to form an initial deck and instead of the history map you will be placed in a 100% random map with random events, encounters, quests... etc. We will reveal more about this mode in the next weeks.


(Here you can see our Act II map)

v0.7 Act III

Act III of the game will come a bit later and will close the main part of the adventure together with the final boss of the game. Our plan is to include an Act IV to further round out the player's experience, but that will depend on how the Early Access goes. In addition to Act III we also want to add new characters, maps and lots of new features during Early Access.

v0.75 New game "plus" mode

One of those features is the New Game +, Across the Obelisk is not an easy game but once you know the different cards and what to expect when facing a monster (or even a boss) things are a bit easier. We are working on an option that will bring you a harder experience.

v0.8 & Beyond

We have the idea that there will be a total of 16 unlockable characters for the release. 10 of them are part of the Early Access and the other 6 will come in small updates. Besides the characters there are also several theme areas that we would like to add and many more features... but we will talk about that later.


(Cornelius the pyromancer greets you)


[ 2021-01-08 20:37:41 CET ] [ Original post ]