





🌟 Special thanks to our amazing supporters:
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Adventurers, Were excited to announce that Patch 1.5.0.1 for PC players will be rolling out next week with the following fixes. Read the full patch notes below:
THE SAHTI COLLECTION | NEW DLC'S | OUT NOW [hr][/hr] The Sahti Collection combines the Shores of Sahti Story Pack with the Bernard, the Alchemist and Sigrun, the Valkyrie Hero Packs. Uncover the mysteries of the Sahti Islands and unlock powerful strategies thanks to the addition of two new hybrid heroes. Your adventure on the high seas starts here! Set sail for the Sahti Islands in this all-new pirate-themed adventure. Powerful factions are vying for dominance in this once-peaceful archipelago. Will you defend the indigenous people, exploit their natural resources or battle to emerge as king of the pirates? The choice is yours! The 3 new set of DLC's are out now and available! Along with the release of the DLC's, we have, by far, one of the biggest content patches we've worked on! Coming your way, for free! The patch will include the implementation of the winning card-back design from the community's "Design your cardback contest" to the game. [hr][/hr]
The countdown is almost over! We're not very far from the release of the Sahti Collection DLCs, bringing you epic new adventures, unique heroes, and endless strategic possibilities. As mentioned, we also one of the biggest content patches for Across the Obelisk also coming your way along with the release. Today, we have the patch notes for Update 1.5 packed with new features, improvements, and content for the game! Let's dive into the patch notes! [hr][/hr]
Hi, everyone! Welcome to the third and final preview of our upcoming set of new DLCs. In the first two parts, we introduced you to the two new multiclass heroes coming to the gameSigrun, the Valkyrie, and Bernard, the alchemist. This time, our attention turns to the 3rd expansion setting, the once peaceful but now pirate-infested Sahti Islands. In this diary, well talk more about the lore behind the islands, the people who inhabit them and the different factions competing to dominate them. Without further ado, lets set sail! [hr][/hr]
HHi, everyone! Today, were thrilled to share the second of three Dev Diaries, diving into another key piece of this pirate-themed adventure. Last time out, we took you to the Sahti Islands, the tropical setting for the new set of DLCs. We also introduced you to Sigrun, a powerful Valkyrie. Now, our attention turns to another new playable hero, Bernard, a friendly turtle-man alchemist. Bernard is also a multiclass hero, combining a scout's skills with the curative abilities of a healer. Our next dev diary will explore the expansions setting and lore, along with many of the new items and enemies that it introduces. For now, say hello to Bernard.
Hi, everyone! Its an exciting time for us as we get closer to the release of Sahti Islands. We have three dev diaries for you over the next few days. Each of them will cover a different aspect of the new expansion. But before we dive into the details, lets set the scene. Today, were unveiling the first of three Dev Diaries, each spotlighting an exciting element of this high-seas expansion. To kick things off, lets meet a powerful new ally whos ready to join the party and turn the tides of battle: Sigrun, the Valkyrie!
[hr][/hr] As the year draws to a close, we want to take a moment to wish our wonderful community a joyful holiday season. To celebrate, weve got a special treat for you- a sneak peek at something big coming your way in January 2025!
If you or your friends havent yet had the chance to explore the enchanting worlds of Across the Obelisk, now is the perfect time! From 19:00 CET on Thursday, November 21, until 19:00 CET on Monday, November 25, the game will be completely free to play. Start an adventure solo or with friends, craft your own deck, battle formidable bosses, and join our vibrant and welcoming community! Additionally, enjoy a discount to continue your adventure beyond the free weekend: An amazing 40% off the Heroic Beginnings Time-Limited Set, making it a fantastic deal to grab the whole pack at once!
Team up with your friends and experience roguelite deckbuilding like never before! Craft decks of enormous power and lead your party on a thrilling quest to rescue a realm in turmoil. Choose wisely; your decisions have consequences. Dare you go Across the Obelisk? Download the game now! PlayStation 5 - Playstation: https://store.playstation.com/concept/10010214/ Xbox Series X/S - https://www.microsoft.com/store/productid/9P6S46PLH464 [previewyoutube=XOm7UqkwHQc;full][/previewyoutube]
Hello Across the Obelisk adventurers! Were not very far away from the release of Across The Obelisk on Xbox X|S and Playstation 5 & for those of you who like to collect unique items, have another FREE Exclusive Cardback along with an important update. Paradox Account for Cross-Play: Please note that cross-play co-op will only be supported for players who are signed into their Paradox Interactive account. This is necessary to help manage muting and/or reporting of other players. As a thank-you for joining our cross-play community, when you sign in with your Paradox account, youll automatically unlock the exclusive Broken Barriers cardback. However, please remember that the cardback is only available while you're signed in. Thank you for being a part of our journey, and we cant wait to see you exploring Senenthia on consoles! The Across the Obelisk Team
Greetings, adventurers! We have a spooky patch for you! The spookiest time of the year is upon Senenthia and our latest patch comes with a special Halloween Weekly Challenge beginning 31st of October until the 6th of November. Senenthia will be decked out in eerie halloween decor and this year, if you manage to conquer the challenge, youll be rewarded with the exclusive Treat Cardbacka hauntingly good treat to add to your collection! Weve been listening closely to your feedback, and with our latest patch the game launcher will now be optional! Weve heard your concerns about needing an extra step to access the game. Many of you have expressed a desire to launch Across the Obelisk more quickly, and weve taken that to heart. With this patch, players will be able to skip the launcher and dive straight into the game if thats what you prefer. For those who still want to stay updated with the latest news, community updates, surveys, and giveaways, it will still be fully functional and available as an option. The launcher remains our main platform for delivering important information and hosting events in the future. Sincerely, The Across the Obelisk Team
Adventurers, the wait is over!
Were thrilled to announce that Across the Obelisk will be available on Xbox X|S and PlayStation 5 on November 6th, 2024! Get ready to explore, strategize, and battle your way through the world of Senenthia. Team up with friends across different platforms, whether its PC, Xbox X|S, Nintendo or Playstation 5
As promised, were also releasing the What If free skin pack with 12 unique skins for all players along with this release.
Read more : https://pdxint.at/407R3dz
Were now in the final phase of The Cardback Design Contest and we are thrilled to announce that our developers have carefully reviewed all the incredible submissions and selected the top 10 designs!
Hi everyone, welcome to our latest Dev Diary! Today, were celebrating an anniversary: Ours! Thats right, its two years since the full release of AtO. Like all good birthdays, this one features gifts. But in this case, were the ones doing the giving. As a thank-you for your support and to celebrate our birthday in style, were gifting all players a free skin pack containing 12 unique skins. These What if? skins explore what might have been for some of the games most loved characters. Theyre a glimpse into how minor changes in their histories may have changed their look. So, read on to find out how this idea came to be, the process behind the art and when you can expect your gift to be delivered. Lets dive in!
We are thrilled to announce an exciting contest for you! Heres your chance to leave a lasting mark on Across The Obelisk by designing a unique cardback. The winning design will be implemented in the game, giving you a permanent place in our game's history.
Greetings everyone! Welcome to another Dev Diary. Today, were talking numbers. As you can see from the infographic below, we have loads of cool stats from the game. These figures are super interesting to usover 1 million runs this year already!but they also help us make important decisions about the future. We want to make sure that AtO is a game you keep coming back to, and thats only possible with regular updates and DLC. To create this content, we need to learn about you, our players. That means understanding how, when, and why you play the game. And the key to that is data. So, lets spend a little time chatting about the stories behind these numbers, what they mean, and how we use them to continue making improvements.
Hey guys! This is not a drill! It's definitely a Rise of the Machines Weekly Challenge is going live now. Don't forget that you can compete against other players and reach the third floor of the challenge to unlock a card back!
Challenge ends on July 25th!
Hi everyone, Heres the latest hotfix for Across the Obelisk! With these changes we hope to slightly improve Nenukil's damage scalability in the early game when he uses a build focused on Fast charges, in addition to giving him several new options with Wrench or Feint.
Hey guys! Were aware of the issues with the weekly challenges and we apologize for the lack of communication around the situation. We have now been able to identify the issue preventing the weekly challenges from working as it should. We have been able to implement a fix for the bug, but a patch can only be expected after it has passed some mandatory steps on all platforms before it can go live. While that may take up to a few weeks, weve made the decision to use the waiting time to simultaneously implement some pending fixes the community has been asking for recently. These fixes will be aimed at improving Nenukils damage scalability in the early game when using a build focused on fast charges and several new options with Wrench or Feint. While we are unable to confirm a date for the patch at the moment, it can be expected within the upcoming weeks and we will be sure to keep you posted. We appreciate your patience and hope that you will enjoy the additional improvements to Nenukil and the new weekly challenge when the patch goes live.
Join the weekly challenge, compete against other players and reach the third floor of the challenge to unlock a cardback!
Challenge ends on the 4th of July!
Weekly Challenges are back,
Here's your chance to snatch a cardback,
Rise to the challenge, don't hold back,
Victory's yours, stay on track!
Hey guys! Rise of the Machines Weekly Challenge goes live tomorrow, 27th June, at 17:00 CEST and runs until the 4th of July!
Welcome Nenukil, the Engineer and discover The Obsidian Uprising TODAY! The two new DLCs for Across the Obelisk are OUT NOW! Buy them here: https://store.steampowered.com/app/2879680/Across_the_Obelisk_Nenukil_the_Engineer/ https://store.steampowered.com/app/2879690/Across_the_Obelisk_The_Obsidian_Uprising/ Here's what coming out today! Nenukil, the Engineer Hero Pack contains:
Hello everyone, here are the patch notes for the 1.4 content update.
Greetings to everyone! From the beginning, when we started making the game, we always wanted to be able to tell, in a more expanded way, the story of the heroes and some of the important events that happened before the adventure started. One of those stories was the Wolf Wars with Magnus, Ottis, Andrin and what happened in Senenthia 10 years before the main story arc. The other was the Obsidian Uprising that happened 30 years ago in Velkarath and caused the closing and destruction of the Black Forge, with Cornelius, Wilbur and Amelia. Now with the announcement of the new story DLC and the new hero, let's take a moment to talk a little more in depth about both.
Hey adventurers! We have some exciting news for you todaytwo new DLCs are arriving on May 15th! Watch the Hero Pack trailer here: [previewyoutube=h5-wa98724c;full][/previewyoutube] And check out the Story Pack trailer here: [previewyoutube=oVtzmgfjnRE;full][/previewyoutube] Wishlist them now! https://store.steampowered.com/app/2879680/Across_the_Obelisk_Nenukil_the_Engineer/ https://store.steampowered.com/app/2879690/Across_the_Obelisk_The_Obsidian_Uprising/ So, what can you expect from these new DLCs? Let us tell you!
Greetings to everyone!
Content Update 1.4 is not the only thing we are working on! A new story DLC is on the way, and with it, new pets. So we wanted to take this opportunity to introduce you to two of these pets, Scrappy and Floaty.
With every new patch and DLC, we like to try to innovate and improve all aspects of the game. In this case we wanted to try to make a new type of pet, which you could customize a little bit according to your needs in each run. So, we wanted to give you a preview of a new pet that you will find in this new zone, Scrappy.
In the new adventure you will find a broken maintenance robot, Scrappy, which is missing a chassis and an arm to make it work. Depending on where you find Scrappy you can choose between 3 of the 5 possible chassis that exist, each of them will give a different passive bonus to the pet and change its appearance.
Further on and also depending on the location, you will find 3 of the 5 possible arms to attach to Scrappy. Each of the arms determines which attack he will use in combat, as well as changing his appearance.
Finally you will find a nice place to rest and where you can assemble Scrappy with the pieces you have chosen and get your new pet.
There are 25 possible Scrappy combinations.
Floaty is a more traditional pet in this regard. A surveillance drone specialized in demotivating enemies, removing their taunt and poweful, as well as granting fast to its owner.
Floaty will be accompanying a new hero to join the list of Scouts that we will announce very soon!
Stay tuned!
- The Ato Team.
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.
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)
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]
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!
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
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
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!
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 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.
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!
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.
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:
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]
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
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/
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.
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.
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.
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.
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.
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.
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.
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.
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!
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!
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:
Hello again, Adventurers, and welcome back to the second Developer Diary for our upcoming DLC: 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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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!
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!
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
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.
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,
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/
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.
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.
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.
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.
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.
Hello everyone! Welcome to the patch notes for version 1.0.3 of Across the Obelisk which is out now!
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.
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.
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.
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.
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!
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.
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.
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!
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.
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!
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.
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.
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.
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.
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!
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.
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.
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.
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.
**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.
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!
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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- 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.
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.
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.
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!
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.
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!
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!
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!
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!
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!
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!
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!
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
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!
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!
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!
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!
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!
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.
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!
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!
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
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!
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.
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!
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!
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!
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.
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.
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!!
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!
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.
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.
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.
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
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 =)
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!
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!
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.
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!
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!
Thanks to your feedback, here is a quick hotfix to solve the problem with Repeat up to/Overcharge chards (Wrecking Ball, Recurring Nightmare, etc...).
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!
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.
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.
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!
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.
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.
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.
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.
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
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.
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.
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.
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!
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.
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.
Hotfix to solve the problem with multiple heroes diying on a row from curses at the beginning of their turn.
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.
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.
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!!
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.
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.
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...)
Hotfix to solve a crash for Evelyn (when choosing Betty as pet) and some issues with blood and poison.
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.
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.
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.
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!
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).
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 ;)
Ok guys, final patch for today! Hope this fixes the latest big problems (related to dot kills).
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.
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.
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!
Continue solving bugs here and there, once again, thank you for your support.
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!
Patch to address some of the bugs like wolfskin cloak and some corruptions interactions.
Hotfix to patch items with 'combat start' activation, those will work again
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.
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.
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.
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!
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.
Hotfix to address some problems with loot syncronization in coop.
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.
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.
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.
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!
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 =)
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:
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.
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!
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.
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!
Join us while the developer plays Acts I and II. Ask us anything about the game!
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!
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)
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