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A member registered Jun 24, 2019 · View creator page →

Creator of

Recent community posts

I've made further improvements to the new player experience, still looking for someone to play through it and give feedback.

The Slammin' Update

This update allows "normal attack" -builds to be valid. If you don't want to use spells or skills you can boost your normal attacks with these new skills and combo them with existing ones.

Added

  • General
    • Added drawn hit impacts for each kind of blow: a slash for blades, a crush for blunt weapons and fists, a pierce for thrusts and arrows, claw marks for monsters, and a shield outline with sparks on a blocked hit.
    • Added the setting "Aim area skills for me". Turned off, area skills such as Fireball and Blizzard ask for their spot instead of landing where they hit the most monsters.
    • Added holy and shadow damage, which replace magic damage. Nothing resists holy damage; shadow is a full element with its own resistance, and only the Reaper resists it.
    • Added Ruin: each shadow hit adds a stack that lowers every resistance by 1%, up to 20 stacks, for 5 turns.
  • Items
    • Added holy damage affixes: Pious, Hallowed, Sacred and Divine.
    • Added shadow damage, shadow skill damage, shadow resistance and shadow piercing affixes.
    • Added the Onyx, a shadow gem that gives life in body armor.
    • Added Keep Your Distance, a unique long bow: Hawk Stance uses no mana while no monster is next to you.
    • Added Mirrorweave, a unique robe: when a hit would kill you, one of your illusions within 2 tiles takes it instead, once every 50 turns.
    • Added Sheepdog, a unique spear: in Wolf Stance, your extra hits reach as far as your weapon and pull each monster they hit 1 tile toward you.
    • Added Quicksilver, a unique ring: Smoke and Mirrors can be cast at a monster up to 6 tiles away, and its illusions appear around that monster.
    • Added Kindred, a unique amulet: in Bat Stance, the life you steal also heals each of your allies for the same amount.
  • Ranger
    • Added Hawk Stance, Wolf Stance and Bat Stance: one at a time, they change your plain attacks and drain 3% of your maximum mana a turn while a monster is awake in sight.
    • Hawk Stance adds damage and makes critical hits strike again. Wolf Stance's plain attacks hit extra monsters. Bat Stance steals life and causes bleeds that steal life too.
    • Added trait paths Raking Talons and Overdraw (Hawk Stance), Feeding Frenzy and Lone Wolf (Wolf Stance), and Out for Blood and Lifeblood (Bat Stance).
    • Added keystones Fixation (Hawk Stance), Pick Them Off (Wolf Stance) and Slow Drip (Bat St
  • Mage
    • Added Second Self, a level 5 passive: your weapon hits have a 23% + 3% per rank chance to make an illusion of you that fights for a few turns with a share of your damage.
    • Added Smoke and Mirrors, a level 13 skill that needs Second Self: summons three stronger illusions for 16 turns, with a 20-turn cooldown.
    • Added trait paths Mirror Shards and Stand-In (Second Self), and Follow Suit and Hall of Mirrors (Smoke and Mirrors).
    • Added keystones Phantasm (Second Self) and Recollection (Smoke and Mirrors).

Changed

  • General
    • Critical hit chance above 50% now counts for half, and above 75% for a quarter.
    • Reckless reworked: each hit you take gives a stack, up to 5, for +5% critical hit chance . At rank 2 your next critical hit spends them for +10% critical damage each, and at rank3 the action after a critical hit takes half the time.
    • Giant Slayer removed.
    • Heroes who had a removed skill or trait get its skill points and trait picks back.
    • The Blessing of Ruin now also pierces shadow resistance by 15%.
    • Skill, trait, item and boss texts rewritten to be shorter and plainer.
  • Items
    • The rare shield name word Keep is now Shelter.
    • Wildfire's trail now crackles softly, and its kill burst has a new sound.
  • Monsters
    • A chilled boss's actions now take 25% longer, down from 50%.
    • The Skeleton King uses Bone Slam every 16 turns, up from 9.
    • On Normal, the Skeleton King has 80% more life and deals 96% more damage.
    • The Skeleton King now deals triple damage to totems.
    • The Pharaoh uses Sand Wave every 13 turns, up from 9, and Grave Wraps every 9 turns, up from 6.
    • On Merciless, the Pharaoh has an orb circling him for each sarcophagus still standing, and an orb sits on each standing sarcophagus.
    • The Frost Wyrm no longer dives under the ice. Instead, every 15 turns it charges a hero 4 or more tiles away down a lane 3 tiles wide, dealing 8-14 damage and stunning.
    • The Frost Wyrm now moves faster (a step takes 60% of a turn, down from 85%), uses its breath, tail and falling ice about half as often, and only breathes within 3 tiles.
    • Frozen Hide reworked: the Frost Wyrm takes half damage until 5 hits break the hide, then full damage for 6 turns before the hide grows back.
    • The Demon Lord now resists cold, lightning and poison by 10% on Normal up to 50% on Mercisistance stays at 50%.
    • The Demon Lord now has 15 more armor on Normal, up to 90 more on Merciless.
    • The Demon Lord's Inferno now ignores resistances.
    • The Demon Lord's plain blows now deal physical damage instead of fire.
  • Warrior
    • Bone Breaker, Bloodied Arcs and Brawler removed.
  • Ranger
    • Keen Eye removed, along with its trait paths Weak Spot and Overwatch.
    • Evasion reworked: a melee blow you dodge now hits another monster next to you or the attaf its damage, and an arrow you dodge flies on to the first monster behind you.
    • Hunter's Focus reworked: your first bow attack on each monster always hits and deals 50% more damage. At rank 2, a kill with it makes your next bow attack take half the time, and at rank 3 it is always a critical hit.
    • Hunter's Mark damage bonus reduced from 15% + 2% per rank to 11% + 1% per rank.
    • Predator damage bonus reduced from 25% to 15%.
  • Rogue
    • Virulence replaced by Festering: your poison deals more damage for each turn it has lasted on a monster.
    • Lethality's Dexterity per theft is now halved for every 5 thefts you hold, down to 1 per
    • Backstab has new attack and hit sounds.
  • Paladin
    • Righteous removed.
    • Devotion replaced by Afterglow: an aura you switch off keeps working for 3 turns (6 from rank 2) without holding back mana.
    • Warband's healing is now limited to 2% of maximum life per turn for you and for each ally.
    • Holy Strike has its own sound.
  • Mage
    • Quickening replaced by Havoc Mage: each spell hit adds 4% + 0.5% per rank of your unreserhtning damage, and spells that cost mana cost 3% of your mana more.
    • Quick Reflexes replaced by Spellguard: the extra mana Havoc Mage adds to a spell's cost becomes a shield.
    • Arcane Flow replaced by Mana Globes: monsters your spells kill can drop mana globes that restore mana.
    • Energy Shield now unlocks at level 9, down from 13.
    • Static Field's spare sparks deal 10% of the damage, down from 25%.
    • Static Field's damage bonus per floor reduced from 10% to 7.5%.
  • Priest
    • Searing Light removed.
    • Judgement now stuns bosses and unique leaders for 1 turn, down from 2.
    • Martyr's Grace's text now says that healing past your maximum life is lost.
  • Warlock
    • Hex Weaver replaced by Doom: a cursed monster stores part of the damage it takes and takese ends.
    • Leech reworked: each Drain Life adds a stack, up to 2/3/4, and each stack heals you for 2% of its cast's damage each turn for 4 turns.
    • Amplify Damage now also increases shadow damage.
    • Hollow Bones now makes amplified monsters take more fire, cold, lightning, poison and holy damage, at half of Amplify Damage's bonus.
  • Shaman
    • Fire Totem damage changed from 5-9 to 3-6 at rank 1, from 16-29 to 8-13 at rank 10, and from 29-52 to 18-32 at rank 20.
    • Storm Totem damage reduced by 15% (rank 10: from 10-72 to 8-61).
    • Totemic Weapon's totem bolts now carry your imbue at 33% of its damage, and only at the first monster each totem strikes in a turn.
    • Weapon Spirit now attacks from your weapon's range with a bow or wand, and a bow's spirit shoots arrows.
    • Gale Weapon's extra strikes can now only be critical hits when the attack they come from was one.

Fixed

  • General
    • Fixed stutter in big fights with many combat numbers on screen.
    • Fixed an error when a summoned or spawned creature died in the same turn it appeared.
    • Fixed dead monsters sometimes staying on their feet with their health bars, and picked-up gold staying on the floor.
    • Fixed life and mana staying above their maximum on a new floor after a Huge monster's bonus wore off.
    • Fixed a skill's rank not flashing on the skills page when raised.
    • Fixed Vengeance's status line saying the next monster you hit takes the stored damage; only a skill uses it, as holy damage.
  • Monsters
    • Frost Lance's and Soul Rot's combat log lines now say what happened instead of repeating the rule.
  • Rogue
    • Fixed Hemorrhage poisoning from Rupture's bleed and burn damage as well as its poison damage.
  • Paladin
    • Fixed Avenger's and Zeal's damage bonuses applying again to strikes made from another blow, such as Twin Strike, Sweep, Ricochet and Skewer.
  • Priest
    • Fixed Sanctified Shield's burst getting your damage bonuses and critical hits; it now deals exactly what the shield absorbed.
  • Mage
    • Fixed a Resonance echo's zone sometimes staying drawn on the floor.
  • Shaman
    • Fixed the imbue that Elemental Echo keeps working showing as switched off on the status row.

The Data Update - for data nerds

New life report screen shows you in-depth data of how your run is going, or how your run ended if you beat the game or died. Can be accessed through the ledge or death/victory screen.

Added

  • Life report: damage dealt and taken by source, healing, skill use, defences, boss fights and a per-cast damage timeline. Open it from the death or victory screen, or from the Ledger's Reports page, which keeps the last ten lives.
  • New main menu with the new logo, a fire reveal and its own music.
  • Innkeeper talk options at his bar: advice on what to do next, tips, and the town tour.
  • The innkeeper hands over the town portal scrolls when a new life starts.
  • Setting for the delay before a held direction key keeps walking (Slow, Normal, Fast).
  • G uses a chest, pot or person beside the hero when there is nothing to pick up.
  • Setting to turn off using things by walking into them. While it is off, a button shows what G will do.
  • Setting to always show the gear comparison on hover, without holding Alt.
  • Pickup sounds by item type, grass footsteps in town and on the forest road, and a new reveal sound for common trait cards.
  • Demo: the thank-you page has an email sign-up button.

Changed

  • Stuns, freezes, roots and blinds on bosses and unique leaders land 30% of the time plus 1% per rank, up to 39% at rank 10. Ranks from gear past 10 add nothing.
  • Blinds on bosses and unique leaders follow the same chance and cooldown as stuns.
  • Followers on harder difficulty levels take as many hits to kill as on Normal.
  • Holy Persuasion stops adding followers at rank 10.
  • A gamble costs at least 1.25 times what a rare of the picked item sells for.
  • Pushes and pulls never move bosses and always move unique leaders.
  • Grasping Dead pulls unique leaders as far as other monsters.
  • Only direct hits remove the Reaper's Death's Mark. Damage over time, lava, the sandstorm and spark traps no longer do.
  • Exile cannot target the Reaper's shades.
  • Warlock's Phobia and Grave Grip scale with spell damage from gear.
  • With Bone Burst, Raise Skeleton raises from the nearest corpse if there is room for another skeleton. Otherwise it bursts the skeleton next to the most monsters.
  • Grave Harvest's skeleton no longer uses up the corpse.
  • Damage from skills, traps and sparks sprays blood and makes monsters cry out like melee hits.
  • Only Escape skips a boss's entrance.
  • The Settings tab has separate Game and Interface sections.
  • Gold amounts use thousands separators everywhere.
  • Upgrade arrows and item power marks show in the stash, merchant and smith bags.
  • Without Keepsakes, the death screen says all items are lost and where to buy the upgrade.
  • The item-keeping and gold-keeping upgrades are named Keepsakes and Hidden purse again.

Fixed

  • Hovering a spell on the skill bar counted toward Twin Cast and Rhythm, and could use up brews, Second Chance and Momentum.
  • Loot could drop on a mimic's tile, where its name label gave the mimic away.
  • Skills and allies could pick a hidden mimic as the nearest target.
  • Spell hits that only poisoned did not wake monsters, make gold goblins drop gold or set off sparks.
  • Volatile monsters' Death Blast was frost instead of fire.
  • Flock's heal showed more than it actually healed.
  • Holding a move key or tapping skipped a boss's entrance.
  • The spark trap's center did not glow.
  • The final arena's exit gave off no gold motes.
  • The belt's potion tooltip and the skill bar's skill tooltip had the wrong size.

Keyboard controls QoL update.

Added

  • Life regeneration is a new stat: you get that much life back each turn, half as much while an awake monster is in sight.
  • Every 20 points of Vitality give 1 life regeneration, and gear can roll 1 to 6 more as a suffix.
  • Rest until full with H or the new campfire button beside the Skills button, and it stops when a monster shows up.
  • At level 2, the merchant sells four potion upgrades with three levels each, and each one lasts 5 turns after you drink.
  • After a mana potion they give up to 15% more spell damage and +15% cast speed, and after a healing potion up to 15% more weapon damage and 12% less damage taken.
  • For a soul shard, the library takes every trait off one skill and gives you that many new trait picks, offered for the skills you've learned in the same tree.
  • 14 new traits that change how their skill plays: Flashover, Dust Up, Rolling Thunder, Eye for an Eye, Gathering Clouds, Stand Your Ground, Moth to a Flame, Full Circle, Wrecking Ball, Out of Nowhere, Called Out, Shield of Faith, In Full Bloom and Ground Zero.
  • Standing on gear shows a card with what wearing it would change, with Pick up (G) and Pick up and wear (B), and Alt shows the whole comparison.
  • Every panel works with the keyboard: the movement keys move a highlight, and Enter or Space presses the highlighted button.
  • A Sort menu for the bag and the stash sorts by value, quality, kind, or with items better than what you wear first.
  • Export and import your save in the settings, to move a game between the browser, the Windows app and a phone.
  • Items show what they sell for.
  • Hold Alt on the skills page to see a skill's numbers at every rank, and on phones, arrows under a skill's text step through its ranks.
  • Shift + a skill bar key makes that skill your auto skill.
  • A setting turns the target card into a slim bar.
  • The innkeeper and Edda speak one letter at a time with a soft voice sound, and a tap or Space shows the whole line.
  • The innkeeper tells you about the dungeon when you wake at the inn.
  • The forest road has fog of war.

Changed

  • Life now refills all the way through life regeneration, where before it only came back on its own below 25% of your maximum life.
  • The 14 traits that only added numbers are gone, and heroes who had points in them get those points back as picks.
  • These traits work differently now, and their cards say how: Whirling Guard, Pinned Down, Elusive, Blade Screen, Layered, Toxic Hide, Gavel, Humility, Live Wire, Sapped Strength, Corpse Feast, Soul Ward, Juggernaut, Staggering Weight, Steel Nerve, Stand Guard, Clinging Swarm, Hobble, Last Rites, Shadow Mend, Plunder, Rebuke, Ascension, Warband, Quick Reflexes, Impact Crater, Sanction and Fracture.
  • Stepping onto stairs or a portal no longer takes them: use the button over the bar, G, Enter, or tap your hero.
  • Gear you pick up for an empty slot is put on.
  • The nearest monster in sight becomes your target.
  • The target card turns see-through and lets clicks through when it covers a monster, your hero or where you're walking.
  • Skills show the ranks you get from items separately.
  • Buttons show their key on their right edge.
  • Summons reveal the map around them, give off light, and can be walked through instead of swapping places.
  • Spider Companion has three times the life and twice the armor, is much stronger at rank 1, and is immune to poison, as are Brood's spiderlings.
  • The Paladin's Hammer of Justice and Blessed Hammer look like spinning golden war hammers.
  • When a keystone replaces a skill with its own version, that version now uses the traits you took for the original skill.
  • With Searing Renewal, In Full Bloom lets Renew stack up to 3 times on a monster, and each Renew bursts for magic damage as it runs out.
  • With Searing Renewal, Barkskin makes the first 3 hits on a monster after each Renew you cast on it deal 30% more damage.
  • Warband now heals and protects your hero as well as your allies, and its numbers follow the Might aura's strength.
  • Elemental Burst now goes off on the spirit's attacks with Weapon Spirit.
  • The ambush on the forest road has new sound.

Fixed

  • About twenty bugs and exploits where keystones and other traits worked together wrongly.
  • Resonance's echo of Crackling Sparks no longer deals full damage: its sparks start where you cast them and deal the echo's share.
  • Equip best no longer overlaps the belt at 125% Windows scaling.
  • The tour can't be skipped before you've made your character.

A brand new new player experience has added,  replaced the old expo-dump text tutorial with a new tutorial level that makes the player learn by playing.
 
Really hoping for some feedback on it!

Got some good feedback on reddit about how annoying the yapping expo-dump tutorial was. So now there's a new tutorial level where you play to learn the game instead. There still is an innkeeper tour but after the tutorial, and it's shorter.

Added

  • New tutorial intro for new players
  • Hints that appear the first time something comes up: walking, attacking, skill points, potions, attribute points and gear
  • A path at the west end of town to replay the tutorial

Changed

  • Summons get armor, a share of your resistances and a share of your damage, all growing with rank
  • Six uniques that had damage reduction got a new line instead: Old Oak (block), One-Two (dodge), Portcullis (thorns), Bastion and Kingmaker (life), Bellringer (all resistances)
  • Rares are rarer on early floors: about one item in five on floor 1, down from about half
  • The innkeeper's town tour now comes in parts when each place becomes useful
  • The death screen says plainly what starts over

Removed

  • Flat damage reduction stat (too strong early, useless late), including from saved items

Thanks for the feedback!

Yeah managing your resources and saving the limited town portal scrolls you have per run was the plan I had originally, so there's some attrition and planning needed. But unlimited mana regen and the heal spell really do just get rid of that. Especially since heal is available at level 1. 
The idea I had was just to make mana regen only work in combat, so you can use up all your mana to heal before combat but then you'll start the next fight with 0 mana.

The heal spell has some cool traits (like ones that cause healing to deal damage to enemies around you), so I'd like to keep it because it opens up another way to play.

The ~Feel~ Update 

Improved *feel* and ~feedback~ and @sparkliness@ of the game.

Added

  • Creatures now come apart when they die, in a way that matches what killed them: they crumble, shatter from cold, burn to ash, melt from poison or jolt from lightning.
  • When several creatures die in one turn, they come apart one after another, each harder and higher-pitched than the last.
  • Rare, set and unique items now stand in a column of light, so you can spot them from across the room.
  • Your critical hits now freeze the scene for a split second; this is a trial, so tell me what you think.
  • Each act now has its own air: dust and sand that show up in light, dripping water in the caves and the temple, sand trickling down act 2's walls, and spores over the moss.
  • Shafts of light now come down through the ceiling.
  • You can now give your hero a hat: pick one of three when you make a new hero, and change it at the mirrors in town, one of them beside the stash.

Changed

  • The gambler has been remade: you now pick the weapon family or kind of armor or jewelry, and then the exact item type and tier you want.
  • Gambled items have better odds than drops, and each magic item you get raises your chance of a rare or better next time; this carries across lives and the panel shows the chance.
  • A gambled item's price and stats now depend on the item type and tier you pick, not on your deepest floor, so plain items stay cheap and exceptional ones cost more.
  • What you gamble now opens in its full item card, with buttons to equip it or buy another.
  • Dropped items now fly out of whatever dropped them and bounce, and gold spills out as coins.
  • An item's name label now waits until the item has landed.
  • Creatures now flinch back a little when hit, and critical hit numbers punch in bigger.
  • Newly seen ground now fades in out of the dark instead of appearing all at once.
  • A dark ring now closes in on the hero when you take the stairs and opens out again on the next floor.
  • The weapon in the hero's hand now takes the colours of the item you wield, so different weapons and tiers look different on the hero.
  • Many unique items have new names, so they no longer share words with rare item names or sound like set pieces.

Huge skill and trait rework!

Every skill now has two trait paths: 198 paths across all 99 skills.

  • A skill's two paths are a fork. Once you take one, its later ranks come up often and the other path only rarely, so about one life in four ends up with both paths of its main skill.
  • The guaranteed skill card in a trait offer leans slightly toward your newest skills.

Reworked skills

  • Toughness (Warrior): losing 20% of your life within 3 turns ends every affliction on you, then it waits 10 turns.
  • Heavy Weapon Mastery (Warrior): every fourth weapon hit stuns for 1 turn and deals 30% more.
  • Berserk (Warrior): for 4 turns you take 60% less damage and deal 40% more with weapon attacks. It takes no time to use.
  • Unbreakable (Warrior): when a hit leaves you below 30% life, damage heals you instead for 3 turns.
  • Brood (Ranger): monsters killed soon after a spider's bite hatch spiderlings.
  • Lethality (Rogue): each weapon hit steals from the monsters it hits. They deal less damage and you gain Dexterity.
  • Blessing (Priest): a cleanse plus a short, big boost to all resistances, and crowd control on you lasts half as long.
  • Meditation (Priest): each spell has a chance to give back three times its mana cost.
  • Martyr's Grace (Priest): for 5 turns, damage and healing are held back, then healing lands first. Nothing kills you while it holds.
  • Summon Demon (Warlock): the demon is thrown onto a spot, hurting and stunning the monsters around where it lands, and burns the monsters next to it.
  • Elemental Flow (Shaman): after a spell or a totem, your next plain attack sets off a lightning burst that chills.

New skills

  • Challenge (Warrior): pulls nearby monsters into melee, so they can't shoot, cast or heal, and gives you more armor meanwhile.
  • Driving Wind (Ranger): pushes monsters away along a line and silences them.
  • Phase Shroud (Rogue): the next 3 hits on you deal no damage, and your next 3 attacks deal more.
  • Rewind (Rogue): puts you back where you stood 4 turns ago, with the life and mana you had then.
  • Sacred Guard (Paladin): you and nearby allies take no physical damage and heal a little each turn.
  • Burning Mantle (Mage): a shield against fire, cold, lightning and poison that burns monsters near you.
  • Exile (Priest): banishes a monster, or yourself, for 2 turns, then deals damage around it on the way back.
  • Warding Totem (Shaman): gives resistances to you and your allies near it.
  • The Mage's Town Portal skill is gone. Town portal scrolls are still there.

New monster threats, from act 2

  • Serrated elites: their hits make you bleed 50% of the hit over 4 turns.
  • Enfeebling elites: their hits weaken you, so you deal 25% less damage for 3 turns.
  • Harrowing elites: they howl every 8 turns, with "Howl" shown over their head a turn ahead. Within 3 tiles, you're afraid and spend your next turn stepping away.
  • The ten elemental shooters now cast spells. Spells always hit and can't be dodged or blocked, but deal half damage.
  • Bleeding, weakened and afraid each have a status icon and a tip.
  • Winning no longer wipes you on the spot
  • The Demon Lord's way out, and the demo's end portal, show a short victory card, then take you back to town with everything you carry.
  • From there you can sell, stash and buy upgrades. You start the new life when you choose, from the HUD button or the guards at the stairs.

Balance

  • Leech gives mana only at rank 3, and Siphon's shield takes the extra healing first.
  • Prism is rare and offered at a fifth of the old odds.
  • Trophies are halved, and Serrated, Enfeebling and Harrowing can now be taken as trophies.
  • The Pharaoh's Grave Wraps are wider and faster. They hit your tile and the four straight next to it, landing after 1 turn, so only a quick diagonal step gets away.
  • Ranks that couldn't trigger were redesigned: Heat Sink 3, Breaking Point 3, Rolling Meteor (now rolls toward a monster) and Cut Down (any Death Mark kill counts).
  • Act 1's Demon is removed. It was the Demon Lord's sprite in other colours.

UI

  • The skills page draws real trees: lines from each skill to the ones that need it, five columns, and the tree tabs down the left.
  • The smith's Enhance and Upgrade each have a (?) tip with the item's numbers now and after.
  • Trait card texts fit their cards. Eleven cards ran over before, Echoing Hammer among them, and a test now keeps them within their lines.
  • Bloodthirst's card says how much damage its charges give right now.
  • Trait cards no longer name other traits (Leech, Night Terrors).
  • Skill cards show the next rank's mana cost.

Fixes

  • Poison bites now count as hits for Avenger, Reckoning, Toxic Hide, Rewind, Iron Will and Backlash.
  • A path's extra hit could kill a monster twice, giving double XP and double the effects that trigger on a kill.
  • Toughness now ends a stun that lands right after the hit.
  • Challenge now lasts its full 2 turns.
  • Quarry's allies now go for the marked monster.
  • Atonement now counts only healing that actually lands.
  • Boiling Over now works with Overhead Smash, and Reckoning with Shield Toss.
  • Boss marks keep their spacing after a stun.
  • "Equip best" now weighs mana per kill less for weapon builds.
  • Selling everything no longer sells items you kept through a death.
  • Totems now say why they can't be planted.
  • Many smaller card, status and log line fixes.

Hey hey,

Thought I'd keep a Devlog here as well. Even though the game is quite close to ready! 

https://ccfeet.itch.io/the-vile-dungeon-of-cairnmoor

It's a roguelite that plays a bit like a traditional roguelike in that it's turn based and uses a roguelike-style tileset. It's inspired by Diablo games and it has a town above the dungeon like Diablo 1. Here you can build up the town and upgrade your hero for permanent buffs.

Dying in the dungeon means starting over and losing 50% of your gold. Permanent town upgrades stay though, and there's a stash where you can save some cool gear you find.

It's also, weirdly, inspired by Aghanim's Labyrinth in Dota 2, if anyone's ever played that.

Also this new update just went out (there's another big one coming soon, with most of the "boring" placeholder skills replaced with new interesting ones):

Seven new skills

The trees with the fewest options each got something new:

  •  Anger (Warrior, level 1): every hit you take or block adds a stack of Anger. While you have stacks, monsters that hit you take thorns damage that grows with your armor. It opens a new road for a warrior who wants to get hit: Counterattack now needs Anger.
  • Web (Ranger, level 1): throw a web that roots monsters and poisons them. No bow needed. It's the start of the spider road, so Spider Companion now needs Web.
  • Hammer of Justice (Paladin, level 1): a holy hammer thrown at range, with a chance to stun. A spellcasting paladin can now reach Blessed Hammer without learning a melee attack first.
  • Frost Aura (Paladin, level 9): monsters near you are chilled and take cold damage every turn.
  • Holy Persuasion (Priest, level 5): a monster under half life joins your side, fully healed. It stays the same monster it was, and it follows you to the next floors.
  • Rupture (Rogue, level 5): a weapon attack that makes all the poison left on the target hit at once, plus 50% more.
  • Soul Link (Warlock, level 17): link up to five monsters, and part of the damage any of them takes is dealt to all the others.

Thorns now hits every monster that hits you, including archers and casters, not just monsters next to you. Blocked attacks set it off too.

New general traits

Most of the general traits were flat stat bonuses. Now they actually change how your build works. I won't spoil them here, go discover them.

Gold goblins

Now and then a gold goblin shows up on a floor. It runs from you, drops gold every time you hit it, and drops a big pile when it dies. About 20 turns after it sees you, it opens a portal and escapes. Each hit takes the same share of its life no matter how hard you hit, so fast attacks work best.

The Ledger

The character panel has a new Ledger tab with three pages:

  • Bestiary: every monster you've met. Its entry fills in the more of that kind you kill.
  • Traits: every trait you've found across all your lives. Traits you haven't found yet stay hidden. Each skill also has a Traits button that shows the traits that work with it.
  • Statistics: your numbers across all your lives.

Town life

Bunch of interactions added to the town, some easter eggs too.

Balance and smaller changes

  • Less gold on Normal: gold drops are down by 40%.
  • The crypt is smaller: bigger rooms, far fewer doors and no dead-end halls.
  • Weapon damage ranges are narrower: the highest roll is at most twice the lowest, with the same average as before.
  • Spell damage on gear is now a percentage that raises every spell, so it helps big spells as much as small ones.
  • Every skill that costs mana costs at least 4% of your maximum mana.
  • Fire Mage toned down: Meteor and its burn, Firestorm's kill bursts and Scorch are weaker. Weave is stronger.
  • Leech heals 10% per rank (was 20%).
  • Borrowed Time keeps you on the floor until its debt is paid: no stairs or town portal while it lasts.
  • Prism now picks the element that hurts the target most.
  • The town's extra attribute points no longer have a cap: +4 points per level, as many levels as you want to buy.
  • A monster counter under the minimap shows how many monsters are left on the floor. You don't have to kill them all.
  • Monsters can now walk over your town portal instead of being blocked by it.

There's been a hefty update for the demo lots of changes, still looking for feedback!

Great to hear. :) The songs really bring the Diablo vibes, love them.

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Hey, thanks!

Free healing with spells thanks to mana regen is a tough one, I don't want to nerf the mana regen too much because damage spells rely on it but also starting every fight at full health isn't really intended. 

There is meant to be some attrition and a need to TP home to heal. But I haven't figured out what the answer is yet.

I used almost all of your Minifantasy audio packs in my roguelike ARPG! 
https://ccfeet.itch.io/the-vile-dungeon-of-cairnmoor

Hey! Great songs, I used these in my demo: https://ccfeet.itch.io/the-vile-dungeon-of-cairnmoor

All your songs are No AI, right? Just making sure so I know how to tag my game.

Used all your Demonic Dungeon assets in this Diablo-inspired roguelite :) https://ccfeet.itch.io/the-vile-dungeon-of-cairnmoor

Hey all,

I just released a demo for my roguelite that's quite heavily inspired by Diablo games.

I'd love some feedback on:
 
- Onboarding, did you grasp the idea of the game?
- Difficulty, is the game too difficult or too easy? Dying is expected, getting to the end of the demo should be quite difficult on your first life, but possible.
- Is it fun? Quite an obvious thing to ask. 

https://ccfeet.itch.io/the-vile-dungeon-of-cairnmoor

The Vile Dungeon of Cairnmoor is a turn-based dungeon crawler in the spirit of Diablo 1. You go down through a dungeon under a small town, fight monsters, find loot, and come back up.


  • No classes. There are eight skill trees: Warrior, Ranger, Rogue, Paladin, Mage, Priest, Warlock and Shaman. You put points wherever you like, so a build can mix several trees.
  • Diablo-style loot. Magic, rare, set and unique items, plus resistances, life steal, crits and item powers.
  • Traits. As you go deeper you pick traits that change how your skills work.
  • Persistent town at the surface. Here you buy permanent upgrades for your hero and build & upgrade buildings.
  • When you die you lose your level and everything you carry. Investments in town are kept.
  • The dungeon changes every life, and the last floor of each act is a boss fight.
  • It plays with a mouse, a keyboard or a touch screen, and it works in a phone browser.

The demo is free in the browser. It covers the first three acts, twelve floors with two bosses, and ends before the third act boss.

I'm looking for feedback most of all: what confused you, what felt unfair, which builds felt weak, and where you stopped playing. Comments here or on the game page are both great.

https://ccfeet.itch.io/the-vile-dungeon-of-cairnmoor

Alright, thanks! No worries. :) Bought your whole Pixel Grit series, loving it so far. Making a 2D CRPG (baldurs gate/nwn style).

If you run out of ideas of what to make next, I'd like to request some orcs.

Hey! Are those cloud shadows included? I can't seem to spot them in any of the tilesets.

What are the pink/red dots in the Outside_A1 grass water tiles?

Okay, thanks for replying. :) It's hard for game devs when we need everything in consistent style and if something is missing it's tough to make the switch. I'll keep watching your page and if caves/dungeons come out I'll buy your stuff and convert my project to use your tiles.

Hello, do you have any plans for caves and dungeons? Would love to use your tilesets in my game but without those I can't.