- 0.10 - State of Development #3 - 11 November 2025
Hey everyone, sorry for no new Infos until now: I hit a bit of a bump in the road, due to some health related and IRL stuff. Also had a bit of a burnout on the project, so im currently taking a bit of a break with developing the game. The way that development went was very stressful and unproductive (which is a great combo for motivation). But i wanted to assure you that i still want and yearn for the release of 0.10. The scope was initially very huge and im trying to manage this to be able to deliver something meaningful and fun, that would make it worth to replay the existing parts and have a bit more indepth endgame. Im currently a bit out of loop, so im writing this mostly to tell you guys, im alive and im still working on the next version. But good thing i never took any money for the game, so it remained a passion project and you guys might not feel any frustrations outside of not…
- v0.09.2.0.c4 - Hotfix for Dagger Stab Skill Crit - 30 June 2025
As pointed out by a player on steam, the Dagger Stab Skill Crit functionality didnt work as intended and the player actually dealt less damage when dealing a critical hit. I was able to reproduce, locate and fix the error. Also fixed an error in the damage display at the top, showing double of the actual damage of the weapon. Im working on and making progress on 0.10. The scope might become a bit smaller than initially thought, but i feel like i finally have a much more well defined and more achievable scope for 0.10 I hope you are all doing well/getting better. Keep it up.
- v0.09.2.c3 Hotfix - 20 March 2025
Fixed Spells not being draggable into auto-caster slots from the spell-book
- Mac fix - 14 February 2025
I accidentally uploaded the zip of the zip for mac, the game should properly start for mac again. Sorry for the inconvenience! (Yo, i heard you like zips, so i put a zip in your zip so you can extract while you extract)
- v0.09.2.c2 Hotfix - 2 February 2025
Hey all, - Sinking Well: Added is_modified and was_equipped check to "add all" functionality Received a report about the "Add all" in the sinking well not using the same logic as the inventory-discard, so i quickly made it use it as well. So now it should no longer automatically add items to the sinking well via the "add all" button. modified or equipped items can still be added directly via drag and drop or ctrl+ leftclick Have a great one!
- v0.09.2.c1 Hotfix - 31 January 2025
Hey all, - The Inventory limit of 200 will no longer discard items that have been modified (plus Roll, Equip Quality, gem sockets in slots) or have been equipped by the player at some point. I've got a report from a player today on discord that they lost an item from the Inventory-discard limit of 200. I investigated and found that a safe-guard I implemented in 0.10 and didnt implement in 0.09 yet. And it was also easy to backport that functionality, so here we go. To also clarify: The discard limit will only apply when you close and reopen the game, as the discarding only happens when the inventory is being loaded from the save-file. This is to prevent extreme lag buildup over multiple sessions, because whenever a new item gets added the entire list of item gets reordered, which can take a bit at like 200+, at some point (at like 1000+) leading to unpleasent temporary freezes as the ga…
- State of Development v0.10 #2 - 28 January 2025
Hello everyone, i wanted to give you some insights into the current state of development for Version 0.10 I am currently working on developing v0.10 towards a first playtest, which would contain various things: Focus on reworks of existing contents Which includes: - implementation of different resource types like wood, cloth, leather etc. + new gathering encounters - Implementation for nemesis system + encounters for 1 or 2 bosses - Implementation of Potion slots + potions with charges per fight - rework dodge chance to dodge rating But i hit a major slog towards the end of the year (combination work stuff and private life), and was making progress extremely slowly (slower than usual haha). So i want to keep you in the loop and tell you: 0.10 is still coming, i really want it to get out and i think it will be pretty cool. But i need to find a good mode for me to work on the game consist…
- Progress Game now has Steam Cloud - 4 July 2024
Hey everyone, a feature that was requested by a couple of people for a while, i came around to implement it. At the beginning i assumed you would need to implement a steam framework into the game, but actually steam provides an Auto Cloud feature, which I now set up and tested. With the way its set up now, you are able to switch between OS/devices and continue playing on your current save-games. Also (I guess the more prevelant/important one) is that this should also help with people that experienced random file corruptions on their pc (this was very rare, but very frustrating for the individual when that happened). So this should help with that as well. Outside of that im still slowly working towards 0.10 and am really hyped to get it in everyones hands (although that will still take a while) This doesnt require a game update, as this is only a setting for the game regarding steam itse…
- State of Development v0.10 - 24 May 2024
Hey guys, just wanted to update you on the current State of Development in regards to 0.10 Still working on 0.10, after migrating the Engine Version of Godot from 3.5 to 4.2, its now slowly coming along. Working on some features and systems which i mention further down below. After releasing the maintenance version 0.09.2 in december and putting out some hotfixes, i started migrating the game from Godot Engine version 3.5 to 4.2. After overcoming those initial incompatabilities and migration problems, development is now chugging along as before. The major version changed some core functionalities/internal scripting Objects that was heavily relied on. This required some manual changes and some bigger frustrations. But now its working well again. Its just not too much fun having to change like 400 code occurences bc. the way exports work were changed. The new version brought a lot of impr…
- v0.09.2.0.c hotfix - 15 December 2023
- Fixed Holy_Spark crashing the game when cast in the village - Fixed Spell_School_Tooltip not showing on hovering a spell school
- v0.09.2.0.b - 14 December 2023
Olla, when testing the game with friends, it seems that the wand wasnt tested properly yet and some crash-worthy stuff popped up. - Projectile_Weapon_Tooltip: Fixed crash - Holy Spark Blind: Fixed damage function causing crash - Projectile Weapon: Fixed Ammo crashing the game due to missing damage_type (mana ammo type for wands)
- v0.09.2.0.a Hotfix - Fixing weapon items disappearing on equip - 14 December 2023
Hellou, Quick fix for - Equipment_Slot_Weapon: Fixed Weapons disappearing on equipping new weapon - Fixed Spells not draggable from Skill bar button to auto-caster-slot
- v0.09.2 is out now - 14 December 2023
Hey all, After around a year of on and off development i was able to finally release the 0.09.2 Maintenance release. This release is focused on adding Quality of Life Features, Fixes and general UI Improvement to the 0.09 Version, before moving on to 0.10 Thanks to the folks on discord, especially Hugo, which went above and beyond and tested the dev version of this release inside and out and found many gamebreaking bugs and oversights from my part, which i was then able to efficiently fix, due to his precise bug reports and feedbacks. You can find the patch notes here: https://store.steampowered.com/news/app/1370410/view/6024191483877528067 If some critical problems arise in this version, i will try to fix them in a timely manner. Now i will focus on starting to work on 0.10, which would contain access to the third world with its zone and many more systems/features. It will also incorpo…
- v0.09.2 Maintenance Release Patch Notes - 14 December 2023
v0.09.2 Changelog: (Artwork by MetalPig) While working on the spells, i've gotten a serious case of motivation burnout on working on the game. This has happened in the past, where i got to a point to just release the stuff i have, instead of trying to just keep going and never finishing anything because i keep overscoping. Because of this i will release the maintenance release as is, and push back the new spells etc. to version 0.10. Where hopefully the new topics and new systems i can add will give me back a lot of motivation. as it happened in the past. Back then i received a new boost of motivation due to the feedback and ideas i received. So my hope is that it will work similar. I was focused on improving the UI and general QoL for the 0.09 maintenance release. Content: - Added 4 more Gem Tiers - Added up to Tier 4 for all Enchants (92 new enchants) Reworks: - Moved Ressource Invent…
- State of Development 3 for 0.09.2 Maintenance - 1 December 2023
After working on it for a long time and implementing different spells for about 3 spell schools, i hit a motivational drought. To prevent me from loosing all motivation on working on the game, i pushed the new spells/spell schools back to 0.10 as im hoping that working on new features/systems will increase my motivation/velocity again. For transparency reasons and not wanting to disappoint anyone looking forward to the new spells, i wanted to inform you before 0.09.2 is out and you then discovere there are actually no new spells. I want to make the spells interesting gameplay wise and feeling different from each other, also wanted to add more art, particle effects and icons, but i hit a blockade in that area. The 0.09.2 maintenance build is currently on the dev-playtest branch (which no longer requires a key to check out) and i have received plenty of feedback from the great people on t…
- v0.09.1.1b.2 Hotfix - Sacrificial Altar "Add All" Button + sacrificing crash fix - 10 August 2023
Hey all, as the title states this is just a small hotfix: - make the sacrificing of items in the late-game easier - fixing a potential crash/hangup when sacrificing a large quantity of items (100+) this happened because with each item being removed from the inventory it would do a sort of the entire inventory, which would already take a bit of time when performed once for 100+ items, Additionally all item elements in the inventory UI would get informed about an item being removed from the sacrificial altar, creating an exponential growth in calculation power required. I fixed both these by making them more performant. Each item element now only listens to the "removed_from_sacrificial_altar" signal from its own item, not everyone's. and additionally when the sacrificial altar starts sacrificing items it will pause the inventory sorting and restart it after its done. This improved perfor…
- v0.09.1.1b.1 Hotfix - Reducing VRAM Usage - 19 July 2023
Just a very small hotfix, to reduce the VRAM to enable the game to run on GPUs with 1 GB Vram This was done by reducing the the size of the world map texture from 10000x10000 px to 1000x1000 px. Seems like although the actual texture as png is just like 2 MB when loaded into the GPU Vram it mostly depends on the pixel size. With this change the necessary Vram went in the editor from 870 -> 465 MB Keep it up!
- State of Development 2 for 0.09 Maintenance - 17 July 2023
Hey everyone, here a small progress update for the 0.09 maintenance version: The QoL and Feedback has been mostly processed and implemented. I now switched modes and started working on adding new spells/skills/functionality to spell-trees. These include: - Dark Tree (Draw on dark powers to curse your enemies and blast them to hell) - Arcane Tree (Use the purest form of magic to blast your enemies with your mana) - Blood Tree (spend hp to cast spells or drain life from your foes) - Earth Tree (Use the physical prowess of the earth to bolster your defenses or smash your enemies) - Fire Tree (Burn everything to the ground) - Holy Tree (Use the power of the light to cast miracles and smite your foes) - Lightning Tree (Zip zap, ligthning is a speedy route to death for your enemies) - Ice Tree (Freezing cold, sharp ice crystals to fight at sub-zero temperatures) - Axe Tree (Hack away at your…
- State of Development 0.09 Maintenance - 18 June 2023
Hey everyone, after a long, well needed hiatus and slow development on the game, things are picking up steam again and im again invested into Progress Game. Im currently making progress in regards to: - Incorporating Feedback and QoL - Fixing Bugs/Crashes (cant promise to fix all, as some are quite obfuscated/specific to the machines) - Some more Content (More enchants, more Gems. Next world will come with 0.10) - Adding missing art (Food-icons etc.) - Adding Spells/Skills and filling the skill trees with life. I hope everyone is doing well/getting better! Keep it up!
- v0.09.1.1b Fixes - 25 January 2023
V0.09.1.1b: - Fixed spellbook hotkey - cleaned up some nonexistant/obsolete signals and pointers (could maybe help with unspecified problems on certain os) - Fixed naming for relics t4-t6 (now just called "Relic") - Skill-Trees: Added unlock hints in the tooltip when hovering a node, which tells you what actions are possible ("left click to buy" "left click to skill", "right click to unskill"). Also Improved the displaying of the requirements to get access to certain nodes. - Character UI: Fixed tooltip description of wisdom - Character UI: Fixed disappearing of "assign attribute" buttons skewing the formatting - Map: Added name labels to be seen without hovering to improve initial orientation on the map. (on some pcs hovering the Zones on the map seems to not bring up the tooltip, or they dont register it as it is popping up delayed after 0.5 seconds) - Earth armor: Readded mana cost d…