- Steam's Party-Based RPG Fest 2026 is upon us! - 11 September 2026
Hey, everyone!We are excited to let you know that Rising Spire just got its latest major systems update this week, in preparation for Steam's Party-Based RPG Fest, running between September 14th - September 21st!Not only that, but this is also a great opportunity to snatch a copy of Rising Spire for 33% off, deepest discount so far. Already own the game? Maybe you have a friend with a bit of '90s nostalgia who you think might enjoy playing a classic turn based RPG, spread the word!Based on the feedback we have received from our latest internal testing, here are the main changes that await in this build. For more details, please check out the patch notes.Improved combat UIImproved system notificationsCombat balance changesImproved SFX and VFXOf course, is this is your first encounter with the game, here is what you should expect in its current Early Access state:The beginning of an epic…
- Version 0.20.3 patch notes - 11 September 2026
FeaturesNew Map UINew Journal UINew combat UINew shop UINew combat SFX and VFXNew combat abilities for Atlas, Pike, and UggRevamped combat systemRevamped shop systemCombat balance changesEconomy balance changesOverworld and ExplorationAdded one new map in Dohan forestAdded more NPCs to DohanAdded 15 new epitaphsAdded gatherable itemsFixed minor map-related visual bugsCharacters and Narrative3 new quest points added to the main storyRemoved some filler dialogueAdded NPC barks...and various bugfixes, of course.
- Another major round of playtesting completed - 3 September 2026
Hey, everyone!As mentioned in the last update, we're making an active, conscious effort of getting our heads out of the game engine and posting more updates about the development of Rising Spire. That update also highlighted some of the major changes that we have made to the game. Of course, the next logical step was to put a build in front of some players, so we can get an understanding of how they feel about everything, and what our next steps should be.Before delving deeper into this, we want to extend a huge thank you to everyone who playtested Rising Spire and took the time to share their feedback with us. You guys are fantastic, and we learned a lot from you! ❤This session was not intended for bugtesting, as much as it was intended for feel and experience. We did expect some bug reports, but we're happy to report these were rather minor and easily addressable. 💪And, while the fee…
- Development news, breaking the silence - 28 August 2026
It has been about a year since we have last shared an update here on Steam, or any other public social platform for that matter. However, the development of Rising Spire has continued uninterrupted since our last update. Those of you who are in our Discord server are probably more in the know - with our small team size it has been the space we've been able to split our focus from development while maintaining some level of communication with players.After years of (admittedly 'clumsy') development, we've learned countless lessons - one of which is knowing that we can not finish this game without you, our players. This is our push to commit to a higher level of communication to you, and deliver a rich and exciting turn-based RPG experience.Now, there is no easy way to summarize a year's worth of work into one update, down to the minute details, without boring the hell out of you, so here…
- Rising Spire Devlog #6 - New Content Trailer - 3 June 2025
These past few weeks have been a bit light due to some RL blockers, but we're trudging along! This devlog focuses on essential prep work: tools, trailer scaffolding, and testing a new mid-game weapon to keep things moving while we gear up for a content-heavy update next time. Behind the Scenes – Tools, Testing & Trailer Work This sprint was light on in-game features but important for workflow and visibility. We finalized a draft of the next trailer, prepped recording tools, and laid the groundwork for major content coming next. Trailer Structure – First Draft Complete We outlined the core beats for the new trailer and completed the first draft - now in Richi’s genius hands for a custom music track. Initial trailer created Key gameplay and narrative moments chosen Final trailer draft #1 sent out for scoring New Weapon! – Sword & Shield Added We introduced a new mid-game equipment set - s…
- Rising Spire Devlog #5 - Act 1 Story Updates & More - 15 May 2025
As we round the corner into full Act 3 development, our focus has shifted to narrative weight, early-game cohesion, and a rock-solid build for Act 2. From major cutscenes to fresh Act 1 improvements, this devlog marks the start of Rising Spire’s next chapter. Cutscenes & Narrative Flow New storyline additions now cleanly tell the story at hand. These new scenes bring added emotion and context. Fully Implemented: Load point scripted to ensure proper event flow Cutscenes with unique logic (based on info gained) Scenes reflect narrative climax Dialogue polish and party member interjections included Act 1 Rework & Quest Polish Act 1 has received a long-overdue narrative and mechanical sweep, aligning early-game scenes with our latest systems and standards. Reworked Introduction Rewritten opening with better pacing and tone Seamless transition into existing content Quest & Cutscene Cleanup C…
- Rising Spire Devlog #4 - Boss Battles & Final Polish - 4 May 2025
Boss battles are a pillar of any great JRPG. In this update, we’ve fully implemented three major encounters - each with unique phases, powerful abilities, and narrative weight. With these final Act 2 bosses in place, Rising Spire is one step closer to completion. Major Boss Battles Each have been fully scripted, brought into the engine, and tested in their complete final forms. These aren’t just damage sponges - they’re designed to challenge your strategy, reward preparation, and capstone your Act 2 journey. The Unpredictable Wilds Built as a chaotic and explosive fight, shifting attack patterns and untamed abilities force players to stay flexible. Fully Implemented: Passive & all abilities scripted Multi-phase structure finalized Cutscenes integrated with boss progression Engine integration complete (animations, droptable, UnitInfo) Full testing & balancing pass complete Arbiter of Sto…
- Rising Spire Devlog #3 - Combat Buffs, Crafting Costs, and UI Upgrades - 21 April 2025
Progress systems, combat tweaks, and quality-of-life fixes - this update is all about refining what’s already there. With Act 2 almost fully playable, we’ve started polishing the economy and UI to keep every upgrade, battle, and buff feeling tight and rewarding. Economy Updates – Coin Costs Added to Crafting & Upgrades As the world of Rising Spire grows, so does the need for meaningful resource management. We’ve introduced a simple but impactful change: coin costs for weapon upgrades and elixir crafting. Weapon Upgrades – No Longer Free To encourage better decision-making and item value, upgrading your gear now consumes coins. Implemented: Coin cost scales with weapon tier Coin deduction now functions properly during upgrade Still in Progress: Balance pass for final coin cost values Visual feedback to make the coin deduction clearer Elixir Crafting – Added Coin Cost & Resist Buffs Elixi…
- Rising Spire Devlog #2 - Hunts, Fast Travel, & UI Upgrades - 6 April 2025
The best part of RPGs? The sense of progress. Whether it’s unlocking new abilities, taking on a high-level hunt, or simply traveling across the world, progression keeps things exciting. This update focuses on making Rising Spire feel smoother, more rewarding, and more immersive than ever. The Hunting Guild – New Systems & Shop What started out as a small feature for one side quest has turned into a fully fledged system that allows players to take on combat-based challenges for rewards and spend their Guild Points (GP) in a dedicated shop. Hunting Board – Take On Deadly Challenges We've refined the Hunting Board to make taking on combat-based bounties more rewarding. Now Functional: Hunt quests now track progress properly Completing a hunt grants rewards & deducts required items Hunts are marked complete if they’re non-repeatable Still in Progress: UI needs a visual overhaul for clarity…
- Rising Spire Devlog #1 – The Journey So Far & What’s Ahead - 8 March 2025
Rising Spire Devlog #1 – The Journey So Far Hey everyone, and welcome to the first of many devlogs as we push toward Rising Spire’s full release! It’s been a long road - longer than we originally planned - but I wanted to take a moment to reflect on where we started, what’s changed, and what’s coming next. The Original Vision & How It Evolved When I first started Rising Spire, I envisioned an old-school, top-down JRPG inspired by classic Final Fantasy games - but with fresh twists. Early on, we experimented with unique systems like a day-night cycle and camping, but as development progressed, they became secondary (maybe even tertiary) to the core turn-based combat and character-driven storytelling. One thing that didn’t change was the influence of Atlus games like Persona, particularly their approach to giving every character depth, not just the protagonist. We built the Side Arc syste…
- Version 0.13.3 - Hotfix - 1 November 2024
Overworld Greatly reduced the size of the... Great Plains Cutscenes Fixed an issue some players were encountering with the initial Great Plains cutscene
- Version 0.13.2 - Hotfix - 31 October 2024
Quality of Life Added "Character Unstuck" feature to the options menu
- Version 0.13.1 - Content Patch & minor bugfixing - 11 October 2024
New Major Feature - Alchemy Visit Kai's shop in Zendalia to start crafting your elixirs! The recipes work the same as those for cooking, so make sure you learn what you have in your inventory. New Major Feature - Richi-Box 3000 We've placed a jukebox in the Dohan tavern to play any previously heard tracks from our OST. The name is an homage to our amazing composer Richi! Make sure to check it out! Camping & Meals Camping now heals 100% of the party's HP Meals now grant experience points Meal buff durations normalized - morning camp meals expire at the end of the in-game day - nighttime camp meals expire at the end of the following in-game day Bugfixes - Fixed a couple of small issues with the Blacksmith UI - Fixed a bug that caused the Groblin King fight to sometimes break the turn order
- Version 0.12.4 - Patch - 4 October 2024
Dialogue Added portraits to Kickstarter Backer statues You can now rest at Valentin's Tavern in Dohan! Added dialogue for breakable objects when the player has not yet unlocked the ability to break them Added a signpost in the Costal Corner map to help players navigate the area Made some additional minor dialogue edits Journal Fixed an issue causing the journal entry for the "Fallen Caravan" to show up earlier than intended
- Version 0.12.3.2 - Hotfix - 3 October 2024
Quests Fixed an issue stopping the Oliva side arc to progress Fixed an issue stopping the Dannon side arc to progress Cutscenes Fixed an issue causing the Caravan cutscene to play the wrong BGM Fixed an issue causing a cutscene to replay if the player returned during a specific section of the main story.
- Version 0.12.3 - Patch - 2 October 2024
New Enemies Lynx (night encounters) Fungomouse (swamp encounters) Bloomgator (swamp encounters) Overworld Combat Encounters Added nighttime combat encounters to all Act 2 zones. Added daytime combat encounters to swamp zones.
- Version 0.12.2.02 - Patch - 2 October 2024
Combat Soul Release SP cost reduced to 50 (was 100) and gave it a 5 turn cooldown. Rally base healing reduced to 25 (was 50), but now gains and additional 3 healing each level. The first party member ability rune is now unlocked at level 3 (was 7). Temporarily removed an ability from the second boss fight that was not working as intended. Status effects no longer persist on party members that have been "downed". UI Item tooltips now properly appear in combat. Fixed a bug where Ritual Blades would show in the main panel before acquiring them. Fixed a bug where Party Member ability pages would persist in the menu after they have left the party. Fixed a bug where Party Members would appear in the item use screen after they have left the party. Fixed a bug where Party Members who have not yet joined the party would appear in the weapon upgrade interface. Fixed a bug causing players not to s…
- Rising Spire Act 2 available now! - 30 September 2024
Here at last! Act 2 of Rising Spire starts here and it brings lots of flavor to the world. This is only the first part of Act 2, with more content to be added shortly, keep an eye on the updates. ❤ Until then, here’s what you can expect to discover in this update: Story The story continues Atlas and the party keep on keeping on. They’re finally leaving the starting area and find their way towards more danger. New characters Naturally, the evolving plot includes new characters and fresh faces. Let’s see whom we can trust. The party gets another member as well. New maps and locations As the party leaves the forest they’ve gotten to know so well, the vast plains of Paelondia open for them. And the city of Zendalia. And the coastline. And more forest. And farmlands. Make sure to take your time exploring, and find all the chests sprinkled in the world. They have helpful goodies! Combat New e…
- Quality of Life micropatch - 10 January 2024
First and foremost, Happy New Year, everyone! Hope y'all had a wonderful holiday season, filled with happiness, joy, and amazing games! Short and sweet today with a micro patch focused on dealing with some lowkey dissonance between story and gameplay. Let's go! Added more lines of dialogue to Woten and Ferus to better reflect the actions taken during gameplay Added Key Item notifications during certain quest moments Added a dialogue indicator to help you find Olivia easier Fixed a bug that would cause Pike not to give you the items he's mentioning during dialogue when leaving Dohan Fixed several small issues with the BGM switching erratically within the same cutscene That's all for today, see you the next time! 🖤
- Shop QoL improvements & bugfixes micropatch - 22 December 2023
Hey all, We just published a small update to Rising Spire, dealing with some minor bugs and adding some quality of life improvements mostly focused on the Dohan Shop in game. Bugfixes Fixed an issue causing the Jack'o'Mama fight to freeze The Setup Camp button now correctly displays the input key as F instead of X Twilight Moss now appears only at night, as the lord intended Fixed tooltip descriptions for runes and abilities Fixed a visual bug that caused Nephilim abilities to be displayed wonkily in the Abilities Menu Fixed a bug that caused the amount of coin in the inventory to not save / load properly Fixed a bug that would have you purchase Small Hunches in the shop once you had already purchased a different item Fixed a bug that allowed you to keep buying or selling a Stack of items, even though they technically they were out of stock Fixed a bug that displayed inventory items as…