- v0.6.1 - Relics, quality of life and improvements - 21 April 2026
It was supposed to be a quick bug-fix update, but some refactoring got thrown in, and some of those took quite a while. So this is still a small update with quite a few improvements, the next one will be much bigger! AddedAdded 9 colorless relics about solar system Added 3 colorless relics Added 2 yellow boss relics ImprovementsImprove scraps visually (what remains after some projectiles break on a wall/enemy) Refactor how damage are displayed to concentrate same damage type into one place for better visibility Projectiles that orbit around something will not teleport when a new one is spawn, now it converge at the correct angle progressively Change Flood of Blades, Soul Reaper ability to affect all projectiles orbiting around him, not only soul swords Add an animation when getting gold, reroll and color shard Add the possibility to display info on the left side of the screen for relics…
- v0.6.0 - Mass content update - 1 March 2026
Major Separate damage into different types: normal, fire, poison, frost, electric and soul Enemies got an animation on their health bar when taking damage Refactor weapon levels into Mastery Level, increase slowly but is saved between runs, max level 30 You can leave a game run and return to it later (save in a room clear of enemies), save everything Enemies armor Some enemies have now an armor bar in addition with their life bar. The armor reduce elemental damage taken by 30% (all type except normal and soul damage) and the debuffs that aren't pure stat debuff have their chance to apply divided by 5 Bleeding and Poison effect ignore armor Effects combo Burn + Frost Burn has been changed to: apply a **Thermal Explosion** effect (1.5s, reset time when reapply) when the two are present and a new one is applied, at expiration, trigger a **Thermal Explosion**, dealing damage based on the nu…
- Beta branch for demo version - 12 November 2025
Beta branchYou can now switch to "Beta" branch in the demo to play and test the latest dev build of the upcoming version. Since it's in dev mode, you can see errors, you can report them on Steam or Discord.Change branchRight-click on “Colorless Odyssey Demo” in the library -> PropertiesBetas tab -> select the beta branch
- v0.5.0 - Melee weapons update - 22 October 2025
Refactor of the version number to be coherent, like it's now major.monthly update.fix update Major True melee weapons and better weapon animations have come, changing some weapons Using a weapon slow you by 55% over 0.2s and some weapons inflict you with knockback Enemies won't damage player and allies unless they are rushing (attack) or future patterns like dashing Rays have been completely remodelled, from the graphics to the gameplay, to make something I'm proud of today Spark has been renamed to Chain Lightning and completely refactored, like rays Refactored how relic tags work, this system is used to not give the player a useless relic or unusable. Now it's way better, like if you are in a case where you have only aoe, you will not get relics that affect only the projectiles or rays New exterior levels in fortresses and walls remake The game has a new background on main menu and it…
- v0.4.4 - Fixs and improvements - 18 July 2025
I've finished my bachelor so I'm full time on the game and 2 artists too, so next update will take more time to choose a DA and refactor a lot the project to be able to develop it faster ! Added 2 new room musics Display in save selection the total relics level discovered Improvements Change weapon chance per fortress, now scale with sub level too Improve how fairies from Elf Bow weapon move and distance from player Improve and fix trajectory of Shadow Scythe weapon Soul Reaper class gain his start soul sword instantly when he have 0 soul swords, removing the soul given by his ability Now Echo relic trigger an echo at the end of a projectile/ray Improve various credits-like messages Balancing Reduce knockback from magic aoe from Dragon Scepter weapon Increase Cross Bow weapon damage from 80-130 to 120-175 and +5% critical chance Increase Elf Bow weapon attack per seconds from 1.3 to 1.8…
- v0.4.4 - Steam Achievements and new textures - 19 June 2025
Major Nerfs I have nerf a lot of things, because when the characters are level 1 in their passives, I feel like the game is perfect. But at level 5, this is way too op. Also, near the end of a game, you are op, that's the goal, but you're too much op. So I'm trying to reduce a bit this. I hope the game will not become too frustrating. New enemies skin All enemies, allies and dummies have an animated sprite now ! And thanks to Plazukie and Lioad, the game artist working on the game, it's beautiful :heart: Idle and attack animations Hit animations for dummies A lot of new textures for everything Steam I've added 57 achievements for the demo and the support for cloud saves. Added 3 new boss relics 1 new colorless relic 1 new epic weapon Added red arrows to spot enemies out of screen Added `Unstuck` button in case you're blocked Added info button on Him class to explain how it works Added a…
- v0.4.3 - Hotfixs - 11 April 2025
A small fix update after seeing some bugs at sgda meeting playtest Improvements Rework Gold Hour modifier -> enemies drop a lot of gold coins the faster you defeat them (10s max), applied only to enemies at the room start You will have the guarantee to find a relic in the first room Various improvements Fixs Soft lock against the final boss in some cases The cinematic bottom border was not taking the full height Typo errors Stats were not correctly applied by weapons
- v0.4.3 - Tutorial, Endless mode and fixs - 19 February 2025
A "small" update with a decent tutorial that explain the mecanics and the lore, since next update will take a lot of time due to my bachelor thesis, it's better for new players. Endless mode When you finish last boss, you can continue to play with harder enemies each loops with some modifications: No color shards but will change later Weapon rarity increase by 1 fortress per loops (rarity is based on the next fortress) Enemies health is increased exponentially by the number of loops Enemies armor is increased by the number of loops Final boss The Monarch, the final boss has been added but he's not final for the game itself since he will have different versions based on each colors, but it's better than having the same 2 yellow bosses looping. Added A lot of new musics Drop button in inventory to drop an item New epic relic Pain -> gain 1/1.5/2.5% critical chance every hit taken New rare…
- v0.4.2 - Tag system, Relics & Weapons - 15 December 2024
The update rate will slow down a lot until july 2025 because I'm starting my bachelor (which will be a game like Noita, combining spells to create exclusive behaviors). Next update, I will test to add a new power that will make the game more unique and strategic for each colors. v0.4.2 - Tag system, Relics & Weapons Major changes Add the tag system, that makes some relics only available if the player has something usable with. Eg: the player need to do aoe for a relic that boost aoe to appear Enlarge the corridor to the backroom and bring closer the things in these rooms Change the hub, more space and a river Added 45 New Relics 6 commons 14 rares 11 epics 6 legendaries 8 boss Added 5 New Weapons 1 rare 2 epics 2 exclusives Piercing and Bouncing shots refactor Now piercing and bouncing are not longer illimited, weapons and relics have changed according to this change Homing change Now h…
- v0.4.1 - Refactors & Improvements - 8 November 2024
Last time I said I will start adding more relics and stuff, but I needed to make some improvements first, so this is for the next update instead. v0.4.1 - Refactors & Improvements Major changes Change all keyboard/mouse icons to my own in pixel art Astro refactor I was not satisfied with the kit of the astro, it was weird, so I make some changes. First passive: Remove the homing chance Instead of spawning star on the player, spawn them on the nearest enemy The second passive has completly changed: When a star hit an enemy, it has a 5/7/9/11/15% chance to spawn a Star Fragment, that will be collected by the player For each Star Fragment, it increase by 0.5% the speed, by 2% the damage of stars and has a chance to spawn stars when hitting enemies Lost 85/80/75/70/50% of the Star Fragment when leaving a fortress Samuraï refactor I made his active ability do a fast dash to the mouse positio…
- v0.4.0 Hotfix - 14 October 2024
v0.4.0 - Hotfix & Improvements Fixs Fix weapon merchant Fix projectile speed bonus with falling projectiles Boss reward were limited to 1 max Fix base color on passive locked Fix homing with custom trajectory and falling projectiles Loot chance from room modifier were not added correctly Fix growing rays with Unstable Projectile relic Improvements Remove the possibility to have some bad modifier in the start room Remove elite that can spawn with boss and instead, allowed boss room to have theses modifier by default Block doors until you open at least one time the relic selector reward Increase room modifier text size and improve icons for them Prevent flame tile from spawning near rewards (hidden them) Align door physic collider with the one on the walls Highlight level of weapon when upgrading them Rename Detonate active ability of Pyromancer to Kaboom and improve a lot the description…
- v0.4.0 - Merchant & Room Modifiers - 10 October 2024
v0.4.0 Major changes Merchant Work like the elite room, it can spawn in any room (except start and boss), available at the top of the room when it's clear Give 5 items to buy You can reroll the items (price increase each time) and start price scale with fortress number The shop keeper sell sometimes an exotic item, that would be only available in other fortress normally Room Modifier System This is a system that add content to a room without changing the reward, it can increase it or make the enemies stronger Modifiers that increase the loot have a chest icon Modifers that increase the difficulty have a death skull Snowman Refactor I changed his ability from: A big snowball send in the direction of mouse, creating a giant frost explosion on hit To: Make frost shard fall around the mouse for 3s (can be increase by various stats), creating a lot of small frost explosions Rely more on fros…
- v0.3.1 Adapt UI to all screens - 27 September 2024
v0.3.1 Fix Adapt UI for all screens
- v0.3.1 Hotfix - 27 September 2024
v0.3.1 Hotfix Fixs Improve some translations Fix stats given by Critical Time relic Fix confirmation window when deleting a save Fix decoration that spawn on torch Fix thunder damage done by enemies Fix that pots can drop rune in some conditions Fix effects that cannot affect the player for some reason Quality of life Make altar relics visible in relics menu Increase size and change color of relic menu hint Other Increase dummy health in the hub
- Demo release and v0.3.1 - 24 September 2024
v0.3.1 Major changes Added credits to main menu Buff Soul Reaper class by various ways Change Blue Heart to Shield (more logic) Add stat Execution Rate and display rate on enemy life bar (Divided by 4 for bosses) Add Shadow Curse effect (give 2.5% execution rate per stack, max 10 stacks), applied by Shadow Scythe Change the whole ui windows to something more clear, rp and cool Balancing Soul Reaper Class Increase health by one shield Small Scythe Weapon: Make projectile increase his size and damage over time Become 1 hand instead of 2 hands Soul Cycle Relic (2nd passive of Soul Reaper) Increase with Projectile Range stat the radius within you have to be from enemies to gain bonus A Better World Relic (2nd passive of Pyromancer) Change effect from: Give global total damage every time an enemy is burnt To: Increase damage dealt to enemies for every stack of burn they have Executioner Remo…