- Development Update - 27 August 2026
Greetings!It has been a while since my last update here, so first of all: I'm still here, and I've been working on something new.Since around April–May, I’ve been developing my next game.I’m not ready to reveal its title or story yet, but I can share a little about the direction.Unlike my previous projects, this is not a Metroidvania or an action-focused game. It is a narrative-driven adventure centered around characters, dialogue, choices, and consequences. The game is still in early development, and many of its assets are currently in production. For this project, I’m also working with several other creators, including a pixel artist, UI/UX artist, composer, character designer, 2D animator, and a voice actor for the trailer narration.Here are a few early glimpses from the project: And some of the pixel art characters currently in development:I don’t want to announce the game properly…
- Version 1.021 Minor Update (Build 190526) - 18 May 2026
If you haven’t activated the Shrine in the Endless Nightmare area, you can return there by interacting with the corpse in Ravenbell again.Some text was not appearing in the final choice selection screen for certain languages.Increased the parry window of the Ghost Knight in Titan's Reach.Fixed an issue where Acolyte enemies in the Crimson Bastion would play their death voice line twice when Executed.
- Version 1.021 Update – New Game+ Balance / Nightborne Fix - 25 April 2026
Greetings!This is a small balance patch focused on New Game+ (Nightmare Mode).Enemy health and damage have been significantly reduced. Nightmare Mode ended up being far more punishing than intended. The goal was to recreate a sense of challenge for a second playthrough, but it went too far. This update pulls things back, especially for Nightmare I.As a result, New Game+ runs should now feel much more manageable for players who want to revisit the story or complete content they may have missed.Additional Update (Build 260426)Fixed an issue where the Nightborne ability could cause problems with the player’s Max HP.Adjusted how Nightborne works: it no longer limits Max HP. Instead, it now uses your current Max HP and increases the damage taken while controlling the shadow.This change prevents cases where Max HP could become incorrectly locked.If you were affected by this issue, it should b…
- Version 1.02 Update - 30 March 2026
Greetings, Inquisitors!I’m back with a small update I’ve been working on for a while. During this time, I had the chance to connect with many of you and go through your feedback.I watched gameplay, gathered insights, and focused on improving the overall experience, addressing common issues, and adding a few requested features.Consumables you don’t need can now be sold to The Merchant.During exploration, uncollected items are now marked on the map with a small question mark. If nothing remains in that room, the marker disappears, making backtracking clearer and more intentional.If your gold drops to zero or below a certain threshold, The Sister will now offer assistance.Rotborn mutation bonuses have been increased.Fixed an issue where skipping a Chapel visit after sending Liliane there could cause you to miss her dialogue and reward. You will now receive her Trinket during your first Cha…
- Version 1.01 Update - New Game+ - 1 March 2026
New Game+ After reaching the credits scene, you may now choose “Forget Once More” to begin the story again. Your Memory level, Mutations and quest progress will reset. Key items will be removed, except for The Exile's Bell, and you will restart the story with your current character. The difficulty increases to Nightmare and continues scaling with each completed cycle.In Nightmare difficulty, enemies have increased health and deal more damage. If you obtain trinkets, sigils, or similar items that you already own, they will be converted into a Small Coin Purse instead.Additionally, challenging enemies are introduced into early-game areas in Nightmare mode. You will need to approach these regions with far greater caution.(Please note that New Game+ may currently contain issues such as duplicate items or balance inconsistencies. I have not yet had the opportunity to fully test and polish th…
- Version 1.0 Minor Update 3 - 22 February 2026
(I should probably start naming these versions, shouldn’t I..?)Fixed an issue where max HP would be incorrect if traveling immediately after being revived with the Sigil of Pale Return without resting at a Shrine. Extra checks now ensure HP is correctly set in these cases.Added a tutorial text to the fountain where the first Forbidden Art appears in Ravenbell.Fixed wall collisions in several areas (Ravenbell, The Murkway, Crimson Bastion) that were too short, which previously allowed players to double jump outside the map. (Thank you Pantoni!)Fixed translation issues where "Free" was incorrectly translated as "free of charge" instead of "freedom" in some languages.Fixed missing translations in the Shrine menu for some languages.Added missing localization for a newly added tutorial text.Fixed an issue where The Butcher would appear in a scene where it shouldn’t.Fixed an issue where potio…
- Version 1.0 Minor Update 2 (Left Stick Fix) - 16 February 2026
Fixed an issue with gamepad movement input. Slight diagonal movement on the left stick will no longer cause crouching or upward aiming. These actions now require the left stick to be fully aligned on the Y axis.(Apologies to everyone who ended up swinging their sword at imaginary flies or firing warning shots instead of hitting enemies because of this...) Added additional input options for keyboard users. Dialog skipping and menu confirmation can now be performed with Spacebar or Left Mouse Button, in addition to Enter.(The Enter key icon will still appear on screen to avoid confusion. New save files will receive a short tutorial about this when arriving at the Chapel for the first time.)
- Version 1.0 Minor Update 1 - 12 February 2026
(There was an issue with this version, so I’m reverting to the previous patch until it’s fixed.)Added pause functionality while watching Memory scenes.Memory scenes can now be rewatched from any Shrine.Adjusted The Archbishop’s signature lightning attack. Lightning now strikes slightly later, also deals reduced damage.Frozen Titan balance changes: reduced attack power, reduced attack speed, and lowered maximum health.Fixed a progression-blocking bug in a dialogue with the Butcher after defeating Drowned Hatred.Fixed an issue where Serum was not refunded after performing a Physical Purge.Fixed a bug that caused certain bosses not to spawn.Fixed an issue where The Archbishop would become invisible after spawning.Added a missing Deathspeaker Talisman item to the Crimson Bastion area.Fixed an issue where the Bloodstone item in the Endless Nightmare area would not appear in certain cases.Fix…
- Version 1.0 Hotfix - 4 February 2026
With the frequent updates released since launch, most critical issues seem to be resolved.I will now take some time to review the remaining problems with a clearer mind, and if possible, work on a content update. Much love to everyone who supported the game and played it during launch week. ❤️ During launch week, I’ll likely be releasing fixes back-to-back, so I’ll keep updating this post with new notes as updates go live. (If you run into any bugs or issues, please let me know and I’ll work through all of them. Thank you for your patience.) 09.02.2026Added an important statue at the entrance of The Lamenting Hermitage.Fixed a respawn issue related to the Courtyard of Wailing Shrine.Added deadzone and sensitivity fix for left stick movement on gamepad. The previous issues may not be fully resolved yet, and this will require further investigation.Translation adjustments in several langua…
- Gravethorn v1.0 – Launch Notes - 3 February 2026
After more than a year of development, Gravethorn is finally out with its v1.0 release.As you’ve probably heard many times from solo developers, handling everything alone wasn’t easy. That said, I genuinely enjoyed every part of the process.I tried to sharpen the game through constant iteration and long testing sessions. I added gameplay ideas whenever something new came to mind. I focused on telling an engaging story. And above all, I tried to design the experience by putting myself in the player’s place.Despite all of this, the result may still be far from “perfect.” Maybe I missed the mark. Maybe I didn’t.Either way, I made the game I wanted to make. Ignored the rain. Stayed on my path. 🙂If you’re interested, you’ll find notes about new changes and known issues below.I hope you enjoy the journey. I know I did.Thank you so much, and happy hunting. —Mirac New Features / Changes(If you…
- Gravethorn - Demo Removal Announcement - 11 December 2025
At the end of December, the Gravethorn demo will be removed from Steam. The demo was an early snapshot of the game and served its purpose in gathering feedback, but as development progresses, it no longer represents the experience I want to deliver. Thank you to everyone who played, supported, and shared your thoughts, it has been invaluable. Can’t wait to share the full game with you! -Mirac
- Gravethorn - Developer Log #1 - 5 November 2025
Greetings! Gravethorn has been a part of my life for quite some time now. After releasing the demo, things finally started to fall into place, and I felt like it was time to start sharing the development process. This will be my first proper devlog, if we don’t count patch notes.I’ve been working on the game for months, but I’m writing this entry today, so I’ll focus more on the overall state and what I’ve been working on recently rather than going step by step.Right now, I’d say around 70–75% of the game is complete. Progress is going well, and I’ve been feeling productive lately. Since the demo, countless new additions have made their way into Gravethorn, naturally.What’s New Since the Demo Since the demo release, Gravethorn has grown a lot. There are now 8 new bosses, 6 new regions, 15 new enemies, and over 40 trinkets and sigils, along with some surprise features and more yet to com…
- Gravethorn Demo – Patch Notes (1.4.3) - 24 August 2025
Audio & Visual FeedbackSoundtrack Update The majority of in-game music tracks have been replaced with original compositions. Apart from the Chapel tracks, which include Creative Commons songs by pianocafe_Kumi (Pixabay Profile): “Phantom Night”, “Kill Me Baby”, “Werewolf”, and “Ghost”.Bug FixesFixed a bug in the Laél boss fight: if Laél was attacking and the player used the Infernal Woe Forbidden Art, Laél would interrupt/cancel her attack and perform a chaotic sequence of consecutive strikes.Fixed timing issues for parry windows on some bosses. Deathsong attacks now properly stagger them when parried correctly.Fixed an issue with the Mad Beast at the start of the game: if the final blow was a Deathsong stagger hit, Execution input was blocked and the boss would revive shortly after.Fixed an additional Mad Beast bug: pressing the Interaction key instantly when the boss’s HP reached 0 co…
- Gravethorn Demo – Patch Notes (1.4.2) - 17 August 2025
Mechanics & ControlsGold Veins added Large and small gold veins can now be found throughout the regions. Attacking these veins yields gold, creating an additional source of income.Jump & Gravity Adjustments Jump force and gravity have been rebalanced. Jumps feel smoother, and falling transitions more naturally.UI, UX & AccessibilityShrine Menu — Quick Travel to ChapelA dedicated “Travel to The Chapel” button has been added below the Travel button in the Shrine menu. Once you’ve unlocked Travel, this makes reaching the Chapel faster without searching for it in the destination list.Quick Item Menu TutorialA tutorial prompt for the Quick Item Menu has been added to the later sections of Ravenbell.Audio & Visual FeedbackDynamic Chapel Music The Chapel now plays different background tracks depending on how many Memories the Inquisitor currently holds.UI & Upgrade Sound EffectsNew sound effec…
- Gravethorn Demo – Patch Notes (1.4) - 21 July 2025
Greetings! As I continue developing Gravethorn’s full version, a significant gap has formed between it and the demo. Therefore, this update brings improvements to the demo based on community feedback and ongoing work.Mechanics & ControlsFinal Verse System added When the player has no Deathsong Bullets remaining, a new system activates after a short delay (approx. 6–8 seconds). A single bullet is granted and can be fired as usual. A sound cue and a visual effect (similar to a charged Sorrowflame slot) indicate readiness. Final Verse is indicated by a circular slot under the bullet counter (top-left of the screen).This came straight from feedback. Final Verse is meant to offer a glimmer of hope, a last line of defense. In the full version, I plan to make this system synergize with Trinkets, Forbidden Arts, and Sigils for some wild builds. Also thinking about refunding bullets spent during…
- Gravethorn Demo – Patch Notes (1.35) - 17 June 2025
Mechanics & ControlsWall jump mechanics reworked. You no longer need to hold directional keys to stay on walls — the character automatically clings when facing the wall and will slowly slide down. Pressing left/right won’t drop you, so you can pick your jump direction safely. Press down to cancel cling.You can now jump during a dodge animation to cancel it. Previously, jump was disabled until the dodge animation (and some extra time) finished.Input queuing added for attacks, dodges, ranged attacks, and jumps. If your input happens while the character is in action, the system checks briefly and executes it as soon as possible.Jump queuing works even before landing — pressing jump slightly early will now trigger the jump after you hit the ground.UI, UX & AccessibilityCamera shake significantly reduced.Hit Flash whiteness reduced slightly. Both can be turned off entirely from Accessibility…
- 10 Minutes of Gravethorn – Exploration, NPCs and Combat - 31 May 2025
Sharing a 10-minute gameplay recording captured directly from the current development build. This footage is intended to give a clear and honest look at the core gameplay, including movement, combat, pacing, and overall feel. All systems shown are a work in progress and subject to change as development continues. I appreciate your interest and welcome any feedback.
- Gravethorn Demo – New Features & Bug Fixes (1.29c) - 29 May 2025
New Features & Adjustments: Inquisitor now automatically notes important locations and NPCs on the map. When a note is added, a notification appears at the bottom left of the screen. You can open the map to track your progress and remind yourself where to go next. Shrine areas on the map now display their names. This helps you decide where to travel before using the fast travel feature. The map UI has been scaled down by 25%, making it more compact and easier to navigate. "Unskippable Cutscenes" are now skippable (excluding The Intro). Hold Enter (or A on gamepad) to skip predefined scenes. This addresses players who dislike watching long cutscenes repeatedly or want to speed through them. To prevent missing or forgetting upgrades at Shrines, an alert text now appears above the statue when an upgrade is available. Similarly, in the upgrade (offerings) screen, a ! icon appears above the…
- Gravethorn Demo – Minor Patch Notes - 11 May 2025
Below are some minor fixes and adjustments related to the demo: The maximum HP of the Mad Beast (Prologue/Tutorial boss) has been slightly reduced. Fixed an issue where rapidly pressing Enter (or A on gamepad) during dialogue could cause the choice screen to not appear. Advancing through dialogues is now much snappier. A slight input delay has also been added to choice prompts to prevent accidental selections. Fixed an issue where the icon for The Iron Maw shrine in The Murkway was visible on the map even though it hadn’t been activated yet. Text prompts such as "Interaction" or "Pick Up" would remain on screen when opening the settings menu—this has been resolved. Fixed a bug where firing upwards and then walking wouldn’t properly transition to the walking animation. The Dreadmoore region was not updating correctly on the map—this has been fixed. After dying and respawning at a shrine,…
- Gravethorn Demo Now Available! - 9 May 2025
You can now download and play the demo version of Gravethorn from the store page! While the game is still in active development, this demo will give you a taste of the core gameplay, exploration, and storytelling elements. Please note that this build does not represent the final version of the game. Your feedback and suggestions after playing the demo will be incredibly valuable in shaping the final experience. The demo includes two difficulty modes, both of which will also be available in the full release: Standard – the default and recommended challenge. Story – a more accessible option, offering reduced incoming damage, increased player damage, an extra Healt Potion, higher Bullet and Throwable capacity, and more Mana gained per hit. Please be aware that in languages other than English and Turkish, some localization issues may be present, such as inconsistent names, awkward phrasing,…