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Latest update now on the public test branch

Hello dear Reforged Tower Defense community,

The new patch is now available on the public test branch!

Below you will find the complete patch notes.
To activate the public test branch, please go to your Steam library, click on Properties > Betas > rtd_pte - Public Test Environment.

PTE Patch Notes


[h2]Key Features[/h2]

  • Automatic Ability Casting:
    You can now activate automatic casting of abilities via the user interface (UI). You can choose to have all abilities cast automatically at once or set them individually. This change puts the tower defense aspect more in the spotlight again. Players who prefer not to intervene actively can now play more comfortably – even when using, for example, a Mage.

  • New Maps:
    Nimbus Reaches
    Heavens Crest
    Skyveil
    Gales Reach
    Thunderpeak
    Forsaken Fields
    Crossed Paths
    Floating Citadel
    Cloudkeep

    Skyveil:


  • Over 100 New Items:
    - New potions and scrolls
    - Many items in the level range 15–30
    - Additional epic & legendary items

  • Improved Challenger Mode
    - See "Challenger" section

  • Adjusted Talent & Upgrade Trees
    - All talents and upgrades now cost only one crystal each. Values have been adjusted accordingly, making the talent tree much clearer.


[h2]New Enemies & Enemy Properties[/h2]

  • Enemies ("Fießlinge") can now have the "Overfly" or "Phase Shift" traits. This allows them to ignore obstacles such as towers. Flying enemies also have a vertical offset along their path, which is particularly noticeable with the "Overfly" trait.

  • New Effect Trigger: "Waypoint Effect":
    Activated as soon as an enemy reaches a waypoint (waypoints also include nodes on platforms). These effects can be conditional, e.g. "only trigger if the unit is not facing the next waypoint". This increases the importance of your maze layout.

  • Examples of Revised Enemies:
    - Bunny Rat Monster: Becomes faster when reaching a waypoint while not facing the next waypoint.
    - Succubus: Becomes faster when reaching a waypoint if already facing the next waypoint.
    - Fungusa: Heals itself upon reaching a waypoint if not facing the next waypoint.

  • Resistances & Vulnerabilities:
    There are now not only immunities but also resistances and vulnerabilities to slowing effects, critical hits, stun, execution, silence, DoT effects, and more. This creates a more harmonious difficulty curve.

  • Units can now appear as a group, so for example four units count as one.

  • The "Forest Golem – Green" now has a deathrattle effect that reduces the attack speed of nearby towers.


[h2]Adjusted Talent Tree[/h2]

All tower upgrades now cost only one talent point, and you receive only one point per level. The values have been rescaled accordingly. This makes distributing points clearer and less overwhelming than before. Some balance adjustments have been made here and there.

[h2]Items[/h2]

  • Over 100 new items, including potions, scrolls, as well as tower and player equipment.
  • New item effects added.
  • Items that increase maximum health now immediately grant those additional health points.
  • Many starter items now provide crystals at the start of the game.


[h2]Towers & Tower Upgrades[/h2]

  • New Towers:
    - Poison Tower: Inflicts damage over time (DoT).
    - Minigun: Charges energy over time, which is consumed by each shot. Very high fire rate and high damage.
    - Gauss Tower: High range, slow fire rate, very high damage. Has a minimum range.

  • Towers can now have damage bonuses or penalties against flying units.

  • Rocket Towers now deal 120% damage to flying units.

  • Towers can now drain energy from enemies (if available).

  • Revised Tower Inventory:
    - Reduced regular inventory slots from 6 to 4.
    - 2 new "Persistent Equipment Slots" that remain after a round and affect all corresponding towers.

  • Increased damage for Mortar, Rocket, Gatling, Laser, and Arcane Towers.

  • Reduced stun duration for Tesla Towers.

  • Adjusted costs for Crystal, Crossbow, and Laser Towers.

  • Removed "Silence" upgrades from the Laser Tower. Instead, new upgrades for the "Wound" effect have been added.


[h2]Abilities[/h2]

  • Improved ability power scaling for "Explosive Barrel".
  • Improved ability power scaling for "Lightning Bolt", reduced its wave effectiveness, and increased mana cost to 15.
  • Improved ability power scaling for "Meteor" and "Ice Column".
  • Abilities now have a death counter.
  • Damage calculations are now displayed in the tooltip.


[h2]Challenger Mode[/h2]

  • Before selecting a map, you can now equip items. This allows items with starting crystals to be used right from the beginning.
  • Reworked merchant menu: A new tab allows you to buy back accidentally sold items.
  • From a certain level onward, the number of maps increases.
  • From level 5 onward, elite enemies can appear (more HP, better loot). The maximum number is displayed.
  • From level 12 onward, bosses can appear (even more HP, special effects, even better loot).
  • The merchant appears more frequently as you progress further.
  • Reward menu, merchant, and loot tables adjusted for the new items.
  • All new maps are also playable in Challenger Mode.
  • Parameters for random waves adjusted on all maps.
  • Difficulty levels for singleplayer and Double Up adjusted.
  • Color selection added for Double Up.
  • Adjusted XP rate and progressive wave count.
  • Removed the map "Nights Secrets" from the map pool.
  • In multiplayer, towers can now optionally be highlighted by color.
  • Items adjusted to stages.
  • The number of coins is now displayed in intermediate menus as well.


[h2]UI, QoL, and Miscellaneous[/h2]

  • Performance optimizations in the pathfinding system.
  • Paths can now have sub-paths to include optional routes.
  • Platforms can have areas where no towers can be built, but units can pass through unhindered.
  • Changed layout for platform nodes: Nodes are displayed individually and hidden if no tower can be built there.
  • Chat for Double-Up Lobby and improved chat UI added.
  • New Game Over UI for classic multiplayer.
  • Start in classic multiplayer slightly delayed to account for loading times.
  • Clients can pause and start new waves if allowed by the host.
  • New area effects: Units can be slowed or healed when passing certain areas.
  • Raycast for messages and player frames disabled.
  • In lower difficulties, the bonus time between waves is no longer reduced by starting a wave early.
  • Default UI scaling set to 80%.
  • Towers now display damage type instead of armor type in the overlay.
  • Spawn mode is adjustable in Skirmish.
  • New spawn mode "PathCleared": New waves start automatically once a path is cleared.
  • Extensive changes to the wave generator.
  • Loot is distributed randomly among team members (still instanced).
  • Improved target selection calculations.
  • Host settings are now displayed in Skirmish instead of in the description.
  • Create Lobby Timeout added.
  • Graphics settings adjusted.
  • Extended benchmark (FPS, memory, etc.) accessible via CTRL + G.
  • Standard hotkeys are disabled while holding down the left CTRL key.
  • Bosses and elites are now highlighted with a frame.
  • XP bar is hidden at max level.
  • Tower ranges are now visible in the tooltip.
  • When dragging equipment, the target slot is highlighted.
  • Items of "Rare" quality or higher now have a special effect in the inventory.
  • Steam Rich Presence added.




[h2]Multiplayer[/h2]

  • Adjustments to the wave generator for Arctic Fields and Burbenog Homage.
  • New configuration options for the lobby host.


[h2]Bug Fixes[/h2]

  • Fixed an issue where "Snowflake" upgrades had incorrect prerequisites.
  • Fixed an issue where hotkeys were triggered while typing in chat.
  • Loot menu now scales correctly on widescreen monitors.
  • Changes in game speed are now reflected in the menu.
  • Fixed an issue where build time reduction items had no effect.
  • Fixed display errors in the cannon tower upgrade tree.
  • Corrected wrong stack counts in the quick bar.
  • Adjusted ability cooldown display in quick bars.
  • Fixed double display of chat messages.
  • Overlay now deactivates when disconnected from the server.
  • "Eagle Eye" effect duration now matches the visual effect.
  • Fixed an issue with hotkey naming.
  • Shop in Skirmish now works for clients.
  • Increased the death animation duration of "Monster Hornets".
  • Fixed an error in critical hit calculation.
  • Fixed Golem animation when stunned.
  • Tower items can no longer be equipped via right-click if no tower is selected.
  • Boss UI now displays correctly on the client.


The following is missing in this build:
  • The standard singleplayer mode and some multiplayer maps are disabled in this build.
  • Saving and loading for the Double Up mode.
  • Localization for the newly added content.


Have fun playing and defending!

Cheers,
Sascha

Your developer of Reforged Tower Defense

https://store.steampowered.com/app/1044110/Reforged_TD__Tower_Defense/

December Update / Dev Notes

Hello dear Reforged Tower Defense community!

This Sunday is the first of December, and thus the year is coming to an end again. Since I have a few days off around this time of year, as I do this year, I would like to continue the tradition and inform you about the upcoming development steps and release a major update.

However, I don't want to promise too much, as things often develop differently than you think when you have children. Based on the progress so far, I am quite confident that I can release the update before Christmas.

Let's start with the contents of the next update and then see how it continues.

[h3]New Maps & Revised Single-Player Mode[/h3] There will be at least nine new maps, and depending on how I progress in the next few days, one or two additional maps might make it into the update. These maps will be available in both the standard single-player and challenge modes.

As I already announced in the roadmap, I want to redesign the single-player mode. The first step is an update of the map selection. Even though it was hard for me to part with some old maps, this is necessary to ensure a better single-player experience.

Preview

Heavens Crest

Forsaken Fields

Crossed Path

Floating Citadel

[h3]New Creeps & Creep Traits[/h3]
  • Creeps can now have the traits "Overfly" and "Phase Shift," allowing them to ignore obstacles like towers during their movement. - Flying Creeps now have a positive offset on the Y-axis along their path. This offset is particularly pronounced for units with the "Overfly" trait.

  • New effect trigger: "Waypoint Effect." This is activated as soon as a new waypoint is reached (a waypoint also includes reaching a node on a platform). Additionally, these effects can contain conditions, such as "only trigger if the unit is not facing towards the next waypoint."

    These effects ensure that the maze layout gains importance, and it becomes advantageous to adapt the maze to the different unit types.

  • The "Bunny Rat Monsters" have been revised and now possess such an effect trigger. The previous effect trigger (an acceleration every 8 seconds) has been removed. With the new effect, the Creep becomes faster as soon as a waypoint is reached and the Creep is not facing the next waypoint. In other words, whenever the unit has to make a turn, its speed increases.

  • The "Succubus" now has an opposite effect: They become faster when they reach a waypoint and are already facing towards the next waypoint.

  • The "Fungusa" now heal themselves when they reach a waypoint and are not facing towards the next waypoint.

  • Until now, Creeps could be immune to various attacks. This system has now been expanded to include resistances and vulnerabilities. For example, units can now have a resistance or vulnerability to slowing effects, causing these effects to be either weakened or strengthened. This behavior applies to all types of attacks, including critical hits, slowing, stunning, executions, silence, damage-over-time effects (DoTs), and abilities.

    This makes it easier to ensure a smooth transition in difficulty throughout the game.

  • Units can now appear as a group, so that, for example, four units count as one.

  • There will be new Creeps. Let yourself be surprised :)


[h3]Adjusted Talent Tree[/h3]
  • To make the gaming experience more intuitive, I have adjusted the talent tree. Tower upgrades now all cost only 1 point, and you also receive only one point per level up. The values have been scaled accordingly. This makes the decision after leveling up easier and makes distributing the points clearer.

    Previously, up to 5 points could be distributed after leveling up, which could feel overwhelming at times.


[h3]Items[/h3]
  • There will be over 100 new items, including potions, scrolls, as well as items for towers and players.
  • There will also be new item effects.


[h3]Towers[/h3]
  • New Towers: Poison Tower, Minigun, and Gauss Tower.

    - Poison Tower: Poisons enemies, causing them to suffer damage over time.
    - Minigun: Accumulates energy over time, with each shot consuming energy. It is characterized by a high attack speed and relatively high damage.
    - Gauss Tower: Has a long range, a slow attack speed, and deals very high damage.

    The properties may change again.

  • Towers can now have damage bonuses or penalties against air units.

  • The Rocket Tower now deals 120% damage against air units.

  • Towers can now reduce the energy of Fiends with attacks.

  • The inventory of towers has been revised. The number of regular slots has been reduced from 6 to 4. Additionally, 2 new slots have been introduced, called Persistent Tower Equipment Slots. These remain after a round and have a lasting effect on the entire group, for example, on all level 1 crossbow towers.


[h3]UI, QoL, and Miscellaneous[/h3]
  • The maps in single-player have been changed. Some maps have been removed and new ones have been added.

  • The performance of the path system has been optimized.

  • The path system has been expanded so that paths can now have subordinate paths. This allows for the integration of optional paths into the system.

  • Platforms can now contain areas where towers cannot be built, but units can pass through without problems.

  • The layout for platform nodes has been changed. Each node is now displayed individually and can be represented differently depending on the map layout. Also, nodes are now hidden if towers cannot be built there.

  • Chat for Double-Up Lobby.

  • Chat UI improved.

  • New Game Over UI for classic multiplayer.

  • The start in classic multiplayer mode has been slightly delayed. Previously, the game could start immediately after loading.

  • Clients can now pause the game, provided this option has been enabled by the host.

  • Clients can now also start a new wave, provided this option has been enabled by the host.

  • Save/load for Double-Up mode.

  • New area effects have been added, which are triggered when a unit passes through the area. For example, a unit can be slowed or receive healing of a certain amount.

  • Various bugs have been fixed, and numerous other minor adjustments and improvements have been made.




[h3]The Next Development Steps[/h3]
  • Depending on the progress, I plan to make the option to play the single-player mode in co-op either directly in the upcoming update or it will be added in a smaller follow-up update.

  • In the next and last update before the release, there will mainly be further changes for the single-player mode. Planned are, among other things, bank slots for items, a revised menu, additional aids, and of course, to put the final touches on all game modes.

  • Release Version 1.0.

  • Even after Version 1.0, I want to continue developing the game, as I still have many ideas for additional content. The extent of this further work will depend on how the community feedback turns out after the release of Version 1.0.

  • To name a few points that I could work on after Version 1.0:

    - New maps with unique biomes
    - Additional classes
    - New game modes
    - Extensions for the Challenger Mode with additional paths and options



Have fun playing and defending!

Cheers, Sascha

Your developer of Reforged Tower Defense

https://store.steampowered.com/app/1044110/Reforged_TD__Tower_Defense/

Patch Notes V2024.2.1.42c

[h3]Patch Notes V2024.2.1.42c[/h3]

Balance

General
- A static offset could previously be specified when calculating the time between waves. This has now been replaced by a procedural offset, which makes it possible to better adjust the difficulty curve in the lower levels.
- The time between waves on the start maps has been increased.

Skills
- The skill coefficient for Static Overload has been reduced from 2% to 1%.


General
- The default target selection for the following towers has been changed from "Random" to "First target changed"
- Crystal turret level 1-4
- Laser turret level 1-4
- Mortar turret level 1-4
- Impulse turret level 1-4
- Rocket turret level 1-4
- Tesla turret level 1-4 (has no direct influence, but target selection for the red Tesla turret is also applied if the setting Apply target selection is active)
- Tesla turret red level 1-4
- The standard tooltip size has been slightly increased.
- Roadmap corrected.

Fix
- Added some missing localisations
- Adjusted some translations
- Fixed a bug where the target selection was not always displayed correctly after a tower upgrade.
- The impulse turret level 4 is still displayed as such.
- The rocket turret level 4 is still displayed as such.
- Fixed a bug where the setting for the number of waves in multiplayer had no effect.

Update V2024.2.1.42 & Roadmap

Dear Community,

I am very happy to inform you that the next update is finally ready. This update has taken a lot of time and energy, especially the change from UNet to FishNet and the rebalancing. But now directly to the topics of the update. I'll start with the most important points, followed by the full patch notes and a preview of the next update.

[h3]The most important points:[/h3]

New game mode - Double Up:
With this update, you can play the challenge mode together with a friend. This means you build towers together on a map and the crystals for killing enemies are shared. All items are instanced, so everyone has their own loot.

UNet to FishNet:
One of the most significant points of this update is the change from UNet to FishNet. Anyone can now create a lobby without the need for port forwarding. In addition, the stability and performance of the network connection have been improved.

Balance:
As previously announced, the balance has been tweaked:
- Over 100 talents and improvements reworked
- Towers adjusted
- New tower variants
- Over 200 new items added
- Revised the wave settings on all maps
- Difficulty curve adjusted
- Difficulty levels adjusted
- Loot tables reworked

[h3]Complete patch notes for the update V2024.2.1.42[/h3]

New
- New game mode - Double Up
- The ability 'Quantum Overload' now has a sound effect.
- New upgrade for the crossbow turret, which increases damage and attack speed
- New upgrade for the ability "Frozen Swirl": The ability now heals its target by 20 or 40 health points
- Over 200 new items
- New units
- New talent for the mage: Increases the ability power for each active mana point
- You can now set whether the number of eliminated units is passed on when upgrading a tower
- All battle towers now have 4 upgrade levels
- New variant for the Tesla tower added
- New setting options for a lobby
- New map 'Emberwood Forest'
- Layout of map 'Spurce Valley' revised
- Layout of map 'The Wall' revised

UI
- Translation for the direct connection window
- Description for sniper adjusted
- Added missing translation for the interface settings
- Unit and turret properties fully translated
- The skill coefficient is now displayed separately in the skill tooltip
- Error message when there are not enough resources to build a turret
- Maximum shield and maximum health points are now displayed in the unit view
- Swapped order of energy and shield in the unit view
- Layout in the tower menu changed slightly
- Added help for chests in challenger mode
- Added a new tab in the settings to manage the hotkeys
- Window management for the left edge of the screen
- Eight more languages
  • French
  • Spanish
  • Italian
  • Chinese (simplified)
  • Portuguese (Brazilian)
  • Japanese
  • Russian
  • Polish
  • Turkish


Balance

Tower
- The bonus damage the Arcane Tower was dealing to shielded targets has been reduced
- The level 1 cannon tower now reduces the healing of its targets by 15% instead of 10%
- Level 2 Cannon Tower now reduces the healing of its targets by 25% instead of 20%
- The Level 2 Cannon Turret now reduces the healing of its targets by 40% instead of 30%
- The level 1 crossbow turret now deals 6 to 7 damage
- The level 2 crossbow turret now deals 23 to 24 damage
- The level 3 crossbow turret now deals 67 to 68 damage
- The level 2 Gatling Turret now deals 20 damage
- The level 3 Gatling turret now deals 46 damage
- The mechanics of the Gatling turret have been slightly adjusted: Its base attack speed at lower levels has been reduced, and the increase per energy point has been increased. This change makes items with base damage less effective for the Gatling Turret

Abilities
- The ability coefficient can now also affect buffs
- The ability coefficient of the "Ice Column" ability has been reduced from 0.4 to 0.35
- The ability coefficient of the "Lightning Bolt" ability has been increased from 0.45 to 0.5
- The "Meteor" ability now costs 25 instead of 30 mana The cooldown has been reduced from 15 to 12 seconds, the base damage has been reduced from 50 to 45
- The wave coefficient of "Dark Strike" has been weakened
- The wave coefficient of "Meteor" has been weakened
- The ability coefficient can now also affect healing abilities

Improvements / Talents
- The talent "Fill Your Pockets" is now available from level 5
- Only 4 improvement points must now be awarded to unlock the Mortar Turret
- Only 4 improvement points must now be awarded to unlock the Impulse turret
- All enhancements/talents that made modifications to turrets have been toned down

Maps
- The boss on "The Winds of Winter" has been weakened

General
- Towers now return a portion of their cost when destroyed, based on difficulty level
- Wave generator configuration adjusted on all maps
- Wave generator formula for calculating unit values adjusted
- Skipping waves early now grants bonus resources
- The maximum level in multiplayer mode is now also 50
- The XP rate on easy difficulty levels has been increased


Items
- Balance of items adjusted
- Prices of items adjusted
- Increased the chances of obtaining items in multiplayer

General
- Switch from UNet to FishNet
- Items now have no cooldown if no wave has been started yet.
- Items are now automatically equipped if no item is equipped on the equipment slot
- The ranking list in challenge mode has been changed from stage to point system
- New setting for multiplayer mode: in-game store (test)
- Towers can now have more than one upgrade level
- Added death animation for all "TreantGuards"
- Added death animation for all "Fire Dragons"
- Added death animation for all "Ghosts"
- Added death animation for all "Spiderlings"
- Added death animation for all "Monster Hornets"
- Added death animation for all "Bear Warrior"
- Added death animation for all "Elemental Sorceress"
- Added death animation for all "Explosive Bug"
- Added death animation for all "Fire Demons"
- Added death animation for all "Forest Ogre"
- Added death animation for all "Goblins"
- Added death animation for all "Hell Creeper"
- Added death animation for all "Ice Guardians"
- Added death animation for all "Lichs"
- Added death animation for all "One Eyed Bats"
- Added death animation for all "Rock Hurlers"
- Added death animation for all "RScarecrows"
- Added death animation for all "Snow Monsters"
- Added death animation for all "Wraiths"
- Added death animation for all "Succubus"
- Items at the dealer are now grouped according to their ID
- Added TreantGuards death animation
- Changed default SFX for large tome of experience
- Changed default SFX for Meteor role
- Usable items from the chest are now automatically added to the quickbar
- The level required to equip items is now displayed on the item card
- Added translation for towers
- Added translation for items
- Added translation for enhancements and talents
- Added translation for skills
- Added new buttons to sell all consumables and equipment items
- Resuming the challenge mode now returns to the last status (map selection window & map selection is saved)
- The lobby list can now be updated every 2 seconds
- The player's level is now displayed in the loot window and in the map selection window

Fix
- Fixed a bug where the mortar turret was granting too much damage bonus
- Fixed a bug where the damage reduction of abilities did not take effect
- Talents that require items are now also available in multiplayer
- Fixed various setting errors
- Fixed a bug where the cooldown buffs on abilities improved the cooldown buff for towers
- Fixed a bug where the ability power was set to the value of the boost after using an ability potion
- Changing a screen now works correctly
- In full screen modes, the mouse now stays inside the window
- Fixed a bug where the animation of "Evil Mushrooms" would no longer go out of the "Idle State" after the unit was stunned
- Fixed a bug where the VFX of attackers was not displayed on clients
- Fixed a bug where resources were not saved when leveling up after a round was completed
- Fixed a bug where the wrong rank was displayed in challenge mode after completing the mode
- Fixed a bug where buffs from other towers were not calculated correctly
- Fixed a bug where canceling debuffs would buff the unit (creeps and tower)

[h3]Outlook[/h3]

Roadmap

I had hoped to be able to integrate the revised single player mode into this update. Unfortunately, that didn't work out. However, the revision will definitely be part of the next major update. Then it will also be possible to play the maps of the single player mode together with a friend. I will write a separate developer note on this topic.

Cheers,
Sascha

Roadmap Update / Dev Notes

Dear Community,

I am excited to update you today on the latest developments in my game. A crucial step has been taken to improve network stability and performance: the switch from UNET to FishNet! Additionally, I want to give you an insight into the upcoming content. But first:


Why the Switch?

Since Unity 2018.4, UNET has been officially declared obsolete and no longer receives updates or support from Unity. This change meant that I had to look for a modern and efficient alternative to offer you the best possible gaming experience.


What is FishNet?

FishNet is a modern network framework for Unity, known for its high performance and stability. It offers me the flexibility and scalability I need to further develop and improve our game. With features like efficient message handling, support for dedicated servers, and easy implementation, FishNet is an excellent choice for our game.


What Does This Mean for the Game?

With the switch to FishNet, you can expect a more stable and smoother online experience. There will be improvements in network performance and reliability, which are essential for multiplayer gaming. I now also have the opportunity to integrate new and exciting features that were not possible before.


Rebalancing the Talent Tree and Items

Another important aspect of my work is the rebalancing of the talent tree and items. My goal is to reduce the influence of items and talents so that choosing the right talents and items becomes less crucial. Instead, strategically building the right towers should take center stage. I want the strategic depth and player skill to have more weight.


Level 4 for All Towers

Furthermore, I am working on introducing a level 4 variant for all towers. This will add another layer of strategic planning and customization to the game. I am excited about the possibilities that this new level of tower development will bring and look forward to seeing how you use these new options.

Standard Mode

In the upcoming updates, some exciting revisions are planned for the standard mode. This mode will get its own scene, where you can select levels and talents. This allows you to plan your talent tree in a relaxed manner outside of the actual game. Also, it will soon be possible to purchase bank slots to safely store your items. Another planned feature is the ability to invite friends to play the mode together.


Roadmap: Additional Points

I am nearing the completion of three additional languages. All three languages are already selectable in the game and will be officially supported with the upcoming updates.

The custom key-bindings have also been completed. With the next update, you can easily set your own shortcuts!

I have also revamped the User Interface (UI). All windows can now be selected via a quick selection on the side of the screen. By default, no toggle is set, so opening one window closes all others. However, the windows can now also be pinned, which means they remain open even when another window is opened. In addition, there is an indication in the quick selection if new information is available in a dialog – for example, if new talent points are available or if an item has been picked up without the inventory being opened. There is also a new window for in-game notifications. For example, when a new enemy type is discovered, a click on the notification takes you directly to the description of the enemy type.


The Roadmap


New Map
It's not on the roadmap, but with the new update comes another new map for the game.

Emberwood Forest



Teaser (not final)

Large Map


Lava Dungeon


Graveyard Entrance



Your Support

I want to thank all of you for your ongoing support and patience during this development phase. Your feedback is incredibly

valuable and helps me steer the game in a direction that is fun for all of us.

Stay tuned for more updates and exciting developments!

Best regards,

Sascha