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Update #39: Vault of the Void turns 1!

Hey everyone! I know I tend to waffle on a bit in these posts, but fair warning, this one will probably be a touch longer than usual. If you want to jump to what's changed, I’ll post a patch notes list at the bottom!

So, exactly 12 months ago now, I pushed the wrong button and published Vault of the Void to Steam. If you were there for it - I pushed Vault into LIVE release, instead of Early Access, which the Steam team were able to fix pretty quick for me, thankfully!

Back then, I couldn’t even really imagine writing this post, 12 months on. It feels like it was only a month ago - but so much has happened in the past year it's hard to recap it all. I expected that Vault would maybe find it’s way in 500 homes... dreamed of a number close to that! However it far exceeded the expectations that I, some random bloke from the bottom end of the world, ever expected. I thank you all so much for helping make Vault what it is. Every sale brings it one step closer to something I’d get to work on full time, and that's amazing!

Rather than text, let me recap with some screenshots and stats from the last 12 months!


[h3]The Numbers[/h3]
  • Cards: 212 -> 384
  • Artifacts: 163 -> 268
  • Spells: 21 -> 32
  • Characters: 3 -> 4
  • Impossible+ Modifiers: 0 -> 20
  • Bugs: 1,340,010 -> a smaller number
  • Eye Candy: 0 -> lots more
  • Memes: 0 -> at least 10.


[h3]Run Counts for the past 12 months![/h3]


178,000 runs over the last 365 days. Thats nearly 500 runs a day... speechless

This will be Update #39. My goal was to update every week, for the first year. That quickly got away with me as I battled through longer, larger updates, heavy work schedules and just a hint of burn out. But I’m still proud that over 365 days, I was able to push out 39 updates. That’s not including the hotfixes everytime I screwed something up... which... was many...

I still remember the excitement of sitting down and watching Rhapsody’s Let’s Play videos right after launch. Watching how much the game has evolved not just visually (but no seriously, it was ugly back then!), but also content wise. It’s all because of you, the players - so again - thank you so much!

Of course, VotV wouldn’t be what it is without the awesome people who help me everyday. My companion artists, Mengo and Sasa. My animator, Sanjeev and web guru Luca. Also, the Internal Testing team and also the Card Council, who have helped so much with testing and generating ideas!!

A very special call out to Dabor as well - who many of you have spoken with over the Forums, the Discord channel, Streams etc. Dabor got involved in VotV early on during the Beta period, and now is such an integral part of the project - from balance to content creation, I’d be lost with him!

[h3]Early Access Period [/h3]
I’ll quickly address the 12 tonne elephant in the room. Back when I launched Vault, I said the EA period would be around 12 months. Many, many people have commented on how they feel Vault is already so deep and feature complete, that it could fit a 1.0 launch no worries. For me though - I’m not happy yet. There's more I want to do, more I want to add, more I want to polish. I’m going to keep Vault in EA for a little while longer. At a guess, I’d love to be aiming at this time next year for 1.0 - but my goal is to make Vault as good as it can be. And there's more I have to give.

[h2]Yo - enough! What’s new? [/h2]
Okay so full disclosure, after the Tempest update, I was pretty exhausted when it came to Vault (actually, exhausted with everything really!). That update came together pretty rapidly, and had me working close to 12-14 hours a day on Vault, across the art, code etc (and still needing to find time for client artwork and family). Extending that to a 4-6 week sprint, the last week or two I’ve been struggling to get back into things. I took a break for a bit, and thankfully I’m feeling much better now!

The Challenge Coin update is still coming. I’ve ironed out the details, and that is the next major thing. Expect that within the next 2 weeks I’d say. This will have a whole bunch of new coins, a proper setup to expand upon more as well. Class specific, rewards, Achievements and cute puppies (I can’t promise the puppies sorry).

This patch was focused on two things. The Bloodhive rework, and bringing back Arkaos.

[h2]The Bloodhive[/h2]
Sometimes I hear, in the stillness of the night, small cheers off in the distance. I know for a fact that’s Vault players rejoicing as they hit Floor 2 and spot the Bloodhive as their boss. A free win!

No longer.

The Bloodhive is back, and meaner than ever. No longer shall it be a pushover! The fight has been redesigned from the ground up, and it stands on its own now. Let’s take a look at the Bloodhive’s passive.



The fight has an interesting dynamic to it, balancing minion kills and stacking on the boss should be an interesting choice. And the minions will do their best to overwhelm you. Not the type of fight you want to drag out!

Also, everytime I see the Bloodbag’s art I get a giggle. Wasn’t intentional, I promise.





[h2]Arkaos, The Beast of the Elements[/h2]
So far, two encounters have been sent to Encounter Jail. Arkaos, and the Mimic. Well, Arkaos was officially charged with being a poor sport, and letting players walk right through him with little-to-no resistance. He got off on a technicality, and officially has walked off a freeman.

(artwork by Dabor)

He’s promised to be better. He’s so determined in fact, that he even created a new Debuff to apply to players...



He does, of course, still offer his Elemental Beads after you defeat him. These are a lot more balanced, just small rewards, a token as such. However, by doing multiple runs and defeating the Void with each of the 4 Beads, you will unlock an achievement, and a very cool deck back...

[h2]Master of the Elements - Animated Deck Back[/h2]


If you like what you see, hunt down Arkaos and defeat him for his Beads! There’s actually two animations on this deck back, one which will play when you Purge a card or get Attacked! This was me trialling out the animation event system for use with the next Community Reward, the interactive battlefield :)

Thankfully it works!

[h2]Last few things[/h2]
A couple more new things quickly. A long awaited “Random Deck Back” option has been added, so you can randomly select between your unlocked deck backs!

A clear map highlights button has also been added, for when you’re trying out a few pathing options and would like to clear them all quickly and start again.

From Dust spell will now show its damage projection!

Lots of bug fixes, listed below!

[h2]Steam Trading Cards![/h2]
They’re out! They were officially released last week as they made it through approval. Can’t wait to see some of those emblems being repped on people's profiles! If you end up using a Background or Emblem, I’d love to see it!



[hr][/hr]

Thanks again for putting up with my absence as I caught my breath! I promise I’m back into things now, and working hard on that Challenge Coin update. I’m really excited for this one, I hope you are all as well!

As always, thank you so much for all the reviews. It helps so much with getting the game out there to more people, and means a lot. You may notice in game that I’ve added a little tracker to see as we approach the next Community Reward. If you don’t want this visible, you can just right click it and it will disappear forever!

Make sure you claim the 250 Review Reward if you haven’t already.

Much love to you all. Thanks for making Vaults first birthday a special one.

All for now
- Josh

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New Features
- Added a new random deck back option!
- A new debuff has been added, Fumble! The next X non-affliction cards you draw are sent to discard and replaced with Volatile copies.
- Arkaos is back! He can now be found on the second floor.
- New special animated deck back added alongside the Arkaos achivement
- The Bloodnest fight has been reworked!
- Artifacts will now show if they're a Class Artifact or Neutral
- From Dust will now show damage projection
- Clear Map Highlights button!

Bugs
- Fixed a bug which caused text alignment to be off in the Patch Notes section.
- Fixed a bug which would disable you purchasing a Void Stone at the Soul Collector under certain conditions. This will take effect from new runs.
- Fixed a bug which caused the Rough Chisel Artifact to eat some of your Essence.
- Fixed a bug where saving/loading a deck would remove Afflictions (Voids, Sins etc)
- Fixed a bug which caused Butchers Blade to not trigger if you played a Volatile Card first.
- Fixed Echo Cloak showing "Delayed Block" instead of "Delay Block".
- Fixed Lost Spirt showing a wonky number for Battle Progress.
- You can now mouse over your Artifacts (including the I+ Instability Candle) when you have the Loot the Dead event hidden.
- I've sat down and spoken with Forged Soilder. He has agreed to actually do something on Turn 0 now, when playing with Ambush on.
- Smelling Salts will now correctly give Echo Wall 2, instead of 1
- Vanguard Shield & Leftovers now work on Turn 0 (Ambush) correctly.
- Have moved Swerving Currents Solo check to after damage is dealt, inline with how card effects are processed.
- Fixed an issue where the Artifact Chest may spawn with the same items.
- Fixed an issue with Save/Load features in the deck manager removing Voids.

Update #38: Trading Cards, Bug & Card Fixes, Community Wrap-up and the Future!

Hey Folks!

Sorry about no patch last weekend - I needed to take a little time off during the week to recharge. The sprint to get the Tempest out caught up with me - couple that with falling a bit behind on my day job work, the week of rest was needed! But things are ramping back up again. Today there's a few card updates, lots of bug fixes as well. But I also wanted to take the time to do a bit of a “Community Update” of sorts, and highlight some cool things I’ve seen over the last little while. After all that, I’ll highlight what I intend to dive into next! Let’s begin.

[h2]Trading Cards![/h2]
Someone in the Discord mentioned Steam Trading Cards this week, and asked if Vault was going to get them at all. To be honest, I’ve never really interacted too much with that area of Steam, so I didn’t know too much about them! I dove into the knowledgbase, asked around a little in the Discord, and hey presto - Trading Cards are good to go!

Well, sorta.

They’re currently in review with Steam! This process should only take another day or two, but you might start to see them pop up as you play over the weekend! There's also Badges, Background and Emotes to collect as well of course - hopefully they’re to everyone's liking!

Again, because I’m pretty new to these systems - if there's anything I can improve upon here just let me know! Happy to take feedback from some Trading Card experts out there!

[h2]Community Wrap-up![/h2]
So I figured I might try to do this as often as once a month, once every two months maybe. Highlight a few cool things happening around the VotV community, funny memes, fun decks etc that have been shared! The best place for all this is probably the Vault Discord, but of course if you have stuff to submit, please feel free to link it to me anyway you like! I’ve already seen a bunch of killer fan art - love seeing all the creative stuff around the community!

[h3]Impossible+ Guide and I50+ Streams[/h3]
Those who have been around the Subreddit for a little while will probably recognize Breakshifts name! Long time player, Breakshift took the time to put together a great guide on his thoughts when it comes to Impossible+, and the modifiers. They’ve managed to clear I50+ on all characters, on all Specs as well! If you’re interested in starting to Climb the I+ ladder - you should definitely give it a look over!

https://steamcommunity.com/sharedfiles/filedetails/?id=2639160815

Also, Breakshift has started to do a few I50+ streams from time to time! I try to hang out there where I can, and if you’re interested in seeing high level I+ content - definitely the place to be!

https://www.twitch.tv/the_breakshift

[h3]Discord Fun[/h3]
New community member Trench has been spitting out some great memes which I just had to share here - definitely got a chuckle out of this one!



But it’s not all fun and games. Trench also shared the exact moment where The Enlightened was, just a turn to slow... (it’s happened to us all).



[h3]Discord Bot[/h3]
Since the latest update, I’ve managed (with the help of my web guru!) to get the Discord Bot all updated. If you’re ever wondering about a Card, Artifact or Keyword, the Discord Bot now is fully updated and ready to be queried, day-or-night!

[h2]What’s next?[/h2]
Alright - I promised myself I’d keep this short. So after looking over the list of things to tend to next, two things jump out: new Encounters and the Challenge Coin rework.

New Encounters (and reworks of some old ones that were removed) speak for themselves, but the Challenge Coin rework is going to be a super fun undertaking. The Challenge Coin system in and of itself is great, but its presentation and content (or lack thereof) has been dying for some love. Major plans on this front to really flesh this out with lots of super fun and wacky run modifiers. Of course, this also means new Achivements (and new Deckbacks?).

[h2]5th Class?[/h2]
It’s happening. Still a while of showing too much, but I’ve learnt and setup a lot of systems when doing the Tempest to make things smoother. Expect some more stuff come Q1 next year :)

[hr][/hr]

And of course - I can’t end a Dev Post without a massive thank you for all the love on Vault. Your reviews keep flowing in - I read every single one of them and appreciate them more than you know! I can’t wait for the 500 Review Community reward, it’s going to be awesome. In the meantime, if you’re new here, go grab yourself the 250 reward deckback!!

All for now folks - have a great weekend and may it be filled with satisfying Void kills.

- Josh

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[hr][/hr]

Card Changes
- Now We Wait is now a 0 cost
- Lust's Damage and Block have both been increased by 1.
- Backpedal's damage increased to 5(8) and has had Swift removed.
- Vanguard's Discharge lowered by 1.
- Overload has been kicked upstairs to Rare
- At the Ready has had its Rage removed, increased Block and Zeal
- Keep Pace: Block 6(10). Rage 50%. Purge: Delay Rage 25%(125% and Expel).
- Electric Kite now costs 0.
- Gathering Storm's Overcharge increased by 1.

Zeal Changes
- Hungering Whirl increase to Shock 4
- The Zeals in the 7/10 slots which summon random Commons has also now gained "Next card played will cost 1 less."
- Salvation Prayer changed to: "Draw 1. Discharge 1: Gain 1 Energy."

Bugs/Tweaks
- Fixed Voodoo Doll to trigger before enemy first action during Ambush.
- Same fix applied to Mace of Skull Crushing, Quartz Crane and Smelling Salts.
- In light of the changes above, fixed a few items wording to say "start of your first turn" to show they don't trigger at the start of battle when Ambush is on (unless its in the players favour, like Voodoo Doll, where it remains "start of battle")
- You can now cancel the Spell Weapon Switch like others, so long as you're still on the Sift stage of the spell.
- Fixed an interaction with Echo Cloak and Performance Enhancers that would cause a loopty loop.
- Somehow, the The Unholy King has been increasing Frenzy by 2, not 1, whilst doing his "What's Yours, Is Mine" ability. I've correct values - he'll still gain 2 on Impossible, but only 1 on Normal/Hard.
- Swarm Spell will now stack!
- Fixed an issue with the Daily Imp+ option getting suck when viewing the rewards.
- Lost Sword will not effect Volatile cards anymore
- Servants of the Void will stop trying to be overachievers, and now correctly show each with 100% Battle Progress, not 120%.
- Fixed Zig Zag not updating its card text during the Dragon Mother fight.
- Minions will now show the Minion tooltip when mousing over them directly, not just over the Minion passive
- Haunted no longer ticks down on its own at the end of turn.
- Fixed a minor issue with Card Discovery percentage
- Fixed an issue with the Queen's King Stone not going Intert

Update #37: Playmats and Promises

So it’s been about one week now since the Tempest was officially released! Things have been going pretty well - the numbers are looking good. She is definitely still on the stronger side of things, but not by too much. Minor adjustments will continue to be made as we keep an eye on things here moving forward (yes... we’re looking at you Overload).

I’ve also kept an eye on any crash reports etc that have showed up. Whilst I’ve been trying to take a little time away this week after the hectic schedule leading up to Tempest launch, I did jump in and work through a bunch of bugs that have been reported over the last little while, and some suggestions that were made as well. I’ll list those all at the bottom.

[h2]New Playmats! [/h2]
Got a few thousand of those Void Points burning a hole in your pocket? Well you’re in luck, two new Battlefileds were added to this patch! You can now unlock Sands of Time and Haunted Past in the Unlocks menu!





[h2]500 Steam Review Plans[/h2]
I wanted to take some time quickly to talk about the plans for the 500 Steam Review Commuity Reward. For those who are new, I like to try and give back where I can when it comes to the AWESOME reviews you are all so kindly leaving. At 250 reviews, I released a special animated cardback you can unlock with a code. At 500, I’ve been planning something even cooler. We’re still a little bit off, but I wanted to explain what I had in mind.

[h3]The first, interactive battlefield. [/h3]

So I’ve been working on some ideas in my freetime and making sure this will work - things look good enough that I’m ready to share. My thoughts were to look into not just an animated background, but something that interacts as you perform things in game. Cracks in the ground will glow blue around your hand when you purge cards. The ground around the the middle will shake as streaks of lava cut through around your Threatstack when you take damage. Maybe even little things around when you kill monsters in different positions!

It’s all very experimental, but that's the plan so far! Again, I’ll probably toss this one behind a special code unlock - but I’ll wait to confirm that closer to the date!

[hr][/hr]

But seriously, thank you to everyone for all the nice reviews you’ve all left!! It really helps with a small little project like this, I don’t have a huge marketing team or publisher to help spread the word, so Steam Reviews go a long way to making Vault what it is, and getting the word out there. I can’t begin to explain how much it helps, and gives Steam a reason to serve it up to more people! The more people who play - the more time I can dedicate as well!



[h2]The Future[/h2]
I’m still trying to get a lay of the land when it comes to what is next. Discussion on the 5th class has already begun, but that will likely be Q1-Q2 next year. I think in the short term, I want to look at a few things;
  • Optimization pass - just make things run nice and smooth again.
  • Small content patches - more Artifacts for the Tempest is a big one here, along with a few more cards. Plus some new encounters as well !
  • Statistics update! The Zeal stats stuff was something that everyone really liked. I’d love to create a full Statistics panel in run, with more wacky stuff to track (and of course, a few useful things as well). How many Hidden Blades do you play on average each turn?
  • Deck Manager rework. It’s been on the cards for a while - time to redo that UI!!
  • Combat Log pass. The combat log can really be flesh out a lot more, with a lot better options and features!
  • Event UI’s. You've seen a few get their custom UI updates, (Soul Merchant, Rune Smith etc), need to start working through the others !
  • Adding the Tempest to the Daily Draft
  • New Events - this is always something I’m actively working to add more of, to give more variation!
  • Challenge Coin rework.
  • Translations!



I’m not sure the order yet to be honest! I’ll probably still keep a low profile for the next week or so as I recharge then get ready to start blasting through things again.

In closing - thank you everyone for making the Tempest launch what it is. So many runs, so much chatter around the different outlets. I’m so glad to hear it was well received, and can’t wait to add more :)

All for now!
- Josh



[hr][/hr]

Change List
- 2 new Battlefields to Unlock!
- Big data cleanup on the Keywords script, which has now been exported to be used with Discord Bot (alongside Cards and Artifacts).
- Click and Hold to End Turn option added to the Options menu
- Pre-fight Preview now shows enemies HP & Battle Progress
- Resolved an issue with Discarded Totem working with every Purge
- Fixed some issues on the Deckback Unlock screen
- Fixed damage preview on Cursed Blade
- Once More With now has the correct image for its Buff
- Fixed Now We Wait bug when nothing is in your hand to Discard
- The Deep now has a Turn 0 ability for Ambush fights
- Time Warp will correctly deal Vulnerable 2 now
- Fixed an interaction with Emergency Button and Void Callers Immune
- Fixed some button on/off state issues around the place
- Fixed Blood Siphon and Aegis of Ifraem interaction
- Fixed a bug with Map Rewards on Fog of War 3
- Fixed Sneak Attack damage prediction with Shock
- Gathering Storm damage prediction changed to be Shock
- Fixed all the "equiped" typos
- Fixed an issue with multiple cards showing on the mini-map
- Fixed an issue when viewing Zeal in the Deck Manager screen
- Dolus HP Has been increased
- Dragon Whelpling has had a tickle up, with a few things being reduced to smooth his spike.
- Prime Quarry Shock value fixed.
- Fixed the Rebound/Clot on LIck the Knife

The Tempest + PAX Aus Sale!



We made it! I know I said October 6th, and I think it’s still the 6th somewhere in the world...

Sorry about things being a touch later than I thought - some final last minute tweaks to sort out! The Tempest is officially out, and before going any further, a massive thank you to everyone who had a chance to play test her on the Beta Branch. There were well over 1,000 runs done, and that really helped to fine tune a few things in terms of balance. That said, I'm still keeping an eye on things here, and expect a few small tweaks here and there over the next few days.

So let's talk about the Tempest quickly, then I’ll dive into a few overall changes that will make their way to the live branch with this update.

[previewyoutube][/previewyoutube]

The Tempest

So firstly - how many cards? The Tempest has launched with 70 cards in her kit. This is by no means the final number, as with all the other classes we’ll be looking to add more over the next month! She also has a fair share of Artifacts (14 Elite, 11 in the shop pool) but expects that to flesh out again over the next few weeks.



She also has 44 unique Zeal powers.

What is Zeal? Basically, The Tempest has the ability to trigger certain automatic powers when she reaches different levels of Zeal. You gain a point of Zeal for every energy you spend. Play a 1 cost card, gain 1 Zeal. Play a 4 cost card, gain 4 Zeal.

What’s cool about Zeal powers is, each run, your Zeal tree is randomly generated. You always start with the 3 and 7 power unlocked and equipped, however as you progress more, you’ll gain Fervour (from clearing Heretic sites... those nasty, dirty Heretics), which you can spend to buy new powers for the run. Make your Zeal 3 stronger? Or pickup something new in the Zeal 5 slot? The choice is yours.



A little more on Heretic sites. 4 Mob fights on every floor will be marked as a “Heretic Site”. These rooms, when cleared, will grant you one of those sweet Fervour points, which you can spend on your Zeal powers. This adds just another layer to map pathing. Oh boy...



Other than that - you’ll see Tempest make a lot of use from Overcharge, Discharge, Rage and Shock. All of these combine to lay out one hell of a lot of damage at times. Expect big numbers.

[h2]Yo, I don’t like new classes! What else has changed? Love from, imainhidden[/h2]
Thanks for your question imainhidden. Quite a few things actually. You’ll be interested to know that the Bleed kit had a card swap out! Lots of small balance tweaks all over the place, as well as the inclusion of the new Artifact Chest, which can spawn on either floor.

But possibly the biggest change is to Elite nodes. So its been no surprise that Elite nodes contained ... A LOT of value. High value Artifact, Rare or Uncommon card, extra Essence and Souls etc. Not to mention, a chance to hang out with a cool Shark.

From now on - Elites don’t offer any card rewards. However, there is a guaranteed 1 Rare and 3 Uncommons spawned into a map, and scattered somewhere around on regular Mob rooms. This was a pretty wild change, but the feedback has been pretty positive overall! People now feel they have more choices and decisions to make when looking at pathing options, which sometimes just became “Where’s the Elites? Okay cool go go.”

Also, to everyone who’s been struggling with OP Bruce since the last patch (sorry!), the Piranhas are now Minions :)

[h2]Thank yous![/h2]
I’m not going to type too much more honestly - its been an extremely busy last few weeks to get all this ready! I also don’t want to spoil too much of Tempest and how she plays, rather let players jump in and experience things!

However the Tempest wouldn’t be here without a few key people! Firstly, to all the Beta Testers - you have no idea how valuable you all are! Many bugs were squashed, and much balance was balanced. This also extends to the Internal Testing team, who logged a bunch of runs before it even made it to the Beta Branch. This alone has made this process so damn smooth.

To my fellow artist Mengo, for pulling out all the stops when it comes to card artwork, and to my animator friend Sanjeev who has really brought things to life! And last but not least, Dabor (who many of you know from the Discord and Forums) for all the work on the Tempest so far.

Dabor started working on the design for the Tempest in November last year, after a few discussions we had around how it should work and slot into the ecosystem. Since then, they’ve become a major contributor to the games content and balance, and also has been doing a great job making Trello lists of problems and changes every day throughout the process. Many hours spent in calls the last few weeks, and probably many more to come!



Thanks everyone - I will post this up and get a full change log added below in the next hour or so, as I organise my notes.

Now go bring the Thunder !

- Josh

The Tempest: Live now on the Beta Branch!

It’s time.

Thank you so much for all the positive support on the announcement post! I’m glad you’re all excited to dive into some Tempest gameplay. It’s been a blast to put together, and everyone has really helped out to get things done in such a quick time period. The Tempest will be released on Oct 6th as planned.

[h3]However, as of today I can officially say, she is playable right now on the Beta Branch![/h3]

I don’t want to go into too much detail on her mechanics and play style - I’d love to ensure that all comes across okay in game! But if you like BIG numbers, then I think you’ll enjoy the Tempest.

You’ll also notice that the Tempest actually sits in between the Hidden and the Enlightened in the class pool. This isn’t a mistake! The Tempest is supposed to bridge the gap between these two. It’s no surprise that, after playing The Hidden, the jump to ol’ Monk man was a bit ... OH MY KEYWORD OVERLOAD. The Tempest was purposely designed to smooth that jump. She only has 3 unique keywords, and makes use of things players should already be familiar with (Overcharge, Rage ... and a lot of both).

The Beta Branch

A few things to note:
  • Your profile will have no problem switching back and forward between both version (beta and live)
  • MOST save games will be fine to continue on both branches. The exception to this is if you’re midway through a Tempest run, and then switch back to the live Branch, you might need to use the Delete Save option from the debug menu.
  • Any progress you make (Mastery) will carry over to the live version.


To access the Beta Branch, all you need to do is right click on Vault of the Void in Steam -> Properties. There will then be a tab right at the end called “Betas”, where you’ll have the option to opt into a branch, aptly named, “Beta”. By doing so, Steam should go ahead and download the latest version, which is 1.3.87.




Global Changes

I’ll go into this in more detail in the launch post, but there's a few global changes to the way Vault works which are present on all classes on the Beta Branch. I’ll expand on these change more later, but things to keep an eye on:
  • Elites: no longer have a card reward! The combination of an Elite Artifact, extra Souls and Essence an Uncommon/Rare card was a bit too much for these. It lead to not much choice when it came to pathing. Instead, a Rare card has been scattered among the standard mobs, as well as 3 Uncommons each floor.
  • Treasure Chests: Treasure rooms have been changed a little, and now there are Common Artifact Treasure rooms available as well. These have the same icon, just slightly different colours!
  • The Bleed starter kit has changed again as well. It now contains Lick the Knife



A Few Thank Yous!

A huge shoutout to my Internal Testing team who have logged over 100 runs already in a short period of time, finding and alerting me to as many bugs as they could find (there was a lot!). This also really helped with balance, to find a nice spot. The further runs over the next few days on the Beta Branch is going to help immensely with this also - I’ll be monitoring all the data as we go!

And a few extra special thank you’s - firstly to Mengo, my fellow artist, who REALLY pulled out all the stops to get all the card artwork done so quickly - they all look beautiful! Sanjeev also - my animator friend who crushed it with the animated version of the Tempest, and also who rushed to help out with the Chest animation and various other things as well. And of course Dabor (who many of you know from Discord and the forums) who carried a lot of the early design weight when it comes to the Tempest (including the first card batch!), dating all the way back from her initial inception nearly 12 months ago. For putting up with constant Discord calls the last few weeks, and managing the testing team and bug reporting as well - it’s been a major help, we wouldn't be here without you!

I couldn’t do it without you all - and it would be pointless without all the amazing players. I hope you all really enjoy her gameplay - as much (or more) than I have enjoyed getting it all put together!

All for now!
- Josh