1. DemonCrawl
  2. News

DemonCrawl News

v1.25 Patch Notes



Hello! We are releasing a Christmas Eve patch for all our wonderful players. :)

This patch represents our first step toward improving the rate of Token acquisition, as mentioned in yesterday's blog post.

We have already received a lot of great feedback in response to our post, and you will find that we have included a few of your suggestions in this update. Let us know if you think this is a step in the right direction!

New Features
  • Enhanced the design and functionality of the escape menu
  • The Daily Mission UI is now visible for new players to let them know that this feature exists
  • Added notifications for Judging and Fickle mods


Developer Notes: Our escape menu finally lets you restart or abandon your quest in the middle of a stage. You can even access the Options screen from here!

Balance Changes
  • Players are now awarded 30 Tokens for completing the tutorial
  • Daily Mission slots are now unlocked one at a time, at levels 5, 15, and 25
  • The cost of inventories has been reduced to 80 Tokens across the board
  • Slightly reduced the amount of auras created by the Elemental mod
  • Pagan mod changed from "lose up to 10 items" to "lose up to half of your items" (this is good news if you have < 20 items)
  • Melting mod is now considered difficulty 3, which means it will generate more loot and XP
  • Black Rose changed from "every 10 turns" to "every 20 turns"


Bug Fixes
  • Fixed an issue that could cause Blind Justice to activate multiple times
  • Fixed Royal Crown not counting toward "Diamond in Disguise" achievement
  • Fixed certain effects that could cause the monster count to exceed the stage size; stage density is now capped at 95%
  • Fixed visual alignment issue for chests that contain more than 2 rewards (e.g. Item + Blueprint + Herbs Potion)
  • Updated Tokeneer tooltip to dissuade new players from spending all their tokens on this upgrade right away
  • Fixed Nemes typo


Enjoy!

Developer Journal: Our Plans for DemonCrawl

Hello everyone! Hope your holiday festivities are going well. :)

We can't believe that it's already been nearly two months since we released DemonCrawl on Steam - what a wild ride!

We've been eager to write this blog post for a while now, but we needed a good opportunity to catch our breath and organize some of our thoughts. We finally got the chance.

---

History


Let's kick this off by providing some background about DemonCrawl's development:

We had the idea for DemonCrawl about 5 years ago when we were watching Path of Exile streamer Kripparrian discuss his love of minesweeper. It suddenly occurred to us that the mechanics of minesweeper would translate very well to the progression-based framework of an ARPG.

As time went on, we refined our ideas, but had trouble adapting some ARPG mechanics to DemonCrawl. Eventually we got addicted to indie darling Nuclear Throne and realized that the roguelite genre was a much better fit for our project.

The thing to know about minesweeper is that it has a component of risk management that sets it apart from many other puzzle games. We like that. The fact that it is statistically impossible to win every round is not a mark of bad design. In a game of chance, the goal is to maximize your average winrate over time through pattern recognition and a solid grasp of probabilities - Poker is another good example of this sort of game.

In our opinion, the luck factor is the main reason why minesweeper lends itself so well to the roguelite genre.

The element of chance is what gives items their meaning. When a board is 100% solvable, the optimal method of play is to ignore all items, coins, health pickups, etc, because they only slow you down; solvable boards demote loot to an unnecessary crutch, only retaining their value to those who don't yet understand how to approach the various patterns in minesweeper.


On the other hand...


Since its launch, DemonCrawl has been showcased by many awesome YouTubers and variety streamers, the reception to which has been incredibly positive and enthusiastic, beyond our wildest expectations.

We cannot express how grateful we are for all your support - just know that we strive to return the favor by continuing to develop our game in a direction that excites most players. Not with crap microtransactions, but with quality content and engine improvements.

We were certain that DemonCrawl was going to be received as a niche product, but it turns out that many people who had no prior interest in minesweeper ARE interested in our game. And for some of those players, the element of chance is a big source of frustration - we can understand why.

After giving it some thought, we believe we have come up with a solution that will alleviate the frustration without infringing on our core design principles...


Casual Mode


We are planning to introduce a new Casual difficulty that fundamentally alters the DemonCrawl formula. While this mode will be aimed at beginners, we expect that players of all skill levels may find it enjoyable from time to time.

Here is our current vision for Casual Mode:

  • All boards 100% solvable without guessing.
  • No omens from chests. (We recognize that this chance-based feature is another dealbreaker for some players.)
  • Ongoing, experimental changes (such as a stage mod blacklist) that seek to eliminate any aspect of gameplay perceived as stressful.


In short, Casual Mode will provide a new, relaxing way to enjoy DemonCrawl while retaining some sense of progression as you venture through the 5 quests.

We don't have a timetable for this feature yet, but it is definitely a high priority.

The interesting thing about solvable minesweeper boards is that, as far as we understand, you can't generate them programmatically. You have to generate a regular board at random, then use an algorithm after-the-fact to determine if the board is solvable. If not, throw it out and try again.


What about Tokens?


Another common criticism we've seen is that of Token acquisition. We have a somewhat mixed view on Tokens. If you disagree with any of the points we're about to outline below, feel free to comment with your thoughts - we are absolutely open to constructive criticism.

Presently, our view is that 1) earning Tokens is too slow in the early game, and that 2) many cosmetics are a bit too expensive.

However, we feel that the prices of gameplay-related unlocks are actually quite reasonable. We can't help but notice that most of the critical feedback we've received in regard to Tokens has not accounted for numerous methods of acquisition, such as:

  • Daily Missions unlocked at level 25.
  • 10x Tokens every 10 levels.
  • Around 15,000 XP worth of achievements.
  • Prestige bonuses that increase level-up rewards from [1-3] to [4-6] Tokens.
  • Daily Hero Trial worth 10 Tokens after Hard Mode.
  • Rare chance to find Mega Tokens worth 10-30 Tokens.


It's also important to mention that Masteries are one of the only Token purchases that have any impact on gameplay. Each Mastery costs 60 Tokens, but they are split into 3 Tiers, meaning you don't need to acquire or spend all of the Tokens at once.

Cosmetics, on the other hand, are probably in need of a price reduction. Holographs and Inventories are 100 Tokens a pop, and while we do like to think of them as "luxury items," there are many to collect, and we plan to introduce many more. A better pricing model is in order here.

Also, we definitely recognize that earning Tokens in the earlygame can be a bit difficult sometimes. Leveling up relies on completing stages, which is a tough task if you don't have a Mastery or much experience with minesweeper.

We think Casual Mode will help with this to some extent, but we're brainstorming other ways of aiding new players with their Token funds. One idea we're toying with right now is providing ~30 Tokens for completing the Tutorial.

Speaking of which...


Better learning tools


Since we were convinced that DemonCrawl would only appeal to minesweeper veterans, we spent as little time as possible constructing the tutorial.

Players have been quick to point out that there are all kinds of wild mechanics in DemonCrawl--as well as minesweeper fundamentals like chording--that aren't mentioned in the tutorial. We're going to fix that, probably by splitting it up into multiple missions.

We are also looking to improve the various tooltips shown in the Help interface. If you come across any language that seems unclear or vague, please let us know and we'll work to refine it.

Bonus FAQ


Before we go, we want to quickly address a few more questions we see popping up a lot in the forums and on Twitch streams:

Will DemonCrawl be ported to other platforms? We are aiming to port DemonCrawl to Switch, Mac, Linux, iOS, and PS4 in due course, but nothing's official yet. We're hoping that we can make 1 or 2 of those ports happen in 2020.

Can I download the OST somewhere? A lot of the music in DemonCrawl is royalty-free material and as such we're not 100% confident if we can distribute a standalone soundtrack. However, all of the audio files are accessible through localappdata after you install the game.

Are you going to add microtransactions to the game? No.

---


Much love,
Eric at Therefore Games

v1.24 Patch Notes

Hello,

We are releasing an update to address frequent crashes on Blueprint completion. Also, we added a quick restart button! Full patch notes are below.

New Features
  • Added quick restart button to the game over screen


Balance Changes
  • Increased the stage size cap from 30x30 (900 cells) to 45x45 (2025 cells)


Developer notes: Previously, we had capped the stage size to 900 cells in effort to address a memory overflow. We have since fixed the overflow by updating our cell evaluation script, so now we want to see if DemonCrawl can handle bigger stages again.

Bug Fixes
  • Adjusted status effect code to prevent Blueprint crash
  • Leftovers will no longer re-trigger Blueprints
  • Fixed XP Boosts tooltip on stage finish
  • Fixed Divine Forge Hammer
  • Fixed Divine Horseshoe
  • Fixed items in bubbles losing their identity between loads
  • Fixed cell loot not saving properly when altered by a number of items (e.g. Paragon Rod)
  • Fixed Dark mod not following the cursor when custom cursor was disabled
  • Fixed custom cursor showing up again after freezeframe even if the custom cursor setting was turned off
  • Workaround for rare softlock that involves reloading into a quest with 0 lives


Developer notes: We are still running a number of tests on status effect items to ensure that they are compatible with the recent status effect overhaul. If you run into an unexpected result when an item timer runs out, please submit a bug report here. Thank you!

Enjoy!

Hotfix #1 @ 5:35 PM: Attempting to resolve a few more status item-related crashes, specifically the "Quest for X" items.

Hotfix #2 @ 8:20 PM: Speculative fix for the rare freeze that occurred during the XP animation.

v1.23 Patch Notes

Hello,

We are releasing another patch today to resolve an issue with some players' ongoing quests. We tossed in couple QoL improvements, too.

---
NOTE: This update will manually reset active status effects in attempt to fix a bug caused by v1.21. You may not want to update your client if you are in the middle of a run that relies on its status effects. In the future, we will be able to apply fixes like this more gracefully with the help of a feature described below. Thanks!
---

New Features
  • You can now skip the XP animation
  • Client version number is now written to the disk whenever you start a new quest, which should help us avoid corrupting quest data while applying updates


Balance Changes
  • Significantly reduced the requirements for most Daily Missions
  • Selling items with Merchant Ring now operates on right click
  • Reduced cost of the Black Hole item to 1 Token


Developer notes: We plan to remove Black Hole in a future update and allow players to reset their Endless Multiverse for free. The 1-Token cost is a stopgap measure.

Bug Fixes
  • Removed status effects in active quests to resolve an incompatibility between old status effect code and new
  • Standardized the codex update script to ensure it checks for the "Infinite Wisdom" achievement in all scenarios
  • "Quakes" Hero Trial effect no longer crashes if it can't find objects to destroy
  • Fixed some concealed cells not persisting between loads
  • Non-persistent status effects are now properly removed when a stage is aborted (e.g. Ritual Chalk)
  • Can no longer accidentally open menu items when skipping the intro animation
  • Fixed certain stage properties not saving when a stage mod is removed


Enjoy!

v1.22 Patch Notes

Hello!

This is a small patch that addresses a crash related to yesterday's Status Effect overhaul. We are also adding a couple quality-of-life features.

New Features
  • You can now skip the intro animation
  • Added option to use the system cursor instead of custom cursor


Bugs Fixed
  • Fixed crash related to reward-based status effects
  • The holograph count works for real this time


EDIT: Something went awry in the compilation of this update. We are reverting to v1.21 until we sort this out. Sorry for the inconvenience. Fixed, v1.22 is live!