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Ziggurat 2 News

Update #10 - Infinite Dungeon and much more!

Welcome back! Today we're releasing a new update, adding many new features and plenty of improvements to the game. The main highlights are the Extra Modes section, featuring the classic Ziggurat Trial and Infinite Dungeon modes, and the Damage Numbers, which will add additional feedback on the damage you're dealing to enemies.

We also have more in store for next week, including a bunch of new bosses to fight against, so stay tuned!

New features:
  • Damage numbers: See how much damage every hit deals! We've made sure they're not annoying or distracting at all, but if you want to get rid of them they can be disabled in settings.
  • Extra Modes: Ziggurat Trial (classic mode with no permanent progression and no loadout selection) and Infinite Dungeon (endless floors with ever-increasing difficulty).
  • Added Razer Chroma support. It will show selected weapon category and flash red if damaged.
  • Added Brazillian Portuguese language thanks to community localization.


Improvements:
  • Changed the way game data is structured. This should lead to slightly more disk space usage, but faster loads and smaller update download sizes in the future.
  • Inner Wisdom and similar perks now show which weapon received the boost.
  • Every boss has now its own lighting setting.
  • Totally revamped Player's movement system. Now it shouldn't get stuck as often with the environment as before. This has been a huge change in the game's internals, so if you find any problems please let us know.


Gameplay changes:
  • Decreased chances of getting a punishment in shrines. Now they're 60-25-15 chances of good-mixed-bad results.
  • Reduced number of enemies spawned in special combats (Obelisks, Scavenge, etc) in deeper floors.
  • Increased difficulty of the Chained Chest combat in deeper floors (was ok in the first floors, but too easy after that).
  • Bosses have more health in deeper floors (again, it was fine on the first floors, but they had too few health later).
  • Increased damage and number of minions spawned of Urguth the wise (Ice boss).


Bugfixes:
  • Fixed some enemies still turning around while frozen.
  • Fixed light and environment settings not being applied properly after first floor. This includes the "Lights Out" room modifier.
  • Fixed error message when trying to start a main quest without having enough map pieces.

In-Development: Damage Numbers and more!

Hi!

While we don't have an update ready for this week, we wanted to let you know of our progress with the work on many of the new features we're planning to add in the following weeks:

[h2]Damage numbers[/h2]
This is something that we consider already complete, so it will be included in the next update. With this feature, you'll have more feedback of the damage you're dealing to enemies, as well as the effect of elemental attacks on different enemies.

While they do look great and not distracting on our tests, we'll offer the option to disable them if you don't want to see them.

[h2]Classic modes[/h2]
The "Ziggurat trial" attempts to be a faithful reproduction of the original Ziggurat 1 experience, without permanent progression, simple equipment unlocks and longer runs.

For this and future extra modes (such as Endless or Daily challenges) we'll be adding a separate section on the main menu, with its own unlock system.

The Ziggurat Trial mode is almost ready, with just a few UI adjustments left, so we'll probably include it in the next update.

Endless mode is still being worked on, and while it shouldn't take long, it should be included a bit later.

[h2]Minibosses[/h2]
This is something we've been working on for some time now. Minibosses are stronger variations of the standard minions, and will act as guardians of intermediate floors in the missions.

Despite the name, Minibosses are intended to be as strong as the current bosses, but will rely more on help from other minions instead of being a powerhouse just by themselves.

We intend to release the feature once we have 3 minibosses ready, and we're approximately halfway there.

[h2]New bosses[/h2]
We're also working in new bosses based on the Agatha model, with their own attacks and behaviors. One of them will spawn some shields for protection that you will need to break or move around, while the other will spawn turrets that will require you to avoid incoming attacks from different directions.

[h2]New dungeon theme[/h2]
Finally, we're also working on a new dungeon theme, to add more visual variety to dungeons. Dungeon themes require a lot of work and careful design in order to match the layout, so it will take some time until it's ready, but so far it's looking really nice, can't wait to show you more!

Oh, and don't forget, the game is currently sold at a 10% discount for the Steam Fall sale, so don't forget to tell your friends!

https://store.steampowered.com/app/1159560

And if you feel like it, we'd love you to vote Ziggurat 2 for any of the categories in this year's Steam Awards!

That's all for today, hope you have a great week!

Ziggurat 2 Development Roadmap!

Hi! Today we're sharing with you a roadmap of planned future content for the next months:



This roadmap should help you see what's our intended path during the early access process, and it's mostly focused on adding more content along with some heavily requested features.

The roadmap isn't set in stone, and may change with time (along with possible unexpected delays, etc), but we'll do our best to keep the schedule.

If you have ideas or suggestions for the new content (such as weapon or perk designs, or ideas for new enemies), please let us know in the forums or the Discord channel!

Update #9 - Agatha is here!

Welcome back everyone!



Today we're releasing a new update, bringing an interesting number of improvements, new room layouts, new languages and, most importantly, a new boss: Agatha the Deceitful.

She's a dangerous foe that will hover around the battlefield commanding her goblin minions and wreaking havoc. Don't get too close to her or you'll be blasted away!

New content:
  • New Boss: Agatha the Deceitful
  • New Room layouts for Boss and non-combat rooms.
  • Added Italian and Russian community localization


Gameplay changes:
  • Changed alternate fire modes of many weapons to make them more different to the primary fire: Retribution, Undead Scepter, Eye of Twilight, Eagle Claw, Twin Fangs, Skull of Xanatos, Chill Splinters, Soulcutter, Thunderspark and Incinerator.
  • Added some cover to specific rooms that were a bit too open.


Improvements:
  • Replaced carrots with goblins in the second room of the tutorial dungeon.
  • Master key and equipment drops such as perks or weapons should now be saved when doing save&quit.
  • Oracle perk now shows a pop-up with the Divine Gift you earn.
  • Timed spike traps now have a different color than trigger ones.
  • Minor HUD changes to boss/fight bar and position of skill/amulet icons.


Bugfixes:
  • Fixed leveling up twice from a single crystal not working properly.
  • Fixed Dragon's Bile having extremely long range.
  • Fixed treasures not dropping the proper amount of experiene crystals.
  • Fixed being unable to shoot when keeping a weapon number pressed.
  • Fixed Argo's cloak moving incorrectly on the Character Sheet.


As usual, all your feedback is appreciated, and if you want to help the game get localized to your language, you can collaborate in the public Crowdin project: https://crowdin.com/project/ziggurat-2

Update #8 - Dutch language and plenty of improvements!

Welcome back, wizards and witches of all lands!



Today's update brings a lot of improvements and bugfixes to the game, including a new community translation to Dutch.

Check them out!

New features:
  • Added Dutch community translation


Improvements:
  • Increased area of 2 small rooms that were a bit too cramped.
  • Key icons are no longer shown after using them.
  • Random perk effects (such as Golden Weapon) will now their outcome on the perk description on the character sheet.
  • Added a Max Queued Frames setting, should be useful to address input lag/performance issues.
  • Decreased quality of Very High Volumetric Lighting, it was overkill and barely noticeable.
  • Improved feedback of Magnus Rifle.
  • You can now see the number of floors of a dungeon if you open the map.
  • Changed boss'health bar colors to match player's shield.
  • Weapons and Amulets now are now picked up with the interaction key instead of automatically.
  • You can now see how many map pieces you need for the next Main Quest.
  • Added a setting to disable all controller input (use with care!).


Gameplay changes:
  • Changed the way weapon mastery is obtained: The weapon dealing the killing blow gets 100% XP, while other equipped weapons get 25%.
  • Treasure from platforming rooms will now reward with additional coins.
  • Treasure from combat challenge rooms will now reward with additional experience.
  • Added a small cooldown to Sleight of Hand.
  • Increased duration of Fire status effect on enemies, reduced damage a bit (overall it does more damage than before).
  • Weapon balancing changes:
    • Soulcutter: increased damage
    • Freezing Hail: decreased mana usage of alternate fire
    • Chill Splinters: decreased mana usage of primary fire
    • Divine Wrath: increased damage of primary fire
    • Eye of Twilight: Increased damage
    • Arachnid Rime: Decreased damage
    • Magnus Rifle: Decreased damage of primary fire




Bugfixes:
  • Fixed a potential error that could cause to run out of available perks on level up.
  • Fixed Bunny hopper working opposite of intended.
  • Fixed Doombringer bullets not going past Asiro's Shield.
  • Fixed Magic Missile not working as intended.
  • Fixed "infinite switching" when holding the alternate fire.
  • Bosses now can't be set on fire or poisoned while their shield is up.
  • Fixed rough skin not working with Fireweaver bombs.


This also also brings some under-the-hood changes to the save system in order to prepare it for future additions, so please report if you have problems.