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Ziggurat 2 News

First-person magic-shooting rogue-lite 'Ziggurat 2' enters Early Access

Ziggurat 2 from Milkstone Studios has arrived in Early Access, letting you jump into the shoes of a mage and blast through some freaky creatures with all sorts of wands and staffs in gorgeous first-person action.

Read the full article here: https://www.gamingonlinux.com/2020/10/first-person-magic-shooting-rogue-lite-ziggurat-2-enters-early-access

Update #1 - Day 1 Hotfixes!

Hi! It's barely been a day since the game entered Early Access, and we're glad to see you're enjoying the game!

In just one day, 25,000 Carrots have been killed! Poor things

Today we're releasing a quick hotfix update, fixing most of the minor issues and nuisances that have been reported.

We haven't fixed them all yet, so expect another update next week!

Changelog:

Bugfixes:
  • Fixed Lost Soul not having a portrait icon
  • Fixed "DungeonName" showing upon main quest completion
  • Fixed missing wall in a room.
  • Fixed auto configuration getting stuck.
  • Fixed wrong behavior upon opening/closing the Steam Overlay.


Improvements:
  • Dash button is disabled when you're unable to use it (for example while Frozen).
  • Increased max Mouse Sensitivity value from 20 to 40
  • Added a way to skip auto configuration
  • Added settings to disable View Bob & Enemy Health Bars
  • Increased a bit the Nostalgia effect resolution.

Ziggurat 2 - Available on Early Access now!



Ziggurat 2, the long awaited sequel to the successful roguelike FPS dungeon crawler, is now available on Steam Early Access.



Check it out now!

https://store.steampowered.com/app/1159560/Ziggurat_2/

Road to Ziggurat 2 - Weapons



We're going to do a series of articles focusing on specific parts of the game's development, explaining a bit how they work and their changes compared to the previous game.

Today's the last day before we'll finally push the button and release the game for everyone to try! Our last article covers weapons and amulets.

[h3]Weapons[/h3]
In Ziggurat 2, an unarmed wizard is a dead wizard. Magic weapons are the best way to deal with all that nasty creatures dwelling the deepest dungeons, and there's plenty of variety!

Weapons are split in 4 big categories:



Magic wands are a special category, as you'll always have one and their energy quickly refills over time. However, they're weak compared to the other ones, and it's meant as a backup weapon when you run out of mana for the other categories.



Spells usually feature short ranged, slow firing attacks, that can either pack a punch or inflict nasty elemental effects on enemies.



Staves tend to have a high fire rate and good accuracy, but a slightly lower damage throughput.



Alchemic weapons are a bit more exotic and range from an assault rifle to hand grenades.

All weapons have an alternate fire that can help in specific situations. For example the Freezing Hail will fire a mist that will freeze most enemies in front of you.

On top of that, after some use, you can level up a weapon's Mastery level, and then upgrade it to increase their damage and unlock some passive effects that will be applied just for having the weapon in your inventory.

[h3]Amulets[/h3]

Amulets are trinkets that will grant you additional powers and skills, similar to wizard skills, but they can be equipped by anyone.

As a change from Ziggurat 1, now you'll always start with an Amulet, and they have a fixed cooldown with a limited number of uses. We think that this way you'll find it easier to use them at the proper time.

Amulets can also be upgraded to make their effect more powerful, as well as unlocking new passive buffs.

Road to Ziggurat 2 - Guardians



We're going to do a series of articles focusing on specific parts of the game's development, explaining a bit how they work and their changes compared to the previous game.

Today we'll be talking about guardians, the bosses you'll be facing at the end of each dungeon.

[h3]Guardians[/h3]

Guardians are the final challenge in every floor of the dungeon. Waiting to overwhelm you with their powers and might, on top of bringing their minions to aid them.

While the Early Access release features a limited amount of guardians, they still pose a threat even when you learn their patterns.

[h3]Changes from Ziggurat 1[/h3]

In Ziggurat 1, most guardians had a weakness in the form of "one-shotting": With specific builds an amulets tailored for burst damage, you could deplete the life of guardians before they could even start their attack. On top of that, they spend some time spawning minions before attacking, so this could be also exploited.

On Ziggurat 2, minions show up by their own, without any special cast animation from the guardian. On top of that, when reaching specific thresholds of health, guardians will cast a shield preventing additional damage, until the spawned minions are dealt with. While this shield is active, the guardian can still attack you, so you better deal with those minions quickly!

To compensate for all that, minions are only spawned once: They won't come back once you deal with them, so clearing the arena of the smaller enemies before heading for the big guy is a perfectly valid tactic.

We've also removed their "personal rooms", and "spawn level" (at least for now), so now there's no way to know which boss you'll face until it's in front of you. Of course their health, damage and number of minions spawned will vary depending on the dungeon's threat level, the current floor and difficulty setting.