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Across the Obelisk News

Patch 1.0.1

Greetings and salutations, fine heroes and adventurers. We hope that the fiery orb in the sky shines brightly where you are and that the birds sing their songs wherever you go, as is deserving of a fine hero such as yourselves!

The Obelisk awaits the next challenger to approach, and while it has thwarted many of you, we believe that today we bring a few things that will help you in your journeys... that is to say, we have a new patch with some much-requested quality of life improvements, balance changes, and bug fixes!

[h2]Quality of Life[/h2]
  • We have introduced a new button to restart the Loot and Card reward screens in case you selected the wrong items or cards. In co-op only the host will be able to restart these screens, but any player will be able to push the button and the host will receive a notification that a player wants to restart.
  • From now on items will be unlocked when they appear (like cards), without the need to equip them. Unlocking items only affects the completion of the tome of knowledge.
  • When you are at an event, you will be able to hide/show the event screen and look at the map before making a decision.
  • Now when one of your characters dies because of an enemy attack, the death window will show what card caused it, so you will be able to understand what happened (in a more relaxed way). Speaking of this, we are working on a combat log that will make it easier to follow the combat status at every moment.
  • We have switched the order of activation of Double Shot and Elven Agility, now Double Shot will be activated first, resulting in a copy of the ranged attack at cost 0 first and then if there is still card space left in your hand, Elven Agility will be activated.
  • Cards that give other cards, such as the Icicle Barrage or the Grimoire of Flames, will have the name of the given card colored according to the card's upgrade (yellow, blue or purple).
  • Finally, there is an option in settings that allows you to restart a combat once you die and try it again. We have made this option active by default.

Note that when you restart a combat, it will always be the same, no matter how many times you restart it. You will start with the same cards in the starting hand, the same life, the enemies will also have the same cards in the starting hand and the same corruptor if you chose it for the combat. But maybe if you play your hand differently or focus on another enemy you can still have a chance to win that combat.


We have proofread the English texts, especially the events. If you find any event or text that is wrong, please report it to us in the discord.

[h2]Balance changes for enemies[/h2]
After listening to your feedback, we have seen that some feel that the enemies and encounters last a little bit too long in Act 4 (especially in multiplayer, with several players learning to play). This happens especially when you get to that act for the first time and you don't know anything about the enemies. It may be that you or your team does not yet have the desired level of deck cohesion or strategy, or many of the perks assigned whilst still progressing through the game's meta-progression of the rogue-lite. We know that when that mental "click" happens, everything falls into place and it becomes possible to beat the encounters in only a few rounds.

For this reason, and because we have 16 difficulty levels, we are going to make some small adjustments so that those enemies in Act 4, and in normal mode, have a little less endurance (and the combat becomes a little more agile).

[h2]Monster cards changes[/h2]
  • Entrench (Vanguards): Slightly reduced Block charges and reduced Fortify to 1 (from 2).
  • Dark/Sacred Guard (Vanguards): Slightly reduced Block charges, (blue version - Knights) reduced Mitigate charges to 3 (from 4).
  • Stronghold (Royal Guards - Knights): Reduced Fortify charges to 1 (from 2).
  • Stone Wall, yellow version, (Stone elemental): Reduced Mitigate to 3 (from 4).
  • Antimagic Field, yellow version, (Spellbinder): Reduced Mitigate to 3 (from 4).
  • Desecration (Dark Knight): Dark charges reduced to 1 (from 2), Chill charges increased to 3 (from 2).
  • Transcendence (Monks): Reduced the Jump healing bonus to 20% (from 30%).
  • Purify (Angels): Reduced the Heal done slightly.
  • Sacred Ceremony (Angels): Reduced the Heal done slightly.
  • Shield Generator -enchantment- (Oddball): Reduced Shield and Block charges slightly.
  • Hardening -enchantment- (Obsidian Elemental): Reduced uses to 2 (from 3), yellow version to 3 (from 4).
  • Earth Guard -enchantment- (Champion - Rocco): Reduced Fortify charges to 1 (from 2), uses reduced to 2 (from 3).
  • Ice Fall -enchantment- (Dracomancer - Fred): Increased damage slightly in all versions.

These changes are mostly for the white version of the cards (before upgrading), affecting enemies in Adventure mode normal, Madness 0, and in Obelisk mode lower than Madness 9.

*Due to a small bug, the balance changes on the monster cards have not been uploaded properly and we will reupload them tomorrow with a hotfix.

[h2]Bugs fixes[/h2]
  • Fixed a problem displaying the incorrect amount of team perk quantity when resetting the perks of a hero that was part of the team in the Hero selection screen.
  • Fixed a problem that was preventing mouse interaction with cards in the Tome of Knowledge when the Perk system was active.
  • Fixed a problem with Dark producing secondary explosions when some perks were active for the team.


[h2]What's coming next[/h2]
In a future patch we intend to introduce a new combat log for the combat, to give more control and, above all, to clearly see which cards the enemies have used and on which target (if any.)

We also know that our multiplayer games are long and sometimes one of the players has to be AFK for a while, so we are experimenting and testing a system so that players can give control of their heroes to someone else and the rest of the group can continue playing until they return.

Finally, we are already working on new content for the game that will arrive in the coming months - which we will reveal to you over time!


That is all for now. Remember to leave a review on Steam if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback, and understanding.

A Note From the Developers

Good day adventurers,

It has almost been a week since we brought Across the Obelisk out of Early Access and released the 1.0 version of the game. The reception from the community has been amazing and we are so happy with how everything has been going so far.

[h2]Peak Concurrent Users (CCU)[/h2]

This week we broke our previous concurrent player record by a huge amount, putting our peak concurrent player numbers at over 14k! That is so many of you playing our game, so thank you for the support and interest. We hope that you’re having a great time with it and discovering new builds, strategies, and evolving to greater challenges in Across the Obelisk.

We would love to hear your thoughts and feedback, so it would be fantastic if you could leave a review or drop by our Discord feedback channel. We read through all of the feedback so that we can continue to make this game the best that we can and make sure that we focus our efforts on things that matter to our community.

[h2]Discord[/h2]

Our Discord community is growing so much. We have at 12:00 CEST (noon) 50+ players in multiple voice channels playing the game, forging new friendships, and traversing Across the Obelisk together. This is a fantastic opportunity for you to find new folks to make friends with and join in multiplayer co-op games.

There is also a “Helper” role that has a wonderful group of individuals who have been with us since very early on that will happily answer any questions that you may have regarding various aspects of the game.

We also have the core development team active in Discord and Paradox Arc’s community team. We ask that you do not @ mention our development team directly as we are busy working on future updates for the game, but we will all be on hand to help out as much as possible in the public channels.

We will have to start to make some changes in the Discord server to make things a little bit easier and smoother for everyone (all good, we assure you!), as well as leverage the tools that Discord has provided to make the experience even more enjoyable and streamlined for the entire community.

You can join the Discord server here.

[h2]Launch Week Sale[/h2]

We launched the game’s version 1.0 with a discount of 25% and we hope that everyone has been taking advantage of that! The sale is running for exactly one week since launch, so will end Tuesday 23 August at 17:00 CEST. If you have been on the fence and put the game on your wishlist, this is the time to capitalize on the deal and jump into Across the Obelisk.

Once again, thank you so much for this incredible week of the game's official launch!

https://store.steampowered.com/app/1385380/Across_the_Obelisk/

The White Horde, hotfix 1.0.03

Hello everyone!

Hotfixes
- Fixed the Fortify perk not granting 5 Block per charge at the end of the round to all heroes (it only worked for the hero with the perk activated). 
- Fixed a bug in coop mode where some users were experiencing desyncs because the Stealth status on monsters was dispelled when it wasn't meant to (because of the Sight perk).

The White Horde event
We wanted this event to be a bad and "rare" event that would appear on the Faeborg map from time to time and that would give a surprise to the players(either by the anime reference or by the mechanics of the event) and we want to keep it that way.

The idea is that this event requires a bit of critical thinking on the part of the player, and that you quickly see that to complete it you have to lower the life of the rabbits evenly, while also watching what cards are better to use or not. It's also even a good idea to save energy between turns and prepare a good turn, besides that just "surviving" the rabbits already lower their HP themselves when attacking.

That said, we have noticed that it is easier said than done, and although many players are quick to see what needs to be done, others have more trouble with it or simply, their builds may not allow them to do it at all.

Therefore, and wanting to keep the event more or less as it is, we have made these changes(only for the normal difficulty in act 2 or 3).
- The rabbits will stop using the "rapid multiplication" card in round 8, when the "poor" performance starts.
- We have lowered a little bit the damage of the Rabid Bite card.
- We have lowered a little bit the Hp of the rabbits in Act 3.

With this, although the event is practically the same, if the player manages to endure several turns and therefore "survive", as the associated achievement says, he should be able to complete the event because now they will not multiply infinitely.

That is all for now. Remember to leave a review on Steam if you like the game, it helps us a lot.

As always, thanks to all of you for your support, feedback and understanding.

Hotfix v.1.0.02

Hello everyone!

With this hotfix we hope to improve the network stability for some of you that have reported disconnects. On the other hand, there can be punctual problems with a server, in this situation, changing the server can help.

- Reduced a bit the HP of rabbits and the vitality they gain when using the Bunny Hopping card.
- Changed the sound of magma spikes to be less human.
- Fixed the Dark description tooltip showing an incorrect amount of exploding damage.
- Resolved the issue with clicking cards through various menu windows (f.e. Perk window). 
- Fixed a bug that happened if you were looking at enemies' cards and the pet attacked.
- Fixed a bug in which monsters were killed by reactive damage such as grudge or reactive lasers while using an attack card that healed them (bloodsucker, drainlife, and so on). 
- Fixed small typos in texts and translations here and there.
- Fixed the problem that prevented the user from removing previously saved perk configurations.
- Made some changes to the item activation system in order to reduce some of the desyncs with Sylvie's traits acting at the same time.

Also, it has been reported that some of you are having problems launching the game. Disabling VPNs and/or overlay systems (like the Discord one or Nvidia software) helped with it.

As always, thanks to all of you for your support, feedback and understanding.

Hotfix v.1.0.01

Hey everybody!

This is a hotfix to solve the problems that some users are experimenting with the 1.0.0 version.

- Fixed a bug that showed a black screen when killing Archon Nhir.
- Fixed a bug with some corruptions that break the game forcing to reload it.
- Fixed a display problem with the emote hotkeys (letters A and S were swapped).
- Fixed a display bug in the lobby.

We will keep monitoring the status of the game!

As always, thanks to all of you for your support, feedback and understanding.