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Across the Obelisk News

Hotfix v.0.6.17b

Hey everybody! This is a new hotfix with combat fixes and some changes here and there. Here are the most important ones:

* Sound can now be muted or unmuted when the game is in the background in the audio settings.
* Slightly increased the text font on cards when they had 1 or 2 lines.
* Fixed a typo in the word "Accessory".
* Adjusted the Settings window to support large resolutions.
* Magnus: Base speed increased to 17(from 16) the Well Trained trait no longer gives Fast, as it confused new players and it is more consistent for Andrin "the scout" to move first(default, no additional items/talents).
* Mage and Healer Perks: Some of the perks for both Mages and Healers have been repositioned to make them more balanced and prepare them for Madness Lvls.
* Clear Instructions and Librarian cards have been improved.
* Baptism cost has been increased to 2(from 1).
* Monster Speed: Adjusted (reduced) the speed of many of the monsters, especially their current NG+ version, as they had much more speed than needed for future Madness Lvls.
* Reduced the damage of some enemy cards in NG+ (like Starfall and others), some enemies have extra or upgraded cards in their NG+ version that work a bit different than their normal version(we will add more with the new Madness Lvls patch).


If you find any bug or problem with the game, join our discord and report it to us so we can fix it as soon as possible!

Community Update: Road Map

Hello everyone, it's been a month since the game was released in Early Access and it seems like a good time to talk about what we're working on and update the Road Map.

Next content patch (June probably)
In the next patch we will try to include 3 things mainly:

- Madness Lvls -
These will be the difficulty levels of the game, the Madness levels will be made up of two parts, the first is eight progressive levels of difficulty, each level will increase the difficulty quite a bit from the previous level with things like health increases on enemies, speed increases, disabling chests and giving specific money to start the run, or disabling certain perks specifically those that give starting energy or extra charges of high level auras, among other things.

The second part are optional difficulty options that will also increase the Madness lvl, make the game harder and give more score at the end of a run. These optional modifiers range from more resistance to enemies, less healing for heroes to things like random combats(the composition of enemies in a fight will be random and you won't know who you are going to face) and various other modifiers.

In this way we intend that the last level of Madness, let's say Madness 20, is someone who takes the last progressive level (8 at the moment) and all the optional modifiers, in the same way that a Madness 10 can be someone who takes difficulty 2 + 8 modifiers or difficulty 6 + 4 modifiers.

In this patch we will rebalance the monsters and their damage cards (lowering the damage or charges) in their current ng+ versions, to update them and prepare them for the new system.

- Tome of Knowledge Improvements -
With the entry of the Madness levels we would like to make it possible to see the scores from the game in the tome, and we would also like to try to include a log of your last runs in the tome.

- Event Improvements -
We want to review all events as some events give an injury card a bit arbitrarily, and while we're at it we want to make it so that some event rolls(especially group rolls) can have a critical success or/and critical failure. With this we will have that in some events a roll can come out as success, failure, critical success and critical failure, so if a roll comes out as failure it won't be as bad/punishing as it is now and probably won't give an injury, and the injury will be moved in the case that the roll comes out as critical failure. Also to make it clear in the rolls we will include the number that appears on the tooltip in the roll, so instead of higer than 3, it will be 3 or higher with the 3 included.

To make a quick example: the burning house event right now is 3> to take the chest, if you fail you get burned and receive an itchy burn, with the new system it would be 4 or higher, with 4+ you take the chest, 2 3 you leave the chest and go (no injury), with a 0 1 roll, you get burned and receive an itchy burn and with a 7+ you also find gold and a old rope inside the burning house before leaving with the chest.

Also to increase the roleplay of the events, we want to make some specific Heroes rolls instead of asking for a specific number it will ask you to draw a specific type of card, for example a healer to heal a wounded merchant or a stomach ache may require a "Healing spell" card, when Heiner tries to make an option to block some rocks or a falling wall he will need to draw a "Defence" card, Thuls when he tries to assessinate someone will require an "Attack" card or Cornelius if he wants to burn something he will have to draw a "Fire spell" card.


In addition to these 3 things we will also try to put more minor QoL, more save slots for mp and more filters for crafting cards, etc.

Obelisk Challenge
Once we finish the next content patch the next thing we will do is the Obelisk challenge mode, in this mode the nodes and combats will be more random and a game will last a little less between 1-2h, also in this mode there will be no starting town and at the beginning of the game you will be able to draft cards for each hero.

Also with the Obelisk Challenge we will introduce the Daily challenges.

For the map of this mode we want to use parts of what will be the map of Act 4, that's why Act 4 and Obelisk Challenge will be done in parallel, but as Act 4 requires extra enemies, specific events and many other things Obelisk Challenge will come first. We can't give specific dates and summer is coming, but as soon as we get it fairly good we'll add it to the game, and then we'll update this mode with Act 4 enemies when we put it in the game.

Act 4
During the summer we will try to make Act 4, this takes time as we have to make the enemies, animate them, think about their cards, put effects, etc. There is also the map and backgrounds and all the events it will have, plus the final boss of the game.

Here you have a couple of enemy concepts from Act 4.


More characters
The missing characters is something we are really looking forward to do, but we can't say when. We hope that with Act 4 we will be able to include a couple of them and then the rest will come with the release.

Here is an early concept of the minstrel frog.


English proof reading & Translations
This is something very important that we are not forgetting and that we want to do as soon as possible, the release will certainly come out with translations, but for example just in this post we are announcing that we are going to modify all the events and that is one of the main reasons why the translations are not done yet because we can't modify the game freely if we have to think that something can't be touched because it is already translated. We hope that in the summer we will be able to do a good English revision and start translating the game at least for Act 1, 2 and 3.

Mods & Workshop
Before the official release, we want to support the possibility to make custom mods and enable the steam workshop.


Besides all these main points we have more ideas of things to improve the game, but better not to promise too much for the moment and focus on the important points.

As always with every little hotfix (we are still in our fight to make the MP flawless and we are getting closer) or patch we will try to add new things, new cards/items and the more QoL the better.

Thanks to all of you for your feeback, support and understanding.

Hotfix v.0.6.17a

Hey everybody! Here is a new a hotfix with some combat fixes and two new features.

* You can now sell your supplies for gold and shard

In the "Town Upgrades" section you will now find a new unlockable node. Unlocking this node will activate a button that will let you exchange one supply piece for 100 gold and 100 shards.

* Coop crafted cards are now character based

In coop games, each character will now have his own pool of cards. This doesn't change the crafting process but now, if you have a party of 4 warriors, each one will be able to craft his own warrior cards without worrying of the other players crafted cards.

Patch v.0.6.17

Hey everybody! The week has just begun and here's a new patch. As usual this patch focuses on fixing combat issues (stability is getting better!).

It also have fixes for other areas and some QoL. Finally, we have received your feedback about corruptions, its rewards... and one in particular wasn't very popular, the reward to randomly upgrade a card on your decks. We have changed it for an "Upgrade altar" reward. We think this reward will give you more control over your decks (and not break a perfect hand made deck). Here are some of the other changes that this patch will bring to the game:

* Adjusted some card texts (f.e. inner fire)
* Fixed a bug counting completed corruptions for coop score on loaded games
* Added a small "tips" section on the map scene (we will be increasing it with time)
* The icons that appear over characters on combat when you are about to use a purge/dispel card are clearer
* ... and lot of combat fixes

If you find any bug or problem with the game, join our discord and report it to us so we can fix it as soon as possible!

Hotfix v.0.6.16m

Good sunday everybody! This is a hotfix to solve some of the combat issues that has been reported.
As usual, if you find any issue with the patch please join our discord and tell us!