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Lichenvale News

Lichenvale developer livestream playthrough 2

On sunday 9th of October, Lichenvale will be played by its developer Filip Zemljak live (again). Watch the livestream for some new gameplay insights, developer comments and all you can ask session! This time around I will be more slow, talk about development and earlier iterations and more!

Demo update

- Removed unnecessary graphics options
- Added frame rate cap to graphics options
- Added FOV slider to graphics options
- Added horizontal and vertical sensitivity to input options
- Added invert Y axis to input options

Lichenvale developer livestream playthrough

On wednesday 5th of October, Lichenvale will be played by its developer Filip Zemljak live. Watch the livestream for some new gameplay insights, developer comments and all you can ask session!

Small tweaks and balance changes

Based on player feedback I had provided some tweaks and balance changes in this patch:

- Removed copyrighted music from tutorial
- Increased Nightmare Fuel generation rate
- Reduced Nightmare Fuel cost for Fireball and Ice Lance
- Rescaled damage for Fireball and Ice Lance
- Monsters now receive 2.5x damage from other monsters and deflected projectiles
- Small lighting improvement on first level
- Spawners on second level now spawn monsters in succession rather than at once
- Tweaked interactable item text to better reflect their purpose (open, pull, light the flames, finish level)

Going Rogue Demo Available

Lichenvale has a refreshed demo available as a part of the Going Rogue fest!
Compared to the previous release you will find the reworked first level, enhanced combat and visuals and shorter loading times.