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Few Nights More News

Patch Date Announcement

Hello everyone! We are happy to announce that our next big patch will be releasing on the 24th of November!

Here are the main features added to the game:
  • Necromancy School
  • Act3
  • Infinity Mode
  • Third Castle: Castle Loudau
  • 3 Save slots
  • In-game Leaderboards
  • New Heritages
  • A new random events feature - Visitors
  • 15 new skills and reworks for Blood School
  • 12 new skills and reworks for Ferocity School
  • Rework on how minions work agaisnt bosses
  • Rework of Incoming Waves during Act I and Act II
  • UI and animation reworks.
  • General Balance rework.
  • Bonus Heritage Points earned for the first time are increased by 4x

Thank you for your patience! We hope you enjoy the patch.

Dev Diary 2

Hello everyone,

We wanted to share an update on how the patch is going and what we are currently working on.
We decided to merge the QoL patch with the necromancy patch. We don’t have an official date for it yet, but our plan is for it to be ready by late October.


[h4]NECROMANCY[/h4]
  • We have finished our new discipline, necromancy school. It is now in the internal testing phase for debugging and balancing. Necromancy will feature 9 in-combat minions, 60 skills, and its own heritage points. Since necromancy is the first school where you can control minions in combat, this required us to go over many enemy hunters as well and balance the game around it.

[h4]ACT III[/h4]
  • We are still working on Act3, but it will be ready for internal testing soon. Act3 will feature 8 new veteran hunters and 1 boss. Act 1 and Act 2 waves have been changed to feel less grindy and for a smoother pace.

[h4]INFINITY MODE[/h4]
  • We decided to add a new standalone mode to the game which is designed to have a faster pace than the standard game. In this mode the player does not have a castle screen, meaning no rooms, castle minions, traps, and decors. Instead, it will have a different scene where you choose your own path among various challenges or random events, each with their own rewards, and infinitely scale and see how far you can push the limits.
  • The Visitors events feature that we are developing for standard mode will also be available in infinity mode, which is why we decided to combine all of these new features into a single patch.

[h4]QoL[/h4]

    As for QoL updates, some examples we have finished so far are:

  • A visual cue to indicate how much damage the hunters took from a trap or minions when they enter a new room.
  • The intent of enemies now also shows how many times they will attack.
  • When an enemy or a Necromancy minion hits multiple times, if their first target is dead but they still have more attacks left, those attacks will now carry on to a new target.
  • We are planning on integrating a UI showing in-combat buffs and debuffs to make them look clearer.




We are also debugging the game continuously. Please feel free to notify us of any bugs you notice, more QoL changes or other suggestions and we will try to address them all until patch release.

Dev Diary 1

Hello everyone,
We wanted to share some news on what we are working on and a road map. Our next patch will be another quality of life patch, and after that, we will be releasing our biggest patch yet!

It features:
[h4]NECROMANCY[/h4]
  • A new school focuses on summoning minions, evolving them and using powerful spells.
  • Comes with a souls resource bar, 60 unique skills and 9 different minions.
  • Our goal is to make this school stand out in terms of gameplay from the others.

[h4]ACT3[/h4]
  • Features 5 new nights with many new enemies and bosses.

[h4]Visitors[/h4]
  • A new mechanic: Every night there will be a chance for random individuals to visit your castle. They may reward you with riches or bring some negative effects.
  • Choice-based gameplay and many random events.

[h4]Hunter Waves Overhaul[/h4]
  • We are changing some waves that came during acts 1 and 2. We saw some waves causing only grinding instead of actually posing a treat. We eliminated these waves and changed some waves' difficulties to create an overall smoother run. This will also help the game’s pacing once Act3 is added.

[h4]Minions[/h4]
  • We are working on minions in the base screen to be useful in boss fights as well. Our current idea is to have minions that are planted into the castle to all hit the boss once before a boss fight starts. We might iterate on this idea or change it.

[h4]Blood and Ferocity[/h4]
  • We will also be adding 10+ new skills to both the Blood and Ferocity schools, which we believe will allow for more options and builds while also making the schools feel more complete overall.


These additions will take some time to complete and internally test before they are ready for the public. We want to take this opportunity to thank everyone who's been patient with us, and we can't wait to share these new additions with everyone!

Patch v0.4.9.729

Hello everyone, we released a hotfix.

- Clan Basarab's lord skill sound effect should work properly now.
- Fixed an issue where waves 3 and 4 disapeared if waves before they spawn are defeated.
- Fixed an issue on Radiance 8 where extra veteran wave would sometimes duplicate itself.

Hotfix to Rivals

Hi all.
It has been brought to our attention that after the Rivals content patch, there was a small bug in fame choices where they could be re-selected.
It has been rectified in this hotfix.