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The Doors of Trithius News

v0.5.0b (Hotfix)

[h2]Bug Fixes[/h2]
  • Resolved a bug that caused severe lag for certain players. This change involved an update to screen rendering strategy. Our testing shows this improvement should benefit most players, not just those who were previously facing lag.
  • Fixed Gremlin Trapmaster placing excessive traps and sometimes placing traps on top of each other.
  • Fixed option "World Scaling" causing in-world objects to become misaligned. World Scaling should now work as expected and can be set at any time (though it does still require a restart).
  • Fixed able to remove Duudahl's mark using a first aid kit.
  • Fixed escape key doesnt close options or other windows when used from the main menu.


[h2]Other Changes[/h2]
  • Added a new soundtrack (somewhere in the new Gremlin Terror quest).
  • Reduced ability "Vengeful Defiance" focus point cost from 1 to 2.
  • Increased Burn Chance of Gremlin Experimenter potion throw ability.

v0.5.0 - Gremlin Fortresses

Welcome to the "Gremlin Fortresses" update, packed with so much stuff it's practically bursting at the seams!

Save files from v0.4.13 are NOT compatible.

[h2]The Rise of the Gremlins[/h2]
Prepare to explore new dungeons, encounter a host of new creatures, and face off against King Grimjaw in his mighty stronghold.


New Dungeons: A Threat Emerging
Three new types of dungeons: the Gremlin Outpost, the Gremlin Fortress, and Grimjaw's Stronghold. These dungeons not only bring a fresh visual experience, but also employ all-new layout algorithms for a distinct look and layout.


New Creatures: The Gremlin Hordes
Meet the terrifying new faces of the Gremlin faction - Snatcher, Trapmaster, Ogre, Shaman Elder, Looter, Bugler, Experimenter, Sergeant, and General. Brace yourselves for the unexpected.


The Boss: King Grimjaw
Stand before King Grimjaw, a fearsome giant revered by his horde. Are you ready for the ultimate battle?


Other additions
  • Updated stats, drop tables, and abilities for existing gremlin types.
  • Added unique monster behaviors, traits, and abilities to support the new creature types.
  • Discover new potions, foods, jewelry, and other items in the gremlin dungeons.
  • Immerse yourself in two new quests. Unravel the mystery behind the Gremlin faction's newfound magical and intellectual prowess, eventually facing King Grimjaw himself.
  • Enjoy 4 new music tracks enhancing your gameplay experience.

[h2]New Logo[/h2]
Our game logo, and all related steam art has been redesigned.
Nearly two years have passed since our Early Access release, and our game has evolved significantly during that time. To reflect this substantial progress, it was time to give our logo a well-deserved update.

We're thrilled with the results of this comprehensive visual revamp. Congratulations to Maxwell Arch for his outstanding work in bringing this vision to life.

[h2]Damage Types[/h2]
All damage is now categorized into six types: Physical, Fire, Thunder, Ice, Hex, and Decay, each with a corresponding resistance type.


These damage types are displayed in the text log. Physical damage is indicated by a simple number, while other damage types are color-coded and display with the name, for example "4 decay". If multiple damage is dealt in the same attack, the break down is shown in brackets.


Wound resistances are displayed separately with their own set of icons, to clearly distinguish them from damage types.


We've also updated creatures, items, and abilities to use the new damage categories appropriately. Also added are new jewelry and armor that offer resistances to specific types of damage.

Please bear with us as we continue to fine-tune these changes! The introduction of damage types is an ongoing effort that will require further adjustments, and additional ways to both deal and resist damage of each type.

[h2]Equipment Icons[/h2]
Added icons for all remaining armor and weapons.


That's a lot of icons! Shout-out to artist Yokcos for his hard work on these.

[h2]Nature Magic & Summoning[/h2]
New abilities, upgrades, and enhanced summoning features. Yes, you can now summon a bear.

  • New summoning abilities: "Summon Hawk" and "Summon Bear".
  • Summoned creatures now follow you to new zones.
  • Summoned creatures now reduce your maximum energy while they remain summoned.
  • Experience a deeper connection with your companions using new abilities "Bond", "Agile Bond", "Resilient Bond", and "Symbiotic Growth".
  • Bonded creatures will never unsummon, and will stay by your side until killed.
  • Abilities "Renew", "Bark Skin", "Surge of Replenishment", "Nature's Grasp", and "Toxic Plume" now have 2 available upgrades.
  • "Renew" now allows targeting of other creatures up to 1 tile away.
  • "Nature's Grasp" now packs a punch with bonus true damage to target for every adjacent bramble bush.

[h2]Knockback[/h2]
In addition to its original purpose of displacing enemies, knockback now packs additional tactical surprises that could turn the tide of battle.
  • Entities, including the player, will now instantly perish if knocked back into a pit. Tread carefully!
  • If a loot bag would fall onto an invalid tile (e.g., a pit) upon an enemy's death, it will now move to the nearest valid tile, ensuring your rewards are always within reach.
  • Chain Reaction: If a knocked-back entity is blocked by another entity, the blocking entity is also knocked back. This domino effect can extend up to 7 creatures.
  • Wall Stun: If an entity is knocked back into a wall or immovable object, they will be stunned.

[h2]Other Changes[/h2]
  • Added player footstep sounds, along with a setting to disable it. Footstep sounds change based on terrain and type of boots equipped.
  • Converted all sound effects from .WAV to the smaller .OGG format; update sound engine for better handling of simultaneous files (please report any sound issues!).
  • Massively reduced the number of ghosts that spawn in dungeons.
  • Always enter the town in front of the job board.
  • Ghosts now hide for 50-100 turns before appearing, and will announce themselves with a sound and notification when they do appear.
  • Using the keyboard to move into an ally no longer attacks, but will instead swap positions. This can also be used to swap places with summoned creatures.
  • Added "Riposte" ability to Chivalry (more chivalry abilities to come soon).
  • Added new trait "Reach" for melee creatures with 2-range, which is displayed instead of the "Ranged" trait.
  • Music is now automatically muted when the game window loses focus.
  • Main Menu: add 2 new animations to the cycle: world generation with regions; new maze map generation.
  • Improved tooltip placement, to ensure tooltips check alternative placements when they would go offscreen.
  • "Momentum Shift" ability - reduced focus point cost from 3 to 2 points.
  • Disable option "screen tinting" by default.
  • Increase chance of spirit fire to frostbite by 1%.
  • Frostbite now gives 10% Frostbite Resist and Burn 10% Burn Resist, to help prevent too many of the same wound from unfairly stacking.
  • Sort perk types to match the right-hand side order in character creation.

[h2]Bug Fixes[/h2]
  • Fixed a crash that was occurring when traps were targeted with an ability.
  • Fixed an issue where Crimson Guards had more armor than intended.
  • Fixed your own summoned animals giving experience points upon death.
  • Fixed unable to rent rooms at hamlets.
  • Fixed abilities "Speedy Escape" and "Duelist Advance" not applying buffs as intended.
  • Ensured that all creatures, not just the player, are frightened by ghosts.
  • Spells "Calming Touch", "Renew", and "Surge of Replenishment" no longer cause friendly or neutral enemies to aggro; reputation is not lost when using friendly spells in town.
  • Fixed "Build Fire" ability rewarding Survival XP even if the fire failed to place.
  • Fixed "This item requires a workbench to salvage" warning appearing when salvaging items that shouldn't require a workbench.
  • Fixed status effect icon art not centering correctly for consumed items.
  • Added missing icon for Crimson Guard debilitation debuff.
  • Fixed ability "Blazing Bolts" giving the incorrect buff.
  • Fixed "Confidential Matter" quest bug, where dialog would get stuck in the conversation with no way to continue.
  • Fixed Gremlin Chief death sometimes not triggering quest completion.
  • Fixed ability yellow highlight doesnt take into account required abilities (for example, tough as nails).
  • Fixed overhead text in some cases not appearing.
  • More fixes to ensure dream continue button is always fits on the page (even if it has to cover up text).

v0.4.13b (Hotfix)

[h2]Bug Fixes[/h2]
  • Resolved issue with quest indicators not displaying on the world map.
  • Fixed game crash caused by hovering mouse cursor over ability tooltips.
  • Fixed missing archer, marksman, and sharpshooter leggings in loot tables (previously unattainable).
  • Fixed issue with rare armor merchant not offering Felforged armor (note: Felforged will be relocated in a future update).

v0.4.13 - Monster Sounds

This update sees the addition of monster sounds, improved display scaling options, and various other changes and bug fixes.

Save files from v0.4.12 are compatible.

[h2]Monster Sounds[/h2]
We've extended our engine to support a variety of sounds for monsters and enemy units, creating a new layer of immersion.

Monsters will now produce sounds during various actions, such as being attacked, attacking, dodging, moving, dying, starting their turn, or announcing themselves when first spotted.


  • Added death sounds to all monsters.
  • Added a variety of special sounds for specific enemy types. For example, spiders will make insect noises when nearby, bears will growl, and gremlins will grunt, chatter, and laugh when you miss them! The quantity and variety of sounds depend on the enemy type.
  • Added options to mute specific monster sounds. Players can now mute "Death Sounds", "Talk Sounds", "Defensive Sounds", and "Announce Sounds". Disabling all of these will result in a completely silent monster experience.
  • To accompany the death sounds, monsters now have a death animation, fading away over the course of 1 second.

[h2]Display Scaling[/h2]
Two new scaling settings have been added: "World Scaling" and "Use OS Scaling".

"World Scaling" - adjusts the game world elements, such as tiles, creatures, and art, to improve visibility and gameplay experience on different screen sizes. This enhancement affects both zoom levels (zoomed in and zoomed out).

Although the pixel art was not designed for significant scaling, we understand that larger resolutions may require this setting. Please be aware that this feature is still being refined. Changing the setting may cause art in previously generated zones to appear misaligned. It is recommended to set this at the start of your game.

"OS Scaling" - In a previous update, we made the game ignore the operating system scaling. As it turns out, some users did need this option. Enabling "Use OS Scaling" allows the game to utilize your operating system's scaling settings. This may be helpful for users with TV displays but could result in a stretched, blurry appearance. For optimal visuals, consider using World and UI scaling instead.

[h2]Armor Art[/h2]
We've begun adding unique icons for all armor pieces. In this update, included are 12 new icons for the Banded, Bonesplint, and Heavy T1 armor sets.

Also included are small tweaks to several sets, new helmets, and matching undershirt colors to better differentiate the armor tiers.


[h2]Other Changes[/h2]
  • "Vengeful Defiance" ability - now stacks up to 5 times instead of being limited to a single stack; bonus crit damage reduced from 20% to 10%.
  • Clicking a monster now initiates pathfinding and automatically triggers a basic attack on the targeted creature, as long as the player's movement isn't halted and the monster doesn't move.
  • Added new game option "Enable Anti-Aliasing". Turn on anti-aliasing to smooth jagged edges in the game. This option is not recommended in most cases as it will cause blurriness. However, it is available for users who find it helpful, and as an alternative to relying on native OS upscaling.
  • Increased the amount of time it takes for a new dynamic quest to appear in a town after completing a quest.
  • Added elderberry wine to Blackwood Marauders loot chests.
  • Reduced price of all leg armor by 5% (mostly to differentiate it from the similarly priced glove items).
  • Reduced the average number of days for shops to restock their rare items by approximately 5 days.
  • Reduced Bee map event frequency as compared to other events.

[h2]Bug Fixes[/h2]
  • Fixed old quests not being cleared from the job board. Dynamic quests will now automatically be removed in 2-8 days.
  • Fixed the "Master Enchanter" passive not granting new enchantments as intended.
  • Fixed an issue where hamlets sometimes didn't spawn a job board.
  • Fixed a bug causing the player to sometimes spawn behind stalls when entering a town.
  • Fixed the issue requiring two clicks to talk to adventurers or town guards. Now, the player will automatically talk to the NPC once the path is completed, unless the NPC moves before the path end is reached.
  • Fixed an issue where opening a silver chest in a cave would incorrectly mark the cave as complete, instead of only marking it complete after opening the final chest on the bottom floor.
  • Fixed merchants displaying the incorrect message "I'll be here for 0 more days" when they were actually leaving soon.

Official Game Soundtrack Now Available

We're happy to announce the release of our game's OST, the "Gold Border Complete Master Ultimate HQ Edition."



This edition contains a total of 30 tracks, bringing together the "The Beginning" and "Enalia" albums, featuring the excellent work of our composer, Fogheart. Several of these tracks are for parts of the game still in development, offering you a sneak peek of what's to come. Additionally, we'll be extending the album with new music as the game progresses.

The album art is by the talented Maxwell Arch, who also crafted the character Tarot card illustrations in-game.

By purchasing this soundtrack, you're not only enjoying some quality music but also supporting the game's ongoing development. With 50% of the funds going directly to the composer and the other 50% dedicated to future game development, it's a meaningful way to contribute.

Stay tuned for more updates, and thank you for your continued support. We genuinely appreciate it.