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The Doors of Trithius News

v0.5.18 - Language Support

This update adds support for eight new languages:
  • Chinese (Mandarin)
  • French
  • German
  • Japanese
  • Korean
  • Portuguese (Brazilian)
  • Russian
  • Spanish

You can set your language under game options. This will change all text, including the user interface, tooltips, dialogue, everything.



Please note that these translations are in alpha and should be considered an early build. We ask that you please report any typos, grammar issues, or odd phrasing you encounter. Some minor UI issues, such as text going out of bounds, still exist and will be fixed over time.

Thank you for your patience and support.

(To those waiting on a new content update, this update is focused only on the new translations. Another update is coming soon)

Save files from v0.5.17 are compatible, but it's always a good idea to back up your saves just in case.

[h2]Translation Process[/h2]

For those who are interested, this section outlines our translation process. We want to be as transparent as possible about our use of Large Language Models (LLMs).

This is a detailed and somewhat technical explanation, so feel free to skip if you prefer.

When it came to translating The Doors of Trithius, we faced several significant challenges:
  • The amount of text: around ~103,000 words to translate.
  • Unique vocabulary: hundreds of unique terms related to the game's lore or specific gameplay mechanics.
  • Maintenance over time: since the game is under active development, we needed process to ensure translations are kept up to date every update as new content is added.

For our approach, we created a comprehensive glossary of unique terms and lore, used automation (Gemini Pro 2.5), and developed highly specific, context-rich prompts.

For example, when translating a quest, we included not only the dialogue but also quest details, character descriptions, and other related text to ensure tonal consistency. We did not want to fall into the trap of over-reliance on Gemini, which for all its impressiveness, like all LLMs, can produce inconsistent results unless given specific surrounding context about the text it is translating.

[h3]Context Clues[/h3]
Our first step was to add context clues directly into the games data files. We added these wherever we thought they would be useful. This was especially important for character dialogue, which is often unclear when taken out of context.

These clues are not visible to players. Instead, they are collected by our later extraction script to be included in the prompts we send to the LLM.



[h3]Initial Glossary[/h3]
To ensure consistent usage of the game's large and unique vocabulary, our next step was to build a comprehensive glossary.

We started by manually defining terms based on our lore documents and knowledge of the game:



[h3]Glossary - Extraction[/h3]
Next, we used Gemini Pro 2.5 to scan all the 103k words of the game's text for additional unique terms that we may have missed in our manual pass. This was necessary for identifying abbreviations or jargon, for example "2H" (meaning two-handed), that will require consistent translation everywhere they appear.



[h3]Glossary - Disambiguation[/h3]
The next challenge was disambiguation. A single English word can have multiple meanings that requires different words in other languages. For example, "Chest" can refer to a storage container or a piece of body armor.

For any of these words we were able to identify, we separated them explicitly in the glossary.



We then went through the game's text and replaced the original generic word (like "Chest") with the new, disambiguated term (like "Chest_::_storage") so that during the later translation process the LLM would know exactly which meaning is intended in each context.



[h3]Glossary - Translation[/h3]
With the glossary finalized, the final step was to translate every term into our target languages. To ensure maximum accuracy, we provided the LLM with deep meta-context, including detailed descriptions of the game's lore.



We started with Russian, as our programmer, Myrix, is a fluent speaker and could directly review the output. This allowed us to judge the translation quality and iteratively tweak our process for better results.

[h3]Text Extraction[/h3]
The next step was to create a script to extract all the text from the game files (there are mountains of text!). The script pulled everything: combat log messages like "X creature dealt Y damage", UI strings, quest updates, lore books, item descriptions, stat names, and more.

The extraction script also gathered metadata alongside every piece of text. This provided context for the translation, such as knowing whether a word was part of a quest, an item description, or a UI element. The resulting file was 242,000 lines long with a file sizeof 11.4 MB.



With this step complete, we had two key pieces ready: the finalized glossary and the complete list of text to be translated.

[h3]Lemmatization[/h3]
This left one more technical hurdle: how do to reliably match the words in the game's text against the terms in the glossary.

A word in the text isn't always an exact match for its glossary entry. For example, a phrase might contain the word "activated" but the relevant term in our glossary could be the root word, "activate".

To solve this, we first had to lemmatize the text. This process analyzes each line and generates a list of all possible forms and root words. This will allow us to accurately match all relevant words in the text to their corresponding glossary entries.

See below for an example snippet from the output:



[h3]Translation[/h3]
Finally, we translated all text into our target languages. This was done in multiple prompts, breaking our text into small word chunks.

The biggest risk in this process is inconsistency. For example imagine a character's tone and personality changing from one line of dialogue to the next, or referencing the same lore term using different words. To prevent this, every prompt was packed with information. For example, a single dialogue tree was translated with the benefit of the entire quest script, character descriptions, relevant glossary terms, and world lore.

Our testing process for the final text mirrored the one we used for the glossary. We started with Russian so Myrix could review the translations in-game. After refining the full pipeline, we moved to Spanish with the help of community testers (shoutout to "Beep Beep Im A Jeep"), and then expanded to the other languages once we were confident in the results.

[h3]On Using LLMs[/h3]
As a small team on a limited budget, hiring professional translators was not an option for us. Especially for a game that's constantly being updated with new quests and lore. Despite these constraints we still wanted to ensure the best quality possible, which is why this work has been ongoing since the start of this year.

We know there is some contention in the gaming community about using LLMs. However, in my opinion (Sineso), this is an ideal use case. These translations wouldn't exist otherwise, and this work is not related to the core creative work or vision for the game.

Like any tool, Large Language Models (LLMs) can be used lazily to produce slop, or used thoughtfully as one part of a wider human-guided process. In our case, we've used the best possible tools, as part of carefully planned multi-step process, with human oversight throughout.

[h3]Next Steps[/h3]
Once we've received enough community feedback we'll remove the "alpha" tag from the options menu and officially list these languages on our Steam page. From what we've seen so far, the quality is solid, but since we don't speak many of these languages, your feedback is essential.

Finally, a special thanks to Myrix for all his incredible coding work on this system, and a huge thank you to everyone in the community who has already helped us review the translations. We look forward to future feedback, and to continue working with the community to improve the quality of these translations.

[h2]Bug Fixes[/h2]
  • Fixed "Static Lance" exception when ability is used while completely surrounded by blocked tiles.
  • Fixed "Reinforced Quarterstaff" not two-handed, as everything about it implies.
  • Fixed Gremlin Totem still resurrecting Gremlins, even after being destroyed.
  • Upon donating to the governor of a settlement, player reputation is now increased with the settlement's faction (in addition to the prosperity increase).

v0.5.17 (Hotfixes)

[h2]v0.5.17b[/h2]
  • Fixed Pyromancy and Fulmination gaining XP much faster rate than intended.

[h2]v0.5.17c[/h2]
  • Fixed "Chain Lightning" ability causing game crash if the combat log was not enabled in options.

[h2]v0.5.17d[/h2]
  • Fixed "Knight's Challenge" ability not rewarding bonus Oaths.
  • Fixed issue with the "Combustion" ability, where stacks would get stuck at zero with the status effect still persisting, if ability when upgraded past level 1.
  • Fixed condition reduced of your equipped weapon when casting Pyromancy or Fulmination abilities (Magic spells are not intended to degrade the equipped weapon).
  • The "Illusion" status effect is now hidden, ensuring creatures spawned due to insanity are less obvious to detect.

[h2]v0.5.17e[/h2]
  • Druid characters ported from v0.5.16 or earlier will now have the newly introduced druid passive "Naturebound" automatically applied.
  • Fixed unable to unlock reading attunement bonuses, even if the necessary number of insight had been gained.
  • (Direct version only) The direct version of the game now displays a message on main menu if a newer version is available.
  • (Direct version only) To disable version checking, disable "Check for Updates" in the Options menu.

[h2]v0.5.17f[/h2]
  • Updated Fulmination active ability icons to have better contrast.
  • Fixed "Chain Lightning" ability causing game crash, due to targeting non-combat entities.

[h2]v0.5.17g[/h2]
  • Fixed storage bug. Previously, when adding or removing items from storage, if you already had a stack of the same item, weight limits were not checked and the inventory UI was not refreshed. Now, it works as expected.
  • Fixed ability upgrades "Perfect Finish", "Killing Momentum", and "Relentless Assault" not reducing cooldown if the child ability was also upgraded.
  • Fixed Chivalry health upgrades (purchased with Oaths of The fallen) lost on game save/load. This fix works moving forward, and also returns previously purchased health upgrades that were lost.
  • Fixed travel experience gained by passing turns in the overworld without actually travelling.
  • Fixed game sprite for Storm-Chaser Treads boots floating next to player head instead of displaying on the feet as expected.
  • Fixed pixel offset issue with with certain male chest armors.
  • Updated item stats for "Sagohai's Staff".

[h2]v0.5.17h[/h2]
Fixed issue with map generation occasionally producing disconnected rooms. All dungeons now guarantee valid connectivity between rooms.

While we've worked on dungeon connectivity issues in the past, this time the fix is thorough, having tested against 1000s of simulated dungeons and pinpointing the exact cause.

Other Fixes
  • Improved reliability of NPC selection for quest generation. Quests like "Bandit Hunter" now fall back to other NPC types if no preferred ones are available, preventing quest failure.
  • Fixed issue where certain items were missing from shop buy-lists. Armorers, clothiers, and blacksmiths will now purchase appropriate items they previously ignored.
  • Fixed ring duplication bug caused by equipping an already equipped ring.
  • Fixed crash when loading a save with a left-facing Duudahl.
  • Fixed "Coup de Grace" not correctly applying its bonus crit chance and damage to attacks.
  • Fixed item duplication and disappearance when moving enchanted and unenchanted versions of the same item between storage and inventory.
  • Fixed Silt Strider spawning with negative Turn Health instead of positive, causing him to slowly die over time.
  • Fixed Cave Spider using aggressive behavior instead of intended Curious behavior module (should follow but not attack unless provoked).
  • Fixed upgraded "Combustion" passive reducing its initial stack after 3-4 turns instead of intended 5 turns.
  • Fixed "Echo Current" passive incorrectly triggering while in the overworld.
Abilities & Balance
  • "Static Field" now requires Thunder damage to trigger.
  • Magic spells no longer include on-hit bonuses from non-magical sources.
    • For example, on-hit bonuses like lifesteal, knockback, crit chance, etc. from your equipped weapon will not apply when casting spells.
    • However, if the spell itself provides such bonuses, they are applied as expected.
  • Buffed "Static Lance" ability, adding knockback chance of +30|35|40|45|50% depending on level.
  • Buffed "Ignite" ability, increased range from 2 to 3 tiles.
  • Added icon for the "Flame Instinct” passive ability.
  • Increased fire resistance of the Golem, and Spire Golem.

[h2]v0.5.17i[/h2]
  • Added new icons for all character traits.
  • Fixed "Oath of the Fallen" not rewarding Oaths for kills, with or without "Knight's Challenge".
  • Fixed Sandscale Viper mirages dropping loot.
  • Fixed crash when asking about Sagohai's artifact of ascension from locations not connected to the overworld (e.g., the WeaponMakers shop).
  • Added fire and thunder resistances to: Thunder Spider, Lich, Moreld Rothk, Spirit Fire Elemental.
  • Fixed melee energy cost reduction stat not actually reducing energy cost.

[h2]v0.5.17j[/h2]
  • Added new trait "flying" to flying creatures (Bee, Dune Flyer, Sky Hunter, Fayde, Hawk, Null Bungler, Null Flyer, Spiritfire Elemental, sprite). Flying creatures take no damage from ground environmental damage (fire, thunder). Right-click a creature to see traits, flying is shown with an icon the same as other traits.
  • Converted all sound effects and music from 44.1 kHz to 48 kHz. This eliminates the extra resample + buffer delay that was causing a noticeable sync issue on some Linux systems.
  • Fixed a sound sync issue which could cause sound effects to skip, when using the "Java Clip" sound engine option.
  • Fixed issue where in some circumstances a zone's music would continue playing after leaving a zone.
  • Fixed crash when using a hotbar potion icon through a keyboard shortcut without having the potion in the inventory.
  • Fixed able to consume unlimited potions per turn via mouse from the hotbar (instead of the intended max 1 per turn).
  • Fixed able to consume unlimited unidentified potions (instead of the intended max 1 per turn).
  • Fixed certain statuses (e.g. steam vent, hexed) stuck permanently on summons.
  • Fixed incorrect item icon for tempest robe.

[h2]v0.5.17k[/h2]
  • Fixed hawks infinitely flying away when low health, and then returning later to attack again making them very annoying to kill. This move was only intended by usable once per hawk.
  • Fixed "overworldLocation null exception" game crash, triggered in some situations when a gremlin overworld army moved onto the player's tile to attack.

v0.5.17 - Pyromancy & Fulmination

Magic has arrived! This update introduces two new magic skill trees: Pyromancy and Fulmination, two magic-based character backgrounds, the attunement system, a reworked starting quest, and a host of other improvements and bug fixes.

Save files from v0.5.16 are semi-compatible. When loading an older save, you can either port your character to the latest version or continue your save. Note that continuing an older save may mean missing out on new content in areas you've already explored.

[h2]Pyromancy[/h2]
Pyromancy is our take on fire magic. It focuses on sustained fire damage and area control. It rewards aggressive casting and smart positioning, continually building up power as fights progress.



How to Play:
  • New Background: Choose the "Pyromancer" character background.
  • Discover In-Game: Find any Tyros-attuned item on any character to discover the skill. Then invest a skill point when you sleep.


Spells like Line of Fire and Ignite set the ground ablaze, creating zones of damage that can be used to layer on even more damage.



With Flame Aura you can absorb your own fire, converting it into a powerful aura.



When you've built up enough combustion stacks, unleash a FireBall for a devastating finisher.



[h2]Fulmination[/h2]
Fulmination (thunder magic) focuses on burst damage, crowd control, and energy-hungry spellcasting. Unlike Pyromancy which builds up damage over time, with Fulmination you hit hard, stun fast, and burn through energy quickly.



How to Play:
  • New Background: Choose the "Fulminar" character background.
  • Discover In-Game: Find any Tyros-attuned item on any character to discover the skill. Then invest a skill point when you sleep.


Use abilities like Static Lance and Galvanic Bloom to dish out damage and build overload stacks.



Magnetic Pull allows you to reposition, or to pull a group of enemies towards a single point.



Chain Lightning can jump to any number of targets. Use as a finisher or to handle large groups.



Jump into game to try out all the new abilities!

[h2]Attunement[/h2]
As we're now seriously getting into magic, it's time to introduce our long-term plan for the magic system: Attunement. It not only anchors the in-world lore behind magic, but also directly ties into the mechanics of spells and magic equipment.

What is attunement?
In the world of Trithius, every spell draws its power from a magical Realm. Attunement represents your body's ability to channel and align with that Realm. In terms of mechanics, this means each spell now has an Attunement requirement, shown directly on the tooltip with specific icons:


To cast a spell, you must meet its Attunement requirement. Most low-level spells need just 1 Attunement. Higher-tier spells may require 2, or even 3. Both Pyromancy and Fulmination draw their power from the same realm, requiring Tyros Attunement.

How to Gain Attunement? 1) Attuned Gear
Many new items have been added that grant Attunement bonuses. These items are not typically offered in city shops. If you're eager to find attuned gear the most reliable source will be the desert crypts dungeons.



2) Magebooks
A new item type, Magebooks, provide an easy to find source of Attunement. Unlike lore book or skill books, Magebooks can be equipped in the offhand.

To accommodate Magebooks, all mage staffs are now 1h, and have had their stats rebalanced to be 1h. You can find these books are scribe stores, general shops, or in dungeon loot.



3) Reading and Insight
There's also the reading route. Look for books which grant "Enalia Insight" or "Tyros Insight", which will open up a path to gain insight via the Reading skill.



As we continue to develop new magic, our design is inspired by classic color-pie philosophies. We want the trade-offs between specializing in a single Attunement type or splashing into multiple magic schools to be a strategic choice for mages.

Accessing multiple magic trees simultaneously is possible, but requires Attunement from a variety of sources. This creates a challenge: Do you commit fully to one magical path, or do you design a combination of gear and other bonuses to support a hybrid build?

[h2]Main Quest Update[/h2]
The main quest, "Ascension" is undergoing a significant rework. In this update, you'll find the first two stages of the revamped quest. Sagohai has moved from town to his new forest cabin, where your journey with him will begin.

This quest will eventually intertwine with the Stormbringer faction as we continue to expand the world.

[h2]Stealing[/h2]
NPCs will now react when you steal items in their line of sight, costing you reputation based on the price of the item. Lower priced items have less of a chance to be called out. Town crate/barrel/chest loottables have been updated to include some new items.



[h2]Other Changes[/h2]
Gameplay & Systems
  • Fires on the ground are now more dynamic, coming in three sizes (small, medium, and large) with different damage and burn chances. Combining fires on the same tile will upgrade them to the next stage of size and intensity.
  • Creatures will now intelligently try to step out of fire during combat, provided a safe, adjacent tile is available that keeps their target in range.
  • Town Prosperity - Governors will now list which shops are closed due to low prosperity and you can donate gold directly to a town to help it flourish.
  • To prevent "stun-lock" situation's, knockback-induced stuns no longer re-apply if the target is already stunned.
Items & Loot
  • To accommodate the new off-hand Magebooks, all Mage Staffs have been rebalanced and are now one-handed weapons.
  • The final chest in the Desert Crypts is now guaranteed to drop an attuned item, ensuring players can engage with the new magic system.
  • Gold and Silver chests now have a small chance to drop attuned items.
  • The "Scroll of Discovery: Nature Magic" has been removed, as magic skills are now discovered by finding and equipping attuned items.
  • The libraries of Trithius have grown! Nine new lore books have been added to the world for you to discover: Adventurer's Creed, Philosophy of Magic, The Mother's Role, A Treatise on Realm Walkers (Part I & II), Walker Worship, The Roots' Riddle, The Crimson Soldier, and Tread Carefully Friends.
Balance Changes
  • Shops in towns with "Wealthy" or "Flourishing" prosperity levels now have larger gold reserves.
  • The variety shop in Leafborn villages now holds more currency, making it easier to acquire Polished Stones.
  • The chance Nyris seeds to spawn has been reduced. Furthermore, the Nyris Vine's growth now slows as more seeds become active and is capped at a maximum size. (Developer's Note: This should help with both balance and performance, but this is not the last word on the Nyris Maw!)
  • Many monster stats have been updated to include Fire and Thunder resistances where appropriate. For example, plant creatures have negative fire resist, null creatures have negative thunder resist, etc.
  • The Gremlin Brute's charge ability is now more accurate. Watch out!
Other
  • A new "Use last window size" option has been added for those who play in windowed mode. When enabled, the game will remember and apply your window dimensions on launch.
  • Looting piles of sticks now yields 2 wood instead of 1.
  • Added two new face options to character creation appearance options.

[h2]Bug Fixes[/h2]
Gameplay & Balance
  • Fixed an issue where attacking with an off-hand item equipped (like a shield or lantern) would incorrectly unlock the Unarmed skill.
  • Fixed the 'Terrifying Cleave' ability applying an incorrect dodge penalty (-3500 instead of -35).
  • Fixed the 'Curse of Greed' status effect incorrectly increasing move speed instead of decreasing it.
  • Fixed an issue where 'Martial Flourish' could cause an error if triggered at the very edge of the map.
  • Fixed the 'Terrifying Cleave' ability costing 0 energy if the 'Dreadful Impact' upgrade was not purchased.
  • Stairs will no longer produce a sound effect if the player is blocked from using them (e.g., due to nearby enemies).
UI & Tooltips
  • Fixed an issue that caused shops to not charge or pay for an item if it was filtered out of view in the trade window.
  • Fixed a visual bug where skill buttons in the "Discovered Skills" tooltip were rendered incorrectly.
  • Fixed an issue causing tooltips to sometimes be missing characters (e.g., "staggered for turns" is now "staggered for 2 turns").
  • Fixed the character appearance customization screen, which was not properly showing the last row of hair and beard options.
  • Fixed the 'World Scaling' option in the Options menu not showing the "restart required" pop-up when clicking 'Apply'.
  • Fixed an issue where mouse targeting could incorrectly highlight invalid tiles as grey.
  • Fixed a bug that could add extra, spurious spaces in some combat log messages.
Quests, NPCs & World Generation
  • Fixed the "Quest Failed" pop-up to report the actual amount of reputation lost and with the correct faction.
  • Fixed a bug that could cause multiple NPCs in the same town to have the same name.
  • Fixed an issue where female NPCs (such as guards) could sometimes be rendered with male sprites.
  • Fixed the dialog with the guard captain being unavailable during the "Confidential Matter" quest in newly generated worlds. (Note: This fix does not apply to existing saves where the quest is active).
  • Fixed a bug where quest stages could sometimes be listed in the wrong order in the quest log.
  • Fixed an issue preventing some farms from being placed correctly in the overworld during world generation.
  • Fixed the stairs down sometimes failing to spawn on the 2nd floor of the starting Ineo temple.
  • Added more fallback options for any situation where a stairs fails to spawn, to ensure dungeons can always be completed.
  • Fixed the character Torvin (from the Blooming Dread quest) from sometimes being generated with a female physique.
Technical Fixes
  • Fixed visual inaccuracies in the hotbar rendering that could cause 1-pixel gaps to appear at certain UI scales.
Console Commands
  • The 'apply' command now correctly applies status effects with a specific turn duration.
  • Added the 'port' command to allow porting characters (skills, inventory, etc.) from other save files.
  • Enhanced the 'spawn' command to allow spawning a creature at a targeted map position.

Dev Blog: Foundations of Magic

It's been a quiet past several weeks, but for good reason. The next major update v0.6 is shaping up to be one of the most significant yet.

This update will introduce a new magic-focused faction that plays a key role in the story, along with their associated new dungeon type and two magic skill trees.

[h2]The Stormbringers[/h2]
Following a brutal civil war, the ancient guild sanctums of the Tempest Order have been seized by rogue mages who call themselves The Stormbringers.



The Sanctums now stand as corrupted strongholds scattered across the world. These will be among the most dangerous dungeons in the game, featuring new enemy types, environmental effects, traps, and spells.

With these dungeons come new original tracks by Fogheart, including Abomination, the theme for the corrupted sanctums (obligatory listening while you read the patch notes)

Many of the same spells used by The Stormbringers will also be available to you, through two new magic skill trees: Pyromancy and Fulmination.

[h2]Pyromancy[/h2]
Pyromancy is our take on fire magic. It focuses on sustained fire damage and area control. It rewards aggressive casting and smart positioning, continually building up power as fights progress.



Spells like Line of Fire and Ignite set the ground ablaze, creating zones of damage that can be used to layer on even more damage, triggering powerful combos.



Follow-up spells deal more damage to burning enemies, and casting in sequence builds stacks of Combustion, boosting all fire damage further. But be warned: you're vulnerable to flames too (unless you find the right enchantments winky face).

[h2]Fulmination[/h2]
Fulmination (thunder magic) focuses on burst damage, crowd control, and energy-hungry spellcasting. Unlike Pyromancy which builds up damage over time, with Fulmination you hit hard, stun fast, and burn through energy quickly.



Abilities like Static Lance and Chain Lightning can wipe out clustered enemies in a flash.



These combine with overload stacks, which can be detonated for bonus damage and stun.

Fulmination also offers support spells such as Magnetic Pull ability, which can be used on yourself to reposition, or to pull a group of enemies towards each other.

These magic trees have been designed with multiple build paths in mind, including battle mages, pure casters, glass cannons, AoE control, single-target burst, and hybrid setups. You can splash Pyromancy or Fulmination into existing builds, or commit fully and watch the world burn.

[h2]Attunement[/h2]
As we're now seriously getting into magic, it's time to introduce our long-term plan for the magic system: Attunement. It not only anchors the in-world lore behind magic, but also directly ties into the mechanics of spells and magic equipment.

What is attunement?

In the game's lore, every spell draws its power from a magical Realm. Attunement represents your body's ability to channel and align with that Realm.

In terms of mechanics, this means each spell now has an Attunement requirement, shown directly on the tooltip with specific icons:





You'll need to meet these requirements using gear, buffs, or world structures. Most low-level spells need just 1 Attunement. Higher-tier spells may require 2, or even 3.

Some Attunement types are shared across multiple skills. For example, both Pyromancy and Fulmination use Tyros Attunement. Nature Magic and the upcoming Hex Magic will both require Enalian attunement.



[h2]Main Quest Update[/h2]
It's been too long since the main story saw an update. Time to change that.

v0.6 will introduce a new major quest that expands the main storyline. You'll encounter the remnants of the Tempest Order, now hiding in a run-down building in town. They need your help to uncover the Stormbringers plans and begin the fight to take back their sanctums. In return, they'll aid you on your journey into magic, eventually leading you to the Artifact behind it all...

[h2]We now have a Wiki![/h2]
The official Doors of Trithius Wiki is now live:
https://doorsoftrithius.com/wiki/

It already includes detailed info on all monsters, items, and recipes. Monster and item stats are exported directly from the game files to ensure they are accurate.



Though it already has a good amount of helpful info, it's is still a work in progress and will be regularly updated.

[h2]Looking Ahead[/h2]
We're aiming to have the update out in June. If necessary, we may split the update into multiple parts, with the new dungeon and magic skill tree released first. Thank you for your patience!

v0.5.16 - Character Customization

Female characters now appear throughout the world, with full sprite support and randomized appearance during worldgen. Character creation has also been upgraded with customizable outfits, hairstyles, and gender selection.

We've also made major improvements to item UI windows, adding better keyboard support, and quality-of-life upgrades across the board.

Save files from version 0.5.15 are compatible, but it's always a good idea to back up your saves just in case. If you'd like to continue playing 0.5.15, you can select it in Steam options under betas.

[h2]Female Appearance[/h2]
Women now appear across Enalia as town NPCs and bandits.

During world generation gender is assigned randomly, with job-based weighting. For example, Druids, Bakers, and Botanists are more likely to be women; Smiths, Butchers, and Bandits less so. The result loosely mirrors medieval norms while still allowing for randomness.


Every armor set now has a female variant, totaling over 200 new sprite assets.



[h2]Appearance Customization[/h2]
Customize your character's appearance during creation, including hairstyle, outfit, and gender selection.



Swap between male and female sprites, and pick from a variety of hairstyles and outfits to personalize your look. Male characters can also choose from several beard styles.

Need to change your appearance?
You can change your character's appearance on pre-existing saves using a console command.
  • Enable debug mode in Options -> General
  • Press F8 to open the console (or use ~)
  • Enter "appearance male" or "appearance female" to swap your character's gender, or "appearance hair" to change your hairstyle.
  • It's recommended to turn off debug mode after

[h2]Item UI & Hotkeys[/h2]
Significant upgrades across interfaces with item lists (loot bags, quick-use menus, storage containers, shops, repair bench, curse removal, enchanting).



Mouse Controls
  • Click = take 1 item
  • Shift + Click = take full stack
  • Ctrl + Click = take 5
  • Ctrl + Shift + Click = take 25
  • Mouse controls apply to loot, storage, shops, and inventory (dropping).
Keyboard Shortcuts
  • Enter (or space) = take 1 item
  • Shift + Enter = take full stack
  • Shift + Up/Down = move to start/end of list
  • Ctrl + Up/Down = move 5
  • Ctrl + Shift + Up/Down = move 25
Overflow Fixes
  • Quick-use item menu now scrolls when showing large item lists.
  • Likewise, the loot window no longer overflows. It now repositions and/or adds a scrollbar.
Sort Order Consistency
  • Loot and quick-item menus now display items with the same sort order as your inventory.
Keyboard Navigation
  • Full keyboard navigation added to repair, curse removal, enchanting pool, storage, and shop windows.
  • Loot, storage, and shop windows now remember your last selected item when reopened.
  • Compare key now shows tooltip for selected item in list windows (just like in the hotbar).

[h2]Other Changes[/h2]
  • Ability tooltips now appear when navigating the hotbar with keyboard if the compare key is held, or if the newly added auto-show tooltip setting is enabled.
  • The "Show Names" key now also displays names on the overworld for locations, armies, and creatures. Defeated locations are greyed out; settlements are tinted based on prosperity.
  • Unidentified potions now have the same weight as their identified versions.
  • Cause of death now reads "Killed by 0 life total" if health drops to 0 from max HP dropping (e.g., curse effects).
  • Overhealing is now capped correctly: max HP + overheal bonus, preventing absurd stacking with potent elixirs.
  • Quickload key now works even if a UI side pane (e.g., shop, storage, dialog) is open.

[h2]Bug Fixes[/h2]
  • Fixed rendering issue that sometimes caused thin black lines to appear.
  • Fixed ability "Efficient Forager" not applying when harvesting strawberries, mulberry bushes, bird nests, and mossy rocks.
  • Fixed hawk noise playing when harvesting a hawk nest even when no hawk appeared.
  • Fixed size and position of wilderness danger icons when zoomed out on the overworld map.
  • Fixed issue with curse icon display, where curse icons would group together when they are more than 5, despite being different types of curses.
  • Fixed summoned plant sprouts following the player between dungeon floors and overworld tiles (despite being a plant, which typically cannot move).
  • Fixed ability "Bond" not resetting correctly when used on a summoned hedgehog.
  • Fixed issue with Nyris-cocoon and summoned hedgehog interaction. If a cocooned hedgehog is your active companion, toggling Animal Companion off will now cleanly deactivate.
  • Fixed cursed wound icons not disappearing after destroying a cursed item via disenchanting.
  • Fixed potential for gremlin fortress to spawn immediately adjacent to other overworld objects.
  • Fixed an issue with the healing efficiency stat, which allowed the player to reach negative health without dying. Negative healing efficiency will now cause death if it reduces health to 0.
  • When drinking from a well, the text log now reports the actual healing amount, factoring in healing efficiency.
  • Fixed overworld HUD button alignments when UI scale is above 1.
  • Fixed dialog box text not rendering correctly when UI scale is above 1.
  • Fixed alignment of item condition icons (damaged, bolstered, cursed, favorite, etc).