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Impaler Gold News

What's that buzzing sound?



Hey everyone!

In the last update we've laid the groundwork for introducing exciting new content to Impaler. This time around, we are thrilled to introduce NEW MONSTER CLASS - Hornet and Hive, alongside some balance adjustments, gameplay tweaks and bug fixes.

Here are the full patch notes:

[h3]Major Changes[/h3]
    New monster class - Hornet and Hive
    • Has a melee and ranged attack
    • Includes both a large and small variation
    • Spawns from hives which can be destroyed before hornets hatch
    • Adds some nice variety to the monster lineup

[h3]Balance and Gameplay[/h3]
  • Reduced delay between monsters spawning and attacking
  • Rockets from monsters now create shrapnel making them more dangerous
  • Slightly increased speed of grenade enemies
  • Improved teleport logic for the large stoics

[h3]Audio and visual[/h3]
  • Fixed missing particle effect on permanent jump pads
  • Stakes no longer stick to objects and monsters (didn't look good)
  • Overheat sounds is no longer interrupted when switching weapons

[h3]UI and UX[/h3]
  • Some minor improvements to the choose upgrade menu

[h3]Bug fixes and Technical[/h3]
  • Fixed some weirdness with harvester projectiles (sometime would bounce off of monsters in previous version)
  • Fixed ambient monster sounds continuing to play after death in some cases
  • Fixed monsters sometime moving while playing a non-walk animation
  • Fixed monsters melee attacking when stuck behind non-destructible objects
  • Fixed a bug preventing players from accumulating bullet time for certain monster attacks
  • Fixed a missing localization in the upgrades UI


That would be all for this patch. We hope you enjoy fighting new monsters, while waiting for a bigger and chunkier update. It's coming, but we want to make sure we hit all the right spots with it, so if you have any ideas or suggestions of what would you like to see in the game, feel free to share them on Steam forums, or our official Discord server.

As always, please share Impaler with your friends and leave a Steam review if you’re enjoying the game to help us reach even more players.

See you in the next one!

Apptivus and Retrovibe

Visual Feast and Gameplay Tweaks

Hey everyone!

It's been a while, but welcome to Update #5.6! While we are working on future Impaler content, we thought it would be cool to release a rather ligher patch on the content side, but at the same time introduce a handful of QOL changes and squash some bugs, so you can squash demons without any issues popping up!

Here are the full patch notes:

[h3]Major Changes[/h3]
  • Sweeping improvements to the game’s visuals
  • Numerous fixes and QOL improvements
  • Preparations for future updates

[h3]Balance and Gameplay[/h3]
  • Harvester projectiles are now more bouncy
  • Pig monsters are now slightly more accurate
  • Enemy grenades detonate slightly sooner

[h3]Audio and visual[/h3]
  • Improved numerous textures, materials, and sprites
  • Improved lighting and material rendering
  • Blood and bullet impacts decals now stick to vertical surfaces
  • Improved blob shadow rendering
  • Improved soft particle rendering - less clipping / z fighting between sprites
  • Improved many particle effects (explosions, blood, projectile impacts, etc)
  • Retracting obstacles and wardens have a soft shadow where they enter the ground
  • Grenades have a new glow effect for increased visibility
  • Cannon projectiles have an improved trail
  • Saw blades have a visible track that makes them easier to see
  • New and improved blood decals
  • Added lighting to blood particles and decals

[h3]UI and UX[/h3]
  • New performance & quality settings:
    • Enable / disable decals
    • Enable / disable soft particles
  • Removed “Light Glows” graphics setting
  • Reduced icon sizing on leaderboard buttons

[h3]Bug fixes and Technical[/h3]
  • Fixed “skip upgrade” button not being disabled for the first 1s to avoid accidental clicks
  • Fixed monsters gibbing when softly running into offering (still happens at speed though)
  • Fixed accuracy of pig turret (was previously shooting at the ground too often)
  • Fixed issue where sometimes you dont get credit for bullet time upon taking damage
  • Fixed bug that prevents a small % of users from unlocking the Boomstick when beating the game on hard and nightmare.
  • Fixed bug with muzzle flash rendering when looking straight up / down
  • Fixed z layering issues related to decals
  • Fixed two rare crashes
  • Fixed potential issue that would get a player stuck in the loading screen
  • Fixed some bugs related to inconsistent map lighting / coloring
  • Fixed movement of flying monsters so they dont get pushed to the ceiling or floor as easily
  • Minor load time improvements
  • Minor rendering optimizations
  • Improvements to the game engine to support future updates :)


That would be all for this patch. Same as last time, we can only say that we are currently working on future updates, that would introduce larger features and new content. If you have any ideas or suggestions of what would you like to see in the game, feel free to share them on Steam forums, or our official Discord server.

As always, please share Impaler with your friends and leave a Steam review if you’re enjoying the game to help us reach even more players.

See you in the next one!

Apptivus and Retrovibe

A Symphony of Changes

Hey everyone!

Welcome to a lighter, #5.5, update. This time we're introducing 2 new upgrades, and a bunch of QoL and balance changes that should make your Impaling experience more comfortable and, most of all, more fun.

Here are the full patch notes:

[h3]Major Changes[/h3]
  • Two new upgrades

    • Vlad’s Choice - your last shot before overheating the spike staff creates multiple spikes under the closest enemy
    • Symphony of Destruction - spawn an additional group of 2 barrels in another part of the map
  • You can skip upgrade purchases if you dont like the selection

[h3]Balance / Gameplay[/h3]
  • Harvester has reduced bullet spread and slightly less recoil
  • Stomp attacks trigger more easily
  • Increased effectiveness of all healing perks by 20%
  • Normal difficulty healing rates increased slightly
  • Nightmare difficulty healing rates decreased slightly
  • Master Spiker achievement can be achieved with < 5 gun kills (instead of requiring exactly 0)
  • Trigger finger upgrade is more effective
  • Laser sight upgrade is now a cannon-specific upgrade
  • Cannon has lower base accuracy

[h3]Audio / visual[/h3]
  • Improved blood particle effects
  • Small improvements to recoil animations
  • Improved smoke trails
  • Homing projectiles follow a more interesting / less predictable trajectory
  • Camera now stares at the monster who killed you after you die
  • Improved muzzle flashes for the Perforator and Shredder

[h3]UI / UX[/h3]
  • Clearer presentation of the different upgrade categories and better descriptions
  • Add missing padding in upgrade unlocks menu
  • Various small UI improvements

[h3]Bug fixes / Technical[/h3]
  • Probable fixes for issues related to spawning:

    • Jump pad spawning on shrine
    • Offering or shrine spawning without its counterpart

  • Rare issue where monster corpse follows player around endlessly (probable fix)
  • Fix flying monster getting stuck in the “fall” animation
  • Improvements to the physics system to support future game features

That would be all for this patch. We are currently working on future updates, that would introduce larger features and new content, so if you have any ideas or suggestions, feel free to share them on Steam forums, or our official Discord server.

As always, please share Impaler with your friends and leave a Steam review if you’re enjoying the game to help us reach even more players.

See you in the next one!

Apptivus and Retrovibe

Sharpen Your Swords!

Hey everyone!

Update #5, focused on WEAPONS, is now available!

It introduces a brand new melee weapon, that is very different from every other piece in the arsenal. The Sword allows you to cut down foes at a close range, but also its shattering shards will surely reach distant enemies.

We're also reintroducing Pump Shotgun as a unique weapon, and overhauling The Harvester. On top of that, all weapons have received a visual update!

Here are the full patch notes:

[h3]Major Changes[/h3]
  • Added new unlockable weapon - Sword
  • Reintroduced Pump Shotgun as a unique weapon
  • Balance overhaul of the Harvester (kind of like the Flak Cannon from Unreal Tournament)
  • Added 4 new unique weapon upgrades for sword and Harvester
  • Improved each weapon's art

[h3]Balance / Gameplay[/h3]
  • Player air control increased by 40%
  • Evil offering no longer jumps around because it’s annoying
  • Cluster nades no longer emit mini nades on a direct hit (causes some cheap one-hit kills)
  • Slimes no longer emit projectiles when detonating on the player (avoids cheap one-hit kills on player)
  • Bullet time AOE perk reworked to shoot a wall of grenades in front of you (more effective now)
  • Retractor obstacles retract when shot by player
  • Changed “Heavy Foot” achievement to only require killing 3 enemies instead of 5 (more achievable given the balance changes to stomp splash damage)

[h3]Audio / visual[/h3]
  • All first and third person weapon art has been enhanced
  • Improved various particle effects such as explosions
  • Improved sound randomization
  • Audio balance improvements
  • New bullet casing sprites
  • Minor improvements to weapon recoil animations

[h3]UI / UX[/h3]
  • Weapons have new, unique names
  • New more stylized font for all menus
  • Reworked the weapons select screen to include a second page of weapons

[h3]Bug fixes / Technical[/h3]
  • Max vertical FOV increased to 95 degrees


Thank you all for getting through the patch notes, make sure to let us know what you think about the changes and new weapon(s) on Steam forums, or our official Discord server.

As always, please share Impaler with your friends and leave a Steam review if you’re enjoying the game to help us reach even more players.

See you in the next one!

Apptivus and Retrovibe

Enhancing Gravity

Hey all!

Welcome to the Update #4.5! In this ".5" update, we'll be tinkering with existing systems, rather than adding new content. This time we're taking a look at the gravity, since the floatiness of the Player Character has been coming up pretty frequently since the launch.

To add some more oomph to the air controls, we're introducing the wall jump ability. Just press JUMP when touching a wall mid air, and you'll bounce from it ninja style!

Apart from that we're taking a look at other gameplay elements, mainly from the balance perspective. and adding some magic touches here and there.

Check out the full patch notes:

[h3]Major Changes[/h3]
  • Increased the overall game gravity by 50% and improved physics to feel less “floaty”
  • Rebalanced jumping, jump pads, other values to account for change in gravity
  • Added a wall jump ability (jump while touching a wall mid-air)

[h3]Balance / Gameplay[/h3]
  • Projectiles spawned from “Bullet Time AOE” upgrade now emit shrapnel when they explode
  • Shrines are introduced slightly later in each stage so the first one isnt a freebie
  • No self damage with cannon explosive shots upgrade
  • Reduce damage of sawblades to match lasers
  • Saw blades no longer launch objects into the air
  • Increased speed of obstacle spawning by 50% (less waiting)
  • Monsters no longer jump or chase player if they are in a pain animation
  • Increased barrel and offering push amount slightly
  • Damage-stunned monsters will stop shooting
  • Flying enemies have slightly lower shoot cooldown
  • Changes to evil offering
  • Evil offering jumps around and moves away from shrines
  • No longer spits out collected pickups
  • Range of pickup suction reduced

[h3]Audio / visual[/h3]
  • Enhanced jumper sprites & animations
  • New pain / damage sounds for several monsters
  • Increased variety of explosion audio sfx
  • Audio mixing enhancements
  • Improved jump. double jump, and wall jump particle effects
  • Improvemed explosion smoke particle effects
  • All offerings now have a yellow glow to be more visible
  • Increased visibility and brightness of offering destinations (shrines)
  • Visual improvements to jump pad & booster (particles, animations, etc.)

[h3]UI / UX[/h3]
  • Removed the “offering” hud elements - doesn’t look good and makes screen busy
  • Added wall jump tooltip (#10 in the rotation)

[h3]Bug fixes / Technical[/h3]
  • Fixed jumpers “charging” during tutorial while stationary
  • Small enhancements to particle physics
  • Fixed achievement unlock bug (kill all monster types)
  • Fixed out-of-order icons in score summary


That would be all for today, make sure to let us know what you think about those changes!

As always, please share Impaler with your friends and leave a Steam review if you’re enjoying the game to help us reach even more players.

See you in the next one.

Apptivus and Retrovibe

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