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Striving for Light News

Hotfix 1.0.1.0f

We forgot to adjust all dodge skills to the reduced dodge regeneration from skill nodes with latest update 1.0.1.0. Therefore all dodge skill will now reduce dodge generation by only 5% instead of the previous 10%.

[h3]Balancing[/h3]
  • Cutting Dodge reduces dodge regeneration by -5% (was -10%)
  • Scattering Dodge reduces dodge regeneration by -5% (was -10%)
  • Blazing Dodge reduces dodge regeneration by -5% (was -10%)
  • Exploding Dodge reduces dodge regeneration by -5% (was -10%)


Thanks everyone for providing valuable feedback. We are always happy to re-evaluate and refine our balancing decisions, so please keep us in the feedback loop. Also consider joining our discord and discuss balancing changes, ideas and feedback together with fellow Striving for Light players and the community.

Join the official discord!

We are looking forward to hear your feedback on all these changes! Thanks for your amazing support and for playing our game

Collapsing Worlds Update

Next to all the hotfixes we supplied during last two weeks after our 1.0 launch we have been working tirelessly on the next major milestone for Striving for Light. Thank you for your massive support
We have spent last weeks listening to your feedback and are very happy to see that the majority is enjoying our game. This means a lot to us and we are dedicated to further improve the game based on your feedback to make Striving for Light the best it can be!

With the Collapsing Worlds update version 1.0.1.0 we are introducing 5 new endgame map tiers and reworking the endgame difficulty scaling. We have also redesigned all pathfinder map node designs. There will be less traps, loot now collides with traps so that no more loot can land on traps. The update will also bring major performance improvements and engine upgrades as well as balancing changes and more!

So lets dive in!

New Features:


[h3]5 New Map Tiers: [/h3]
Map tiers XV - XX have been introduced. Currently the endgame difficulty was flatting out due to no higher map tiers have been spawning and map modifiers would not rise, leading to players outscaling the game reaching very very high levels way beyond the intended (lv. >600). With the new introduced map tiers we want to introduce further raising challenge in the "very late" endgame that would eventually also lead to an end of a run to stay true to our games vision.

Map Tiers XV-XX will be the hardest maps in the game, featuring an increased amount of initial map mods and also higher base damage. These maps will start spawning after a player level way beyond 100.

[h3]Redesigned Maps and Map Tier Indicators[/h3]
With the new added map modifiers we had the vision to also rework the desing of all map tiers as well as the map icons. As with each map tier you are delving deeper into the darkness we want this also being displayed by our map node design for the further and further collapsing worlds. Here are only a few of all 20 new unique map tier designs.



You might also have noticed that all map icons have also been redesigned to look a bit more clean and to be easier to read.

[h3]Loot and Trap collisions[/h3]
Traps now collide with item drops. Loot will not be able to drop onto traps anymore and moves away from the traps to allow hassle free pickups. We have also reduced the maximum trap amount as well as the trap amount scaling during endgame to have less cluttered maps during endgame.

[h3]Softcore -> Normal Mode[/h3]
Softcore Mode is now renamed to Normal Mode to not trigger false expectations. A new UI notification has been added to communicate how much shields remain.



[h3]Charge - Range Attack Rework[/h3]
Charge Range Attack has been completely reworked. Charging your range attack will now increase your projectile damage up to 600% (was 300% before). Charging will now as well trigger additional on attack effects.
So if you now have a companion on attack effect and you charge your range attack the full 3s you will get 3 on attack triggers -> 3 companions spawned. If using a ascended weapon with 2 companions on attack effects while the weapon itself holding a companion on attack effect you can spawn 9 companions with one charged attack.
Projectile on hit effects will also gain additional triggers, so if you have scattering projectiles activated and you fully charge your attack you will gain 3x the projectiles for all your projectile on hit effects.
Another change we applied to charge is that charging your range attacks does only slightly increase projectile size as previously when scaling with AoE size as well projectiles could become so huge they would simply collide with walls leading to damage loss instead of a damage gain.



[h3]Persistent Node Search Highlights[/h3]
The highlighted nodes from the skilltree node search is now persistent even when spending skillpoints, activating or deactivating skills, placing skillgems or using shards. This should help on large skilltrees to keep your marked destinations active preventing you from re-entering the same search text over and over again.

[h3]Performance Improvements[/h3]
  • Performance Improvements for Tooltips: The entire tooltip system was rewritten to support lazy tooltip loading. Tooltips will now only be loaded when hovering reducing skilltree/pathfinder and all other UI loading times.
  • Performance Improvements for Translations: All translations are now cached to further reduce loading times on skilltree/ pathfinder and UI elements.
  • Performance Improvements for all AoE Effects: The effect system got upgraded for improved performance spawning dozens of effects at once.
  • Engine Upgrade: Engine was upgraded for improved performance on instantiating/ removing objects during gameplay
  • Performance Improvements for Menu Loading Times: Loading times on scene transitions or menu loading like for the achievement menu are now much faster.


[h3]Major Changes and Improvements[/h3]
  • Glaring Light is now displayed with proper perspective
  • Decreased map loot chest item drop force to make items slide less
  • Projectile Range stat has been added to the stats window.
  • Pathfinder tutorial now markes the next map with an arrow to guide new players which map can be traveled too next.
  • Flood and Metor sfx now use alternate soundeffects and fixed cutoff sound effects


[h3]Steamdeck & Linux[/h3]
Our native linux version has now been approved and will be the default game version launched on the steamdeck. In case you did use the proton version previously and you do not see your save files showing up when switching the game version. Backup and copy the save files from proton directory to the native save file directory:
  • Native path: ~/.local/share/godot/app_userdata/StrivingForLight/
  • Proton path: ~/.steam/steam/steamapps/compatdata/1646790/pfx/drive_c/users/steamuser/AppData/Roaming/Godot/app_userdata/StrivingForLight/


[h3]Improved Japanses Localisation[/h3]
The Japanese Localisation of Striving for Light was improved thanks to the contribution of jb-5th. Thank you very much for your efforts and dedicated time supporting the game
If you want to contribute to the localisation of Striving for Light feel free to join the force at:
https://github.com/IgnitingSparkGames/StrivingForLight-Localisation/

[h3]Balancing[/h3]
  • Less Traps: Overall less traps are spawned. The amount of maximum traps that can spawn per map has also been reduced. The trap amount scaling is now as well much flatter.
  • Heleja Specialisation - Blink: now grants +2 additional dodge (was 1), decreases your dodge regeneration by -25%
  • Melee Echo Weapon Size: Reduced the melee size scaling slightly for melee echo weapons as they could get "a little bit too huge" on maxed out weapon scale.
  • Flood now has an reduced cooldown reduction of 250% and each stack reduces the cooldown by -15% (was -20%)
  • Range Attack Replacers: Swirl and Revert shot now have a capped distance increase
  • Increased Projectile Range: Increased Projectile range is now capped at the double initial projectile range
  • Dodge Regeneration: Increased Dodge Regeneration +5 % (was +10%)
  • Dodge Regeneration Legacy Nodes: Increased Dodge Regeneration +5% (was 15%)
  • Evasion Chance: Increased Evasion Chance by +4% (was +5%)
  • Slightly higher enemy HP scaling during very late endgame
  • Slightly more map mods spawn on high tier maps so less augmentations need to be used during endgame.


[h3]Bugfixes[/h3]
  • Fixed placing range constructs ignoring the attackspeed after weapon switch
  • Fixed cutoff sound effect for meteors. Meteors now also have randomised sound effects.
  • Fixed echo ballista playing repeating attack sound effects
  • Fixed a potential crash on speaking with Darokin in the tutorial
  • Fixed potential crashes upon scene transitions during combat
  • Fixed blocked progress when dying in a rift on normal mode when you have already defeated an endboss
  • Fixed not active collider on x shape rift blade trap
  • Fixed a crash when entering the skilltree when having player effect spawning skill effects active (1.0.1.0e)


We are looking forward to hear your feedback on all these changes! Thanks for your amazing support and for playing our game
You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.

Hotfix 1.0.0.8g-h

With 1.0.0.8g-h we are fixing some possible crashes when using controller input that fires duplicated or very fast inputs.

[h3]Bugfixes[/h3]
  • Fixed a potential crash when pressing B on controller when hovering the centre skilltree node or right click
  • Improved scene transition to new map to fix potential crashes
  • Fixed a possible crash when entering a new map with controller due to double fired inputs

1.0.1.0 Public Beta Branch

Next to all the hotfixes we supplied during our first week after our 1.0 launch we have been working tirelessly on the next major milestone for Striving for Light. It has been a crazy week for us! Thank you for your massive support
Update 1.0.1.0 is progressing quite well and we decided to open up the public beta branch on steam so that you can help us battle test and enjoy the new features already ahead of time.

We have heard your feedback, so we are happy to announce performance improvements, also lootdrops will not fall onto traps anymore, less traps, and some balancing changes to very broken builds and much more!

To select the public beta go to steam library -> Striving for Light -> Properties -> Betas -> public-beta
Make sure to backup your saves, just in case: %appdata%/Godot/app_userdata/StrivingForLight

We want to give you the possibility to try out the changes and give us your valuable feedback to further shape 1.0.1.0.

[h3]New Features:[/h3]
  • Loot and Trap collisions: Loot will not be able to drop onto traps anymore and moves away from the traps to allow hassle free pickups.


[h3]Performance Improvements[/h3]
  • Performance Improvements for Tooltips: The entire tooltip system was rewritten to support lazy tooltip loading. Tooltips will now only be loaded when hovering reducing skilltree/pathfinder and all other UI loading times.
  • Performance Improvements for Translations: All translations are now cached to further reduce loading times on skilltree/ pathfinder and UI elements.
  • Performance Improvements for all AoE Effects: The effect system got upgraded for improved performance spawning dozens of effects at once.
  • Engine Upgrade: Engine was upgraded for improved performance on instantiating/ removing objects during gameplay


[h3]Major Changes and Improvements[/h3]
  • Softcore Mode Rename: Softcore Mode was renamed to Normal Mode to not trigger false expectations.
  • Glaring Light is now displayed with proper perspective
  • Decreased map loot chest item drop force to make items slide less
  • Projectile Range stat has been added to the stats window.


[h3]Balancing[/h3]
  • Less Traps: Overall less traps are spawned. The amount of maximum traps that can spawn per map has also been reduced. The trap scaling is now as well much flatter.
  • Heleja Specialisation - Blink: now grants +2 additional dodge (was 1), decreases your dodge regeneration by -25%
  • Range Attack Replacers: Swirl and Revert shot now have a capped distance increase
  • Increased Projectile Range: Increased Projectile range is now capped at the double initial projectile range
  • Dodge Regeneration: Increases Dodge Regeneration +7 % (was +10%)
  • Dodge Regeneration Legacy Nodes: Increases Dodge Regeneration +5% (was 15%)
  • Slightly higher enemy HP scaling during very late endgame
  • Slightly more map mods spawn on high tier maps



You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.

Hotfix 1.0.0.8f

Hotfix 1.0.0.8f fixes some crashes related to rapid firing controller inputs within the skilltree.

[h3]Bugfixes[/h3]
  • Fixed a crash on rapid firing controller input when switching between input types on the skilltree
  • Fixed a crash on rapid firing controller input when using controller to spend character specialisation points
  • Fixed lost focus after refunding character specialisations with controller input