1. Striving for Light
  2. News

Striving for Light News

Hotfix 0.9.0.9b

[h3]Improvements:[/h3]
  • Improved Sound Effect Mixdown: The recent rewrite of the sound manager lead to sound sources levels not sending the desired volume levels to the manager which resulted in all sfx being played at the same volume. This hotfix brings back the proper sound effect mixdown.

Light, Shadows and Blood Update

In Update 0.9.0.9 we took a step back and focused on the games visuals with improved lighting, shadows and brand new blood effects. We also optimised our rendering pipeline for performance improvements

[h3]New Features[/h3]
  • Blood decals: New blood effects have been added to the game. This should not only improve hit feedback but will add three dimensinal depth to the game.



  • 3D Projectile Shadows: All projectiles now have 3D shadows that will seperate them better from the background improve the feel of depth.
  • Improved enemy shadows: Enemies now have improved shadow effects.



  • Abandon Run: Added abandon run option to the pause menu which lets you directly end your current run and start a new one. A confirmation window has been added to prevent accidental button clicks.



  • Improved Performance: Optimised rendering pipeline for performance improvements.



We want to thank you for your ongoing support! If you want to stay up to date with the ongoing development and chat with fellow players you are invited to join our discord.

Hotfix 0.9.0.8f

[h3]🌟New Features:[/h3]
  • Weapons Stats and tooltips now have frames according to their rarity/stats count


[h3]⚖️Balancing:[/h3]
  • [Condition Damage] Default starting condition damage was reduced to 5 (was 10 before)


[h3]🔧Fixes:[/h3]
  • Sandworm map boss now has larger aggro range to prevent him from blocking pathways before you can aggro him.
  • Companions respawn is now triggered after each performed attack to prevent them being lost in the map when they are locked into an attack loop.
  • Fixed lost map chest key when leaving game and returning run later on.
  • Companion projectiles are now as well affected by player effect transparency setting.

Hotfix 0.9.0.8d-e

[h3]🌟Improvements and Major Changes:[/h3]
  • Smarter Companions: Melee Companions now move away from the target to re-attack and are smarter now.



  • Switched leave and trade button on the corrupted merchant UI


[h3]⚖️Balancing:[/h3]
  • Condition damage stack decay per condition tick is now back to 55% which is only slightly less than the initial 67%. The latest change to 30% has been reverted. The maximum condition damage duration is now a maximum of 20s. Hitting during this duration will extend the condition duration by 1s per condition hit.
  • A major "bug" in the condition calculation was fixed which made the condition decay to be applied before the first condition tick which made it nearly impossible to wrap the head around how condition damage is calulated. This fixed bug will lead to ~ 45% increased condition damage, to compensate we lowered the condition damage skill nodes to grant +7 additional condition damage (was 10 before). Overall this should be a further buff for to the already strong condition damage. Please give us feedback how this affects your builds and run performance. (v.0.9.0.8e)


[h3]🔧Fixes:[/h3]
  • Fixed companions not being teleported to player position when entering descent expedition rooms.
  • Fixed NPCs and loot can be target the same time which made it possible to trigger dialog and change items at the same time.
  • Fixed seldom bug that made you teleport to the gatekeeper arena when interacting with objects on the map.
  • Fixed triggering gatekeeper portal and exchanging a trinkets or weapons at the same time which lead to duplicated items.
  • Chickens, buildings and map obstacles now do not distract range constructs and make them shooting more reliable. Range constructs are now also able to aim at the training dummies in town. (v.0.9.0.8e)

Hotfix 0.9.0.8c

[h3]⚖️Balancing:[/h3]
  • Increased condition damage stacks decay per tick to prevent abnormal high condition damage stacking to -60% (was -30%)


[h3]🔧Fixes:[/h3]
  • Fixed additional projectiles and weapon stats not being applied directly on weapon pickup
  • Fixed gap lines in ground tiles especially visible on the beach map
  • Fixed range constructs enemy targeting issue.
  • Fixed bloodstained chest counting defeated enemies wrong
  • Fixed very long skill tree connections on skill tree expand