1. Striving for Light
  2. News

Striving for Light News

Update 0.6.1.0d

[h2]Balancing:[/h2]
  • Changed placement for captured hearts and spider eggs in gatekeeper arena to prevent them being hitable from outside the arena.
  • First serpent gatekeeper forms of void map now have reduced health in endgame similar to the scaling in the early game.
  • Faded maps now have 15 % increased EXP bonus (was 10%), additionally they also have 10% increased enemy health and 5 % more enemy spawns.


[h2]Improvements[/h2]
  • Reduced deceleration of map tree shards when dropping from enemies


[h2]Bugfixes[/h2]
  • Fixed a bug which caused weaken and empower modifier to cancel out the effect on map mods in an unintended way. If you now apply very much weaken mulipliers on a map to reduce the effects of other mods you can end up receiving negative EXP bonuses. This prevents canceling out mods by throwing massive amounts of weaken modifiers onto a map.
  • Fixed unlocked maps not being spawned in the initial pathfinder maps.
  • Fixed gatekeeper arena colliders making player getting stuck while walking around the closed exit door areas.
  • Fixed merchant not offering skill tree shards
  • Fixed text out of bounds for weapon tooltips
  • Fixed a bug which caused no further maps to be connected to your pathfinder map


Thanks to everyone providing helpful feedback, which is what drives the development forward! You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!

Improved Chinese Translation

Update 0.6.1.0c brings an improved chinese translation as well as in game credits to Striving for Light.

New Features:
  • Credits have been added.


Improvements:
  • Chinese translation has been improved. A special thanks to Starling for providing an improved chinese community translation.
  • Added support for chinese letters in the leaderboard entries for non-chinese language settings.
  • Updated game stats window UI for improved chinese language support
  • Added shader functionality for screen sampling


Bugfixes:
  • Fixed missing font on leaderboard UI elements for chinese language setting
  • Fixed a crash when loading old save files with active runs


Thanks to everyone providing helpful feedback, which is what drives the development forward! You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!

Pathfinder Hotfix 0.6.1.0b

[h3]Improvements[/h3]
  • Added tutorial hint for the pathfinder for first map activation
  • New maps are now unlocked after defeating the gatekeeper at floor 5 (was floor 6 before)
  • Weapon tooltips now have a 1/s suffix for better explaining the attack speed rating


[h3]Balancing:[/h3]
  • Incereased sting weapon damage to 12 (was 10)
  • Incereased spear weapon damage to 14 (was 10)
  • Incereased sword of the phoenix weapon damage to 11 (was 10)
  • Increased detection range for corrupted light void map boss
  • Slightly reduced enemy amount scaling on endgame maps


[h3]Bugfixes:[/h3]
  • Fixed a crash which could occur when loading a save game
  • Fixed infinite damage scaling of enemy projectiles when map modifiers are active
  • Fixed translations for various map shards
  • Fixed melee weapon tooltips displaying wrong damage numbers
  • Fixed a bug which caused multiple damage instances being applied to the player when walking into multiple overlapping snail trails.


If you encounter crashes of bugs please let us know!

Thanks to everyone providing helpful feedback, which is what drives the development forward! You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!

Pathfinder Content Update

[previewyoutube][/previewyoutube]


Welcome wanderer, with the pathfinder content update (Version 0.6.1) we are releasing a massive new map progression system which will not only make the endgame much more diverse and challenging but also give you the possiblity to shape the early game maps to your liking. This update is furthermore packed with a big amount of major improvements like a reworked frenzy exp bonus or extended functionality for the shard of refund and long awaited features like a character selection.



[h2]Pathfinder map progression system[/h2]
With this update we are replacing the rather static "jumping from portal to portal" approach with a new unique "pathfinder" system which serves as a world map where you can see what your next destinations will be. You can plan ahead, alter the maps, add modifiers to the next maps to increase the challenge but also the rewards or you can change existing modifiers on a map to optimise the risk-reward-ratio.




With the new map modifiers you will be able to increase a broad spectrum of rewards like increased EXP or the drop chances for hearts, fragments of light, weapons, skill tree or the new map modifier shards.



Use 6 different shards which can be collected within everywhere in the worlds to empower or weaken existing modifiers, add new modifiers, replace all modifiers with random new ones, replace one random modifier or forge the complete map into a new one.



The new map modifier system will therefore also increase the endgame difficulty and prevent getting stuck in an endless grind loop where you almost remain unkillable.



You can also read up on the pathfinder preview on our latest post: https://store.steampowered.com/news/app/1646790/view/3385038259001709559

[h2]Upated map environments, enemies and effects[/h2]
With this update we also revisited our oldest map environments and enemy designs and redesigned those elements to match the current visual state of the game. We also have redesigned the visuals of enemy AoE effects making it much easier to read and judge which area covers an effect.





[h2]Character selection[/h2]
With the character selection a highly requested feature is coming to Striving for Light. We therefore have reworked the existing female player character model and designed a completely new male player character. Whenever you now start the game on a new save file (or an old save file where you have not selected a player character yet) you will be able to choose your character. Both characters have equal starting stats.

The character design has come a long way since pre-alpha over a year ago. Here is the evolution of our character designs.



[h2]Frenzy Experience Bonus[/h2]
The frenzy experience bonus has been fully reworked since the experience bonus turned out to be the dominating mechanic to gain insane bonuses and trivialising game difficulty in the endgame. Overall experience bonus increase has been lowered slightly. Furthermore the frenzy bonus will now get harder and harder to maintain the higher your bonus rises. To compensate for those changes there are now less enemies required to start a frenzy.

[h2]Improved skill tooltips[/h2]
Tooltips for the skill tree have been redesigned adding dividers for different sections to make them easier to read. Now the damage of a skill is also directly displayed in the tooltip.



[h2]Shard of Refund[/h2]
The shard of refund has received a new respec algorithm which makes it possible to respec all skill nodes as long as they are not interrupting connections of other nodes to the initial centre node.





  • Damage numbers have been uniformly multiplied by 10 to give us more flexibility in designing weapons. For various current weapons damage numbers have been adjusted to fill the gap between the 1 and 2 damage weapons (now 10 and 20 damage weapons). Enemy health has been adjusted accordingly. This change was also required to support small map modifiers.
  • Experience values have been multiplied by 100 to support small map modifiers and small frenzy exp bonuses.
  • The resource regeneration system has been overhauled to remove the current cap of 1 resource per frame and make regeneration frame rate independent.
  • Hearts now have a unique drop pool to improve consistency of heart drops
  • With the pathfinder update we are upgrading our enemy scaling system so that enemy health pools scale with the map you are currently playing. So you could start your run with the forest map or the swamps if you want to.
  • Improved glaring light visual effect
  • Improved visibility of traps for the forest map. They now have a red glow to make them stand out a bit more.
  • The layout of the gatekeeper arenas has been improved to follow easier logic. You now enter the area on the left side and leave it on the right side.
  • Shard of Change could in rare cases roll the same skill which already existed on the skill node it was applied to. The shard will now never roll the same skill node present on the node it was applied to.





  • Changed cost for skill tree shards for the merchant
  • Reworked enemy health scaling system
  • Adjusted drop chances for skill tree shards to compensate for the new added
  • Reduced the required fragments of light for the legacy upgrades at the tree of light
  • Focus now deals 10 projectile damage in addition to the 10 splash damage
  • Throwing axe has increased damage 13 (was 10)
  • Throwing spear has increased damage 16 (was 10)
  • Bleeding Star damage has been increased to 15 (was 10)
  • Amber damage has been increased to 15 (was 10)
  • Flail damage has been increased to 12 (was 10)
  • Gnarly Mace damage has been increased to 12 (was 10)




  • Fixed missing drop sfx for skill shards from world objects
  • Fixed blocking edge in the gatekeeper arena collider which made it possible to collide with the border when walking near the east border
  • Fixed bursting companions being not removed from the world when switching scenes, which could result in duplicated bursting companions.
  • Fixed pause menu being blocked by other UI elements
  • Enemy health bars are now also updated on damage over time condition effects
  • Various further bugfixes


Thanks to everyone providing helpful feedback, which is what drives the development forward! You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!

Pathfinder System Preview

Welcome wanderer. With the "Legacy" content update released just a few weeks ago Striving for Light has seen the biggest update until now and we are already working on the next massive content udpate.

So with this post we will reveil some of the new features and improvements coming to Striving for Light with the next Not-So-Far-Away-Content-Update. The next content udpate is named after the new introduced endgame system "Pathfinder".

In this post we will give a deeper insight in what you can expect from this new endgame system and how it actually works. Please note that all presented information is subject to change as we are in active development. Numbers and artworks are not final.



[h2]Overview[/h2]

The pathfinder endgame system replaces the old rather static map progression system. You will now gain more control over which map you are visiting next. The pathfinder system guides your way through all the different maps you will visit. The pathfinder is a very dynamic and flexible system which expands endlessly the deeper you delve into the darkness. The further you delve the bigger the challenges grow which you have to overcome.



[h2]Maps[/h2]

In the pathfinder you will find maps you can travel to. You can access to the pathfinder system by using a hotkey so you can in advance check what your next destinations will be. When you finished your current map by defeating the gatekeeper you will now find a pathfinder portal which lets you activate the next map.



[h2]Map Modifiers[/h2]
The deeper you delve the more modifiers will be active on the maps you visit. These modifiers grant buffs to enemies or the environment but therefore also increase the rewards you will receive when playing on this map. You can in advance alter modifiers of future maps to see if its worth traveling towards this destination.



There is a variety of modifiers which can appear on each map. Here are a few examples for modifiers and their effects.

Rooted
The modifier "Rooted" makes all enemies on the map immune to knockback effects. The mod will therefore grant a bonus to all received experience, increased drop chances.

Treacherous
The modifier "Treacherous" increases enemy and trap damage and increases your experience and shard drop rate.

Armoured
The modifier "Armored" increases enemy and boss health pools and increases your experience and heart drop chance.

[h2]Map Shards[/h2]

There are plenty of ways you can change the modifiers on a map. With the pathfinder update we are adding a variety of different map shards to Striving for Light which can be collected from nearly everywhere in the game.

Shard of Augmentation
Adds a new random modifier to the map.



Shard of Chaos
Replaces all map modifiers by new random map modifiers. Amount of modifiers remains unchanged.



Shard of Enhancement
Adds enhancement modificator to the map. Enhances all map modifiers by 30% and all reward modifiers by 20%.

Shard of Mitigation
Adds mitigation modificator to the map. Weakens all map modifiers by -20% and all reward modifiers by -30%.

There is also a shard to change the current map into a new random map. These are just a few of the shards you will be able to collect and use on map nodes to alter the existing modifiers or add new modifiers. There is also the possbility that faded maps occur. On these maps you will not know what you will encounter but these maps grant you an additional experience bonus.

[h2]Endgame & Early Game[/h2]
The pathfinder system is designed to bring variation into the endgame but also into the early game. Once you have collected some shards which can be used on the maps you can alter the early game to your liking. You can switch the first map to an other map to have more variety or you could even add modifiers directly to the first map which will increase the difficulty but also grant you additional experience setting you ahead of others if you manage to prevail.

  • With the pathfinder update we are upgrading our enemy scaling system so that enemy health pools scale with the map you are currently playing. So you could start your run with the forest map or the swamps if you want to.
  • The frenzy experience bonus will be reworked since the experience bonus turned out to be the dominating mechanic to gain insane bonuses and trivialising game difficulty in the endgame. The frenzy bonus will get harder and harder to maintain the higher your bonus rises.
  • The resource regeneration system will be overhauled to remove the current cap of 1 resource per frame and make regeneration frame rate independent.
  • Enemy AoE effects receive a visual overhaul making borders much clearer to see.
  • All older map environments will be visually reworked.


These are just a few of the further improvements coming to the pathfinder content update. So stay tuned for the upcoming update annoucement.

Let us know your thoughts about the new pathfinder system and participate in the ongoing development of Striving for Light.

The best way to get engaged is our Discord:
Official Discord