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Striving for Light News

Frenzy Mode Update

Update 0.5.3.1 brings a new frenzy mode to Striving for Light which will reward defeating enemies in a streak with bonus experience.



[h3]Frenzy Mode[/h3]
When defeating more than 6 enemies in a streak you now enter a new frenzy mode which will reward you with bonus experience points. From the moment you enter the frenzy all gained experience will be multiplied with an ever increasing experience multiplier. Keep the frenzy running by continuing your streak. Multipliers will rise with defeated enemies. When the frenzy runs out you will be rewarded with your bonus experience.



  • Increased range of lightning projectiles to 600 (was 500)
  • Fixed missing projectiles for ice bird boss


Thanks for 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!

Hotfix 0.5.3.0a

This hotfix fixes reported issues and some regressions from the new added pooling and skill stacking systems for performence improvements.

Bugfixes:
  • Fixed crash on using bursting wield and bursting shot
  • Fixed spread of skills which scatter projectiles
  • Fixed duplicated projectiles on skills which scatter projectiles
  • Fixed a bug which caused wrong number of projectiles being spawned on skills which scatter projectiles
  • Fixed a bug which caused skill that create scattering projectiles to not spawn at all
  • Fixed shadow on fireball projectiles
  • Fixed shadow on enemy fire projectiles
  • Fixed corrupted boss on void map not shooting projectiles
  • Fixed ice trap not shooting projectiles
  • Fixed bug boss not shooting projectiles
  • Fixed ghost boss not shooting projectiles
  • Fixed resetting of projectile trails for new pooling system


Thanks for all the reports. If you encounter any issue please let us know we will try to resolve them as soon as possible.

Join the chat at our discord

Performance Update

Update 0.5.3.0  is all about performance improvements. To make it short for everyone who is not interested in technical details: 

Yes the game has now substantially improved performance, especially noticeable in the endgame. It should make the game feel more responsive in general. Here is a showcase on how substantial the performance improvements are:

[previewyoutube][/previewyoutube]

Now here are the details. With the update comes a lot of under the hood changes which required a substantial part of the code-base to be rewritten. This was a lengthy process which was already prepared many updates before. As always we do a lot of testing but there might be some more crashes or bugs due to the substantial code-base changes. If you encounter any issue please let us know we are looking forward to fix them as soon as possible.



[Tech] Skill Batching: Skills are now batched which leads to a substantial performance increase. Furthermore damage and attributes are now also packed into one skill effect instead of multiple ones. This also keeps the screen much more readable by reducing the amount of active skill effects.

[Tech] Pooling: Objects are now pooled which improves performance on builds with huge amounts of projectiles and skill effects.

  • New fire fields of phoenix and corrupted enemies on void map to substantially improve performance especially on low end GPUs.
  • Improved projectile spread on scattering skills.
  • Improved shadows of bleeding blade / bleeding swirl skill to prevent them covering a lot of the screen on increased area of effect size.
  • Improved glaring light effect culling to only display one effect at the time. This also leads to a substantial performance increase when multiple glaring light effects are active.

  • Flattened enemy HP scaling curve and reduced exponential scaling slightly. The enemy HP scaling curve now sits in between the old and the recently introduced new scaling curve with a more flattened start on endgame.
  • Reduced gatekeeper HP of bleak worm and ancient tree to 100 (was 120)
  • Fixed a bug which caused Ancient Tree to never spawn in endgame gatekeeper arenas
  • Plenty smaller bugfixes


Thanks for 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!

Enemy HP bars


[h2]Enemy HP bars[/h2]
Enemies now have HP bars which are displayed as soon as they have received damage. This option is turned on by default but can be turned off anytime in the options menu.



  • Fixed collider of gatekeepter arena which could get the player character stuck when walking along the arena borders
  • Fixed some shadow issues on projectiles

Condition damage scaling, new weapon & skills.



[h2]New Skills[/h2]

Bleeding Swirl: Your range attacks cast a swirling blade which is cycling around you applying a bleeding condition to all hit enemies. Bleeding deals 1 damage each 2 seconds, lasting for a total duration of 6 seconds.


Bleeding Blade: Your melee attacks create a swirling blade which is cycling around you applying a bleeding condition to all hit enemies. Bleeding deals 1 damage each 2 seconds, lasting for a total duration of 6 seconds.



[h2]New Weapon[/h2]

Lightning Staff: A new weapon has been added to the game. The lightning staff features lightning fast projectiles. Projectiles hits create two replicating projectiles that targets the nearest enemy if there is one available.



[h2]New leaderboard public season[/h2]
With update 0.5.2.3 a new leaderboard season has started. You can join the leaderboards simply by clicking on the public league button in the main menu. You can still continue to play on the old leaderboard.

  • Improved gamepad support for league window and leaderboard scroll list (0.5.2.3a)
  • Leaderboard ranking list is now automatically scrolling to your current position (0.5.2.3a)
  • Reworked hammer and elder club attack animations (0.5.2.3a)
  • Improved shard of conjunction: The shard now connects a lot more possible sorrounding skill nodes (0.5.2.3b)
  • Added shadows to projectiles to make them stand out better independent on map background.
  • New enemy endgame scaling system with increased HP scaling on very deep floor levels
  • [Emerald Widow] Increased spawn egg cooldown to 6 seconds (was 5 seconds before)
  • [Emerald Widow] Decreased spawned egg required hits to 6 (was 10 before)
  • [Emerald Widow] Decreased spawned spider HP to 12 (was 20 before)
  • [Conditions] Burning now has a 3 second duration (was 2 seconds before)
  • Fixed wrong scale of phoenix egg on minimap overlay
  • Fixed a melee companions not being able to attack gatekeeper defense objects (0.5.2.3b)
  • Plenty of smaller bug fixes


Thanks for 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!