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Striving for Light News

Update 0.6.3.1

[h2]New Features[/h2]

[h3]Particle Effect Performance[/h3]

All relevant particle effects have been converted to GPU based particles instead of CPU based. This should lead to a big performance increase when a lot of particle effects are on the screen. This should also fix some of the stuttering when certain effects are triggered. This moves tasks where the CPU is bad at to the GPU which can handle a lot more particles and free up potential CPU bottle necks.

[h3]Player Camera[/h3]

The player camera now uses a new interpolation method which should lead to much more fluent camera movement. With the new camera position interpolation method we now have the possibility to decide in which step of the game loop we want to update the position leading to less jittery movements since its now synced to the rendering time step.

[h3]Player Light[/h3]

  • Replaced bloom/glow effect by adjusted player lighting which overall leads to less blurriness. Player light now has a colour gradient which adds nice colour tones to the environment.
  • Player light source is now also reduced in brightness when starting coop mode to prevent blown out colours when both players are near each other. It reverts back when ending the coop mode.


[h2]Improvements[/h2]
  • Added slight sharpening effect which should make up for the blur that comes with the FXAA antialiasing.
  • Ground tutorial font now has outlines to increase readability.


[h2]Bugfixes[/h2]

  • Fixed wrong displayed projectile damage in stats window.
  • Fixed camera movement jumps on loading a new scene.
  • Fixed blown out colours on lightning staff.


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!

Combat Update

[previewyoutube][/previewyoutube]

With update 0.6.3.0 we are overhauling the combat experience by adding new hit effects and feedbacks like camera shake as well as adding a spatial sound effect system to Striving for Light. We also are adding two new skills with new unique mechanics and a new weapon along some balancing changes and bugfixes.

[h2]New Features[/h2]

[h3]Hit Effects[/h3]
Camera Shake was implemented to increase player feedback of attacks, hits and trigger effects. This will make all attacks feel more impactful. Camera Shake is an optional feature.

To further improve the combat feel distortion effects have been implemented for all hit effects as well as for some triggered skill effects.

[h3]Spatial Sound Effects[/h3]
All sound effects are now spatial sound effects. Shooting projectiles or throwing your melee weapon will now move the sound source with the object leading to a much more immersive sonic experience.

[h3]New Skills[/h3]
Fragmentation - Triggered from all attacks

Defeated enemies create 4 projectiles in random directions dealing 10 damage.

Flood - Permanent Effect

Each 6 seconds a flood is erupting from you, dealing 20 damage to surrounding enemies. Damage is scaling with your melee damage.

[h3]New Weapon[/h3]

Unstable Potion - Ranged Weapon

30% chance to explode on enemy hit leaving a poisoned area behind. Poison deals 10 damage each 3 seconds for maximum duration of 9 seconds.

[h3]Improvements[/h3]
  • Added plenty of new sound effects and reworked plenty of older sound effects.
  • Player character in combination with the camera movement is now more responsive.
  • Improved sound effect mix down.
  • Improved skill effect vfx by adding new distortion effects.
  • Improved On Death Skill spawn performance.


[h2]Balancing[/h2]
  • [Dagger] Reduced melee damage to 8 (was 10)
  • [Light Staff] Increased projectile speed to 400 (was 300)
  • [Darkness Staff] Increased projectile speed to 350 (was 250)


[h2]Bugfixes[/h2]
  • Fixed a bug which caused condition damage to not get updated correctly leading to lower condition damage.
  • Fixed a bug when aiming with the right thumb stick on the controller which made projectiles and attacks go in unexpected directions. (v.0.6.3.0c)


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!

Update 0.6.2.2

[h3]New features[/h3]
  • Added glow and bloom post processing effects.


[h2]Improvements[/h2]
  • Improved enemy hit vfx.


[h3]Bugfixes[/h3]
  • Fixed a bug which caused on melee hit trigger effects to not stack and only dealing single damage instead of a multiplied amount. This bug caused a lot of melee trigger effects to not deal the right amount of damage. For example Explode on melee hit did not stack if it was skilled multiple times as well as Poison Nova on melee hit which only applied the condition 1 time. This is now fixed and applies the condition amounts equal to the amount the skill was activated in the skill tree. This bug overall reduced melee damage by a big amount on build which utilise multiple equal on melee hit skills from the skill tree.
  • Fixed a bug which prevented old saved runs to activate the first map in the pathfinder.
  • Fixed missing enemies in the tutorial on new save files when the game was left and resumed.

Early Access Roadmap



Thanks for being part of our game development journey for Striving for Light. We want to share our current early access roadmap to give you a basic idea of the upcoming content & feature updates.

You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!

Steam Cloud Support

[h2]New Features[/h2]

[h3]Steam Cloud Saves[/h3]

Striving for Light now utilises Steam Cloud Saves with cross platform support. Save directories do not change. Steam now synchronises all your save files between your different devices up to a maximum of 100 save files. So you can now start a run on your Windows PC (or Linux) and continue your run on the road with your steam deck.

[h2]Improvements[/h2]
  • [Melee Weapon] Shortsword: Improved sword animations.


[h2]Balancing[/h2]
  • Enemies now have reduced HP scaling. Enemies on the second floor now have 46 HP (was 60 HP before). This should make progressing through the early game much more fluid and fun. This should also compensate for some of the recent regeneration system changes.


[h2]Bugfixes:[/h2]
  • [Coop] Fixed a bug which caused a 90° offset in attack direction for some attack inputs


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!