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Striving for Light News

Patch 0.3.1.3

Patch 0.3.1.3 is centred all around improving the overall game experience of Striving for Light. 

[h2]Improvements[/h2]

[h3]General[/h3]
  • Experimental voice acting is now an opt-in option, you can turn voice acting on in the options menu
  • The starting amount of unlocked weapons is now 5 (was 4) to give new players more weapon diversity on chest drops
  • The starting amount of unlocked skills is now 10 (was 8) to give new players more build options directly from the start on
  • The possibilities for base skill nodes (max. HP, Energy/ Endurance Regeneration, Attack Speed) is now being increased on each unlocked skill. This keeps the base skill node spawn possibility constant even with more unlocked skills.


[h3]Enemies[/h3]
  • The cellar spider enemy/ boss charge is now much more predictable
  • Added additional movement animation to cellar spiders


[h3]Visuals[/h3]
  • New player hit vfx to make player hits more visible
  • Improved flash effects on player hit to make combat feel more impactful
  • Improved flash effects on enemy hit to make combat feel more impactful


[h3]Audio[/h3]
  • Added new sfx for player hit to make combat more impactful
  • Added new sfx for enemy hit to make combat more impactful
  • Improved bow sfx
  • Improved jar destroy sfx
  • Improved sfx mixdown


[h2]Balancing[/h2]
  • Increased player invincibility duration after hit to 1.5s (was 1s)
  • Increased super boss arenas size to 3x3 size (was 3x2)
  • Decreased enemy ice crab hp to 12 (was 15)
  • Decreased enemy ice crab hit collider
  • Decreased projectile amount of ice crow to 3 (was 6)
  • Decreased cellar spider charge range


[h2]Bugfixes[/h2]
  • Fixed a bug which caused the flash effect not being activated on the latest added cellar ghost enemy
  • Fixed cellar spider charging from off screen
  • Fixed a bug which caused cellar spider to immediately charge multiple times


We wish you a lot of fun trying out the changes. You can participate in the ongoing development of Striving for Light by joining our Discord and sharing your thoughts!

Patch 0.3.1.2

This patch 0.3.1.2 will bring you a much requested minimap rework coupled with improved dodge mechanics and ... chickens!

[h3]New Features[/h3]
  • From now on there are chickens living in the town

How did those chickens make it into this update? Is there more to it?


[h3]Improvements:[/h3]
  • Reworked minimap and minimap overlay design for better visibility
  • Reworked dodge mechanic, you can now dodge through enemies, making the dodge much more intuitive and easier to use




Have fun exploring this update!

Patch 0.3.1.1

This small patch shall take the new added enemies from path 0.3.1 into account and increase the dragonfly health to keep them relevant in comparison to the new enemies.

[h2]Balancing[/h2]
  • Increased default player energy regeneration from to 0.8 /s (was 0.7 /s)
  • Increased dragonfly enemy hp to 2 (was 1)


[h2]UI[/h2]
  • Reworked the unlock notification UI design

Izamuth & Gride Update

[previewyoutube][/previewyoutube]

This is what the content update 0.3.1 will bring to you:

[h3]New Features[/h3]
  • Key rebinding is now available in the options menu
  • You can now hover over the active modifier skills in the stats menu to highlight the location of the skills in your skill tree
  • 4 new skills have been added
  • 2 new weapons have been added
  • 4 new super boss rooms with 2 super bosses have been added
  • 4 new enemies have been added


[h3]New Skills[/h3]
  • Swirl [Range Attack Modifier] : Your projectiles swirl around you
  • Reverting Shot [Range Attack Modifier] : Your projectiles return to you
  • Bursting Wield [Melee Modifier] : Your melee hits cause enemies to explode on death
  • Bursting Shot [Range Modifier] : Your projectiles cause enemies to explode on death


[h3]New Weapons[/h3]
  • Scythe [Melee Weapon]
  • Focus [Range Weapon]


[h3]New Enemies:[/h3]
  • Izamuth [super boss]
  • Gride [super boss]
  • Added 4 new enemies with new fighting patterns


[h3]Soundtrack[/h3]
  • Added new soundtrack for Gride
  • Added new soundtrack for Izamuth


[h3]Improved[/h3]
  • Enemy hit vfx has been updated
  • Blade traps now only deal damage after 2 seconds, in case you have entered the skill tree on a trap to prevent double dealt damage
  • Enemys are now randomly choosen for each level
  • Endurance and Energy skill nodes now have different textures for regeneration and max stats


[h3]Bugfixes[/h3]
  • Fixed a bug which caused skill points not beeing saved when leaving a game with saved run and returning the run
  • Fixed a bug which caused player character to flicker on very high fps (>144 hz)
  • Weapon trails are now not dependent on your refresh rates, this caused trails to be very short on very high fps (> 144 hz)
  • Fixed some light occluder issues for some enemy models


Thanks for being part of the Striving for Light journey. We wish you a lot of fun and merry christmas and a blessed holiday season!

Patch 0.3.0.5

[h3]Improvements:[/h3]
  • Performance increase for very large skill trees: For our testing skill trees can now get insanely huge until a slow down is noticeable.



  • Reworked enemy AI: Enemies now detect obstacles and walk or charge around them. This will lead to more challenging boss fights and less enemies getting stuck and beeing sniped from distance.



  • Endless mode reworks: Endless mode now only picks 1 trap and destructible object type per level to make the visuals of higher levels more diverse
  • Improved forest map layout to decrease enemy density and even out the difficulty spike
  • Player projectiles are now destroyed on map borders to prevent shooting over map edges
  • Traps on lava level now have an increased size
  • Reworked burning ground visual effect

[h3]Balancing[/h3]
  • Boss maximum health has been set to equal amount for all bosses in the endless mode


[h3]Bugfixes[/h3]
  • Fixed a bug which caused the portal state not beeing saved correcty when leaving a run and returning it later
  • Fixed item drops spawning inside the chest and beeing not lootable
  • Fixed a bug which caused huge frame drops when having multiple overlapping explosions active on screen