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Striving for Light News

Patch 0.3.4.2

  • Added support for borderless window mode
  • The minimap overlay does now remember the open or closed state after leaving the skill tree or switching scenes


  • The time where you are able to leave a superboss area has been increased to 8 seconds (was 6 seconds before)


  • Fixed some typos in the story dialogue


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 Official Discord!

Patch 0.3.4.1

  • You can now edit the key binding for the "interact" button.


  • Improved player lighting
  • Improved player cloak physics
  • Improved player sideways walk animations
  • The fluid weapon animation setting has been removed from the options menu. This setting activated an interpolation of the weapon movement to make it appear more fluid. As weapon movement without the interpolation is more responsive it's now completely removed from the game. Initially this setting also caused some performance issues on lower end hardware so therefore is was made available as an option.
  • Added tooltip to the experimental voice acting option
  • Better tooltips activation on the attack cost section of the stats window


  • Fixed a bug which caused a crash on resuming a run from a game version previous the 0.3.4 patch
  • Fixed a wrong attack direction on the hammer weapon when attacking downwards
  • Fixed a bug which caused the game to crash when using double hit on player death


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 Official Discord!

Updated Player Character

With Update 0.3.4 we are introducing a completely redesigned player character with cloak physics along plenty of highly requested improvements.


  • The player character has been completely redesigned, featuring new cloak physics.





  • Super boss areas can now be exited the first 6 seconds after entering in case new players are entering the area. After 6 seconds the area will lock you into the boss fight.
  • The super boss portals are now deactivated for 3 seconds before being able to enter it (was 1 second before). Additionally the collider area for entering the portal have been reduced significantly. This should help to prevent accidental entering the super boss area.
  • Skill nodes spawning algorithm has been reworked to better balance the amount of base and skill granting nodes
  • Hearts now have an increased detection area for when they start to move towards the player
  • Fragments of Lights now have an increased detection area for when they start to move towards the player
  • Skill shards now also gravitate towards the player character as the hearts and fragments of light do.
  • Increased glowing intensity for weapon loot beams
  • Removed casted shadows for dropped weapons
  • Skill performance optimisations
  • Updated skill descriptions to add more consistent information
  • Attack identifier intensity for spider enemies has been increased
  • Player character size has been increased
  • Player weapon scales have been increased


  • Increased spawn rate of max HP skill nodes
  • Greatsword melee damage has been increased to 2 (was 1)
  • Shortsword knockback has been reduced
  • Scythe has increased range and reduced knockback
  • Dagger knockback has been decreased


  • Fixed a bug which might caused an error when switching ranged weapons animations
  • Fixed a collider issue with the hammer weapon


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 Official Discord!

New endgame scaling

This update 0.3.3.8 is mainly targeted at improving the endgame experience for Striving for Light.

  • New enemy scaling system for the endgame. The enemies HP is now scaling exponentionally to better match the player power gain. This should help to keep the challenge for endgame runs.


  • Performance improvements for the new melee chaining skills. Melee chaining skills are now also culled when they overlap each other to keep the screenspace readable.
  • Skill spawn algorithm has been improved to equal out spawn rates for the base skills and advanced skills
  • Performance improvements for enemy death routines
  • A new threaded physic model is now used which should improve performance for combat intense situations


  • [Melee Skill] Wind Shock now has a base damage and is not scaling with player melee damage (did scale).
  • [Melee Skill] Clash of Steel now has a base damage and is not scaling with player melee damage (did scale).
  • [Melee Skill] Piercing Blow is now not anymore scaling with AoE size (did scale with AoE size). Activation chance has been reduced to 20% (was 50%).




  • Fixed a bug which caused performance issues on enemy overkills (more damage dealt than available enemy HP).


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 Official Discord!

Melee chaining skills

This update 0.3.3.7 is introducing 3 new melee attack chaining skills along with some big balancing changes.

Melee chaining are equivalent to projectile chaining skills. Currently only projectile skills had the ability to create new projectiles which then trigger skills again. With the introduction of melee chaining skills you can now have a melee attack trigger a skill like "Double Hit" which creates another "Melee Attack" which can then trigger other skills again.

  • [Melee - On Hit Skill] Double Hit: You deal an additional melee hit when hitting enemies. The attack size scales with your AoE size. Double hit will have the same spawn rate in the skill tree as additional projectiles.



  • [Range - On Hit Skill] Cutting Shot: Your projectiles create a cutting attack which damages all surrounding enemies applying a weak knockback. Damage scales with your melee damage. The attack size scales with your AoE size.



    Because Cutting Shot is a melee attack it can trigger additional melee on attack skills like the wind shock for example.

  • [On Dodge Skill] Cutting Dodge: Your dodge creates a cutting attack behind you. Damage scales with your melee damage. The attack size scales with your AoE size.



  • [Melee Skill] Wind Shot is now scaling with you melee attack damage. The proc chance has been increased to 50% (was 30%).
  • [Melee Skill] Clash of Steel is now scaling with your melee attack damage. The proc chance has been increased to 50% (was 30%).
  • [Melee Skill] Piercing Blow is now scaling with your melee attack damage. The proc chance has been increased to 50% (was 30%).
  • [Ice Traps] Reduced projectile amount of ice traps to 3 (was 6). Ice Traps now aim at the player but therefore have a longer cooldown of 8 seconds (was 6). Ice Traps now also have a improved animation to indicate when they are ready to shoot again.
  • [Range Base Skill] Additional Projectiles spawn rate has been decreased slightly
  • [Wind Shock] Skill spawn rate has been reduced drastically since Double Hit will make up as a basic melee skill.
  • [Phoenix] Phoenix activation fragment of light cost is reduced to 1 (was 3) 
  • [Phoenix] Phoenix rewards have been increased



  • Increased spawn radius for world events to map border to prevent enemies getting spawned outside of map borders.


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 Official Discord!