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Striving for Light News

Void Content Update

With the void content update (version 0.4) we are adding a complete new map, new enemy types and new bosses to Striving for Light. A search & filter option for the skill tree along some other highly requested quality of live features have made it into this update, like resuming the old view position hen entering the skill tree.

[previewyoutube][/previewyoutube]

  • The "void" has  been added as a complete new map with new destructible objects, new traps and obstacles.
  • Along the new map a new soundtrack "the void" has been added to the game. This is now pushing the total play time of the game soundtrack to over 30 minutes, with even a lot more to come.
  • Added two new enemy types (centipede and corrupted light).
  • Added two new map bosses.
  • Added lantern as obstacle objects for the endgame maps.
  • Added a new skill tree search function where you can now search through all skills and skill descriptions to highlight matching nodes. You can even search by trigger type or skill type or the applied condition. This should make it easier to navigate through big skill trees.



Lets get into some details how the search & filter function can be used to find the desired skills in huge skill trees. Lets say you want to search for the skill "Cutting Shot". You can either search for the skill name directly but you could also search for any keyword in the description like "Projectiles", "Melee Damage" or "AoE". You can even search for the skill type: "Range" or "Melee" or the type of skill effekt like "On Hit", "On Attack" or "On Dodge".



  • The skill tree can now be used in the town for active runs.
  • When opening the skill tree the last view where you left the skill tree is restored.
  • Big performance improvements.
  • Enemies now not switch to the wander state when out of sight, improving performance and keeping enemies in place.
  • The available time for escaping super boss arenas has been increased to 12 seconds (was 6 seconds). The remaining time is now saved so that re-entering does not reset the remaining time.
  • [Skill] Glaring Light: Has now improved VFX with effect culling to improve screen readability when multiple active effects.
  • Increased trap distance from player spawn location in super boss arenas.
  • Removed the city map from the endgame map pool.


  • Fixed a bug which made it possible to escape from the super boss areas when entering the skill tree.


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 0.3.4.2

  • 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!