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Light, Shadows and Blood Update

In Update 0.9.0.9 we took a step back and focused on the games visuals with improved lighting, shadows and brand new blood effects. We also optimised our rendering pipeline for performance improvements

[h3]New Features[/h3]
  • Blood decals: New blood effects have been added to the game. This should not only improve hit feedback but will add three dimensinal depth to the game.



  • 3D Projectile Shadows: All projectiles now have 3D shadows that will seperate them better from the background improve the feel of depth.
  • Improved enemy shadows: Enemies now have improved shadow effects.



  • Abandon Run: Added abandon run option to the pause menu which lets you directly end your current run and start a new one. A confirmation window has been added to prevent accidental button clicks.



  • Improved Performance: Optimised rendering pipeline for performance improvements.



We want to thank you for your ongoing support! If you want to stay up to date with the ongoing development and chat with fellow players you are invited to join our discord.

Hotfix 0.9.0.8f

[h3]🌟New Features:[/h3]
  • Weapons Stats and tooltips now have frames according to their rarity/stats count


[h3]⚖️Balancing:[/h3]
  • [Condition Damage] Default starting condition damage was reduced to 5 (was 10 before)


[h3]🔧Fixes:[/h3]
  • Sandworm map boss now has larger aggro range to prevent him from blocking pathways before you can aggro him.
  • Companions respawn is now triggered after each performed attack to prevent them being lost in the map when they are locked into an attack loop.
  • Fixed lost map chest key when leaving game and returning run later on.
  • Companion projectiles are now as well affected by player effect transparency setting.

Hotfix 0.9.0.8d-e

[h3]🌟Improvements and Major Changes:[/h3]
  • Smarter Companions: Melee Companions now move away from the target to re-attack and are smarter now.



  • Switched leave and trade button on the corrupted merchant UI


[h3]⚖️Balancing:[/h3]
  • Condition damage stack decay per condition tick is now back to 55% which is only slightly less than the initial 67%. The latest change to 30% has been reverted. The maximum condition damage duration is now a maximum of 20s. Hitting during this duration will extend the condition duration by 1s per condition hit.
  • A major "bug" in the condition calculation was fixed which made the condition decay to be applied before the first condition tick which made it nearly impossible to wrap the head around how condition damage is calulated. This fixed bug will lead to ~ 45% increased condition damage, to compensate we lowered the condition damage skill nodes to grant +7 additional condition damage (was 10 before). Overall this should be a further buff for to the already strong condition damage. Please give us feedback how this affects your builds and run performance. (v.0.9.0.8e)


[h3]🔧Fixes:[/h3]
  • Fixed companions not being teleported to player position when entering descent expedition rooms.
  • Fixed NPCs and loot can be target the same time which made it possible to trigger dialog and change items at the same time.
  • Fixed seldom bug that made you teleport to the gatekeeper arena when interacting with objects on the map.
  • Fixed triggering gatekeeper portal and exchanging a trinkets or weapons at the same time which lead to duplicated items.
  • Chickens, buildings and map obstacles now do not distract range constructs and make them shooting more reliable. Range constructs are now also able to aim at the training dummies in town. (v.0.9.0.8e)

Hotfix 0.9.0.8c

[h3]⚖️Balancing:[/h3]
  • Increased condition damage stacks decay per tick to prevent abnormal high condition damage stacking to -60% (was -30%)


[h3]🔧Fixes:[/h3]
  • Fixed additional projectiles and weapon stats not being applied directly on weapon pickup
  • Fixed gap lines in ground tiles especially visible on the beach map
  • Fixed range constructs enemy targeting issue.
  • Fixed bloodstained chest counting defeated enemies wrong
  • Fixed very long skill tree connections on skill tree expand

Pathfinder Redesign - Public Playtest

We are currently redesigning the pathfinder map system and want to invite you the chance to playtest the new system before the update 0.9.1 get released. This will give us the chance to gather valuable feedback to get the most out of the new pathfinder system.

To access the public playest simply go to the game on steam -> right click preferences -> betas -> select playtest.

As this is a public playtest you are allowed to stream and share your experience with the new system. Please share your experience with us here on steam forums or our discord.. We will also jump into livestreams and check out how the progress looks in actual runs to get better insights for balancing the new system.

Make sure you only play on the new playtest 0.9.1 online safe file and refrain from using the season 11 safe file. Playtest has its own leaderboards.

[h2]New Features:[/h2]
[h3]Pathfinder Redesign[/h3]

The pathfinder system got some major changes to not only make it easier for new players to get into but also to make runs less dependent on farming map shards. Shard of Augmentation and Shard of Mitigation have been completely removed. Maps now have a fixed amount of sockets which can be used to socked map modifiers into your maps. Starting from map tier 1 with two empty mod socket each increased map tier will add one additional socket to the map. Therefore the overall amount of spawned map modifiers has been drastically reduced.



This now limits the additional bonus exp you can get per maps and prevents runs where you could have >1000% bonus exp in one single map if you had enough farmed map shards, which then lead to outscaling the whole game. This now also allows us to lower the enemy HP scaling and also the amount of map modifiers that spawn on maps by default. This change will overall lead to much more accurate balancing opportunities as we do not have to cater towards these special cases. Also the difficulty curve is much flatter now so you should not experience "hitting a wall" quite as hard and early as currently.



Since we also reduced the amount of map mods that spawn on maps by default we can also much earlier spawn higher map tiers that allows you to challenge the Awakened Gatekeepers on much earlier levels. 

For the endgame scaling we target that even the highest maps only have half of the available modifier sockets filled with modifiers. So no longer there will be infinite more map mods stacked on top of each other. So for example a map tier XV map would have 15 available map modifier sockets but only 7 of them will be filled by default with random modifiers on an end-end game run.

[h3]Difficulty Scaling[/h3]
We did major changes to the difficulty scaling during the run. Enemy hp scaling for normal enemies and bosses has been drastically decreased which should make the run progression to much more gradually increase in difficulty as it currently had.

Higher game difficulties now not add additional map modifiers to your maps as they have previously. They will now simply add some more enemy HP and increase the elite enemy spawn rate.

We want to thank you for your ongoing support! If you want to stay up to date with the ongoing development and chat with fellow players you are invited to join our discord.