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Striving for Light News

Legendary Content Update - Preview (Part 2)

In this post we are going to take a deep dive into the new weapon tier we are adding with the Legendary Content Update (Version 0.7.1)... yes, you guess it right, we are adding legendary weapons to the game. And we will also take a closer look on how you can modify weapons with the new introduced crafting system.

[h3]The Legendary Content Update will be released on Monday 28th of November at 8pm CET.[/h3]
With the update lauch we will start Season 6.



[h2]Legendary Weapons[/h2]
With this update we are adding a complete new weapon tier to the game: Legendary Weapons. All weapons in the game receive a legendary tier which not only has a higher base damage but also comes with a skill socket. The skill socket can hold a big variety of different ability skills which can freely be combined with your abilities from the skill tree. This will lead to over 1000 new legendary weapons to hunt for and bring your builds to the next level.



The legendary abilities will open up completely new build possibilities. You want to build melee constructs while casting a shot from your ranged weapon, or summon companions on melee attacks, or what about trigger AoE explosions directly on attacks? Furthermore legendary weapons complement themself. So if you wield 2 legendary weapons those legendary abilities can influence each other.



[h2]Crafting System[/h2]

With this update we are introducing a crafting system as well as 3 collectible weapon shards into the game. These weapon shards are rare drops which can be found in every corner of the world granting you new ways to upgrade and modify your weapons.

This are the 3 new introduced weapon shards and what you can use them for.

  • Shard of Power
    A shard which holds the power to modify the base damage of any weapon.

  • Shard of Quality
    A shard which holds the potential to transform a normal weapon into a legendary weapon. 

  • Shard of Recast
    A shard with the power to recast an embedded skill into something new.


With the new crafting system you can not only re-roll the base damage of the weapon you can also try your luck with shards of quality to upgrade a normal weapon to a legendary weapon.



Once you obtained a legendary weapon you can re-roll the socketed skill with shards of recast to a new ability to hunt for the perfect synergies for your builds.



[h3]Reworked Weapons[/h3]
All weapons now have random generated damage stats. It is easy to find a weapon with normal base damage but in rare cases you can now find weapons with very high base damage.

Along the random generated attributes we are also changing the damage scaling of skill nodes. In the past it did not make a huge difference how much damage a weapon has dealt because the base damage got quickly overshadowed by the increased damage buffs from the skill tree. With this update we are scaling the increased damage skill nodes based on your weapon base damage. So if you are wielding a dagger with a lower base damage but fast attack speed the increased damage nodes from the skill tree will grant less damage increase compared to wielding the elder club with over 3 times more base melee damage. This should make weapon choices more substantial and not only about their attack speed and range.

There is even more to come with the legendary content update (version 0.7.1), we will post the full patch notes close to the update release date.

Thanks for being part of our game development journey for Striving for Light.

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

Join the official Discord!

Hotfix 0.7.0.3d

[h3]Improvements[/h3]
  • The health bar is now dynamically decreasing the size to fit all of the max health onto the screen. Yes, actually players managed to break the game and gain over 50 health.
  • Re-enabled player cloak. Did anyone notice that the cloak was missing? We didn't...

If you encounter any crashes please report them via discord or the steam forums, this is of great help to fix them all.

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

Join the official Discord!

Legendary Content Update - Preview (Part 1)

In this post we are going to take a deep dive into some of the UI improvements coming with the Legendary Content Update (Version 0.7.1) and a small hint which features you may also expect with the upcoming Striving for Light Update.

[h2]Crafting[/h2]

A new crafting window will be introduced which can be opened anytime during your run or also from the skill tree. The crafting window will also serve as your gear inventory showcasing your equipped weapons and the new item type we will introduce in the future. You may have noticed the 3 new shards located at the bottom of the crafting windows. And this is exactly what it looks like...

[h2]Skill Gem Window[/h2]


When you have collected plenty of skill gems finding the right one might consume some time and requires some serious scrolling action. With the upcoming update we are introducing optional filters which can be toggled to only show the selected skill gem type. So if you search for a melee skill gem you simply toggle the melee filter and all skills which are not for melee attacks will be hidden.

[h2]Stats Window[/h2]


Futhermore, the stats window has shown its age and its time to replace the stats window with better structured and visually upgraded version. The stats window now also shows your equipped weapons and also the cost related to the attacks are now displayed much clearer which should make it easier for new players to understand the resource system. You may also have noticed the tab menu on the bottom which allows to switch to the skills tab where all active skills are now displayed with a lot more available space compared to the old stats window where icons tend to get very small if plenty of different active skills have been activated.

[h2]Skill Tree[/h2]
We are also improving the skill tree algorithm. So with the new update at least one range and one melee active ability is spawned on each new run so that it is immediatly available. This should prevent having to re-roll a run due to no active ability skills being spawned from the start and a lack of goal to craft a build towards.
Along this we are also balancing spawn possibilities of some skills in the skill tree.

[h2]Skill Reworks[/h2]
With the upcoming update we will rework some skills to improve their usability. We are also adding support skills for condition damage and will rework the companion support skill. Which skills do you never use, and why? Let us know in the comments!

[h2]And more...[/h2]
There is even more to come with the Legendary Content Update, you may already have a guess what we will introduce. Let us know your guess.

To learn more about the upcoming update watch out for the second part of our content update preview.


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!

Pricing & next Content Update!

Almost a week has past since our 0.7 Aeodra content update release with plenty of smaller improvements and bugfixes already, so you might ask yourself whats next. On this post we will give you some insight in what we are working on for the next bigger update 0.7.1 and give a hint for the scope of the 0.8 content update.

As already mentioned before our 0.7 update release we will adjust the pricing for Striving for Light tomorrow (17.11.22) 7pm CET. So there is still time to get the game on the lower price before the adjustment happens.

[h2]Pricing[/h2]
Since our initial Early Access release, less then a year ago, the amount of content has grown tremendously with around 40 released content updates and over 50 smaller updates with improvements and bugfixes. Until now we have not raised the price for Striving for Light. As we are approaching the full release in 2023 we will increase the price as planed and communicated during Early Access and with the final 1.0 release.

The price for Striving for Light will raise from the current $7.99 USD (€6.59) to $9.99 USD (€9.75) (we have adjusted the pricing accordingly to steam's recently updated pricing since our last announcement).

[h2]Update 0.7.1[/h2]
[h3]Reworked Skill Gem Window[/h3]
The skill gem window will be reworked featuring filter options to sort gems by melee, range, basic and misc nodes to have an better overview and make finding a certain skill gem easier if a lot of them have been collected.

[h3]New Weapon Stats[/h3]
Weapon stats will be viewable independently from picking up a new weapon.

[h3]Skill Rework[/h3]
Plenty of skills will receive a rework and rebalancing based on your recent feedback.

This is only a fraction of what we have in store for the 0.7.1 update.

[h2]Update 0.8[/h2]
[h3]New side dungeons[/h3]
New side dungeons where you can acquire a new item type which hold passive as well as new active abilities when the set is completed. These items can hold set bonuses as well as single buffs. Enter the dungeon multiple times to complete item sets or combine those items as it suits your build.

[h3]New item type[/h3]
The active abilities of the new items can be actively triggered using the right mouse button. This can be powerful new attacks temporal buffs and more.

This is also just a small hint what is to come with the 0.8 update. We will give more information on the next updates as we approach the release of those updates.


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!

Patch 0.7.0.3c

  • Portal to town in tutorial is now automatically opened if tutorial boss is defeated.
  • Improvements to input responsibility routines. This should make button presses to switch scenes more reliable.
  • Portals are now interactible after scene switch without needing to walk away and approach them again.
  • Companions refresh their attacks now which should yield much more constant damage output also if they don't move.



[h3]Companion Rebalancing[/h3]
  • Companions have increased attack range.
  • Range companion has increased projectile speed.
  • Companions have faster movement and attack speed and in general are more responsive to your movement.
  • Wolf Companion: Cost has been reduced to only reduce resource regeneration of energy/endurance by -40% (was energy/endurance regeneration -50% and reduced max energy and endurance by -1)
  • Range Companion: Cost has been reduced to only reduce resource regeneration of energy/endurance by -40% (was energy/endurance regeneration -50% and reduced max energy and endurance by -1)
  • Chicken Companion: Cost has been reduced to only reduce resource regeneration of energy/endurance by -40% (was energy/endurance regeneration -50% and reduced max energy and endurance by -1)
  • Bursting Companion: Cost has been reduced to only reduce resource regeneration of energy/endurance by -20% (was energy/endurance regeneration -40%)



  • Fixed double hit and melee constructs not being able to attack bosses, especially gatekeepers and deal any damage.
  • Fixed skill effects sometimes not being shown on false culling. Now skill effects should always be displayed also on gatekeeper fights, where you tend to fight long on one spot where this issue previously occured.


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!