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Striving for Light News

New Weapons: Hammer, Magic Shield, Throwing Axes, Throwing Spear, Drop VFX.

With update version 0.3.3.6 we are adding a total of 4 new weapons to the weapon arsenal of Striving for Light. We also added weapon drop vfx and drop sounds to make weapon drops more exciting.



  • New Melee Weapon: Hammer
    A mighty hammer that smashes the ground below your enemies and applying a heavy area knockback.



  • New Melee Weapon: Shield
    A magic shield that has a 20% chance to create a magic shield barrier which protects you for 3 seconds from attacking enemies and their projectiles.



  • New Ranged Weapon: Throwing Spear
    A heavy throwing spear that applies knockback on enemy hits.



  • New Ranged Weapon: Throwing Axes
    Swirling axes with balanced attack speed, projectile speed and range.



  • New weapon drop visual and sound effect



  • [Skilltree] Increased weight scaling factor for base skills to better compensate lower spawn rates when a lot of skills have been unlocked
  • [Skilltree] Decreased skill spawning rate of max dodge and dodge regeneration




  • Temporary fix for emty world saves. Now a new world is generated to prevent getting stuck on empty floors after returning from super boss areas. Note that this might re-generate a world instead of getting you stuck, which might lead to a loss in loot on the current dungeon floor. As soon we have reproduced the issue and located the cause this will be be fixed.
  • Fixed a bug which caused multiple phoenix to spawn in the endgame.
  • The librarian NPC will now only take your light when there are actually more skills to unlock.
  • 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!

New enemy collision system

With update version 0.3.3.5 we are changing the way enemy collisions with the player character are handled in order to make melee combat more predictible and viable. Some enemies have also got reworked and improved fighting patterns.

  • Changes to the Enemey-Player-Collisionsystem
    Enemies now in general don't deal contact damage to the player character anymore. Enemies now only deal damage when they actually perform attacks. We therefore have reworked our attack animations to make it easier to differentiate when an enemy is attacking.



    The spider enemies are now indicating the attacks by a red glow. After the attack has been dodged the player can get close to the spider without receiving damage to follow up with melee attacks.



    The new collision handling also improves the readability of boss fights. You can now stay in touch with bosses and only dodge the attacks.

    Melee combat will benefit greatly from the collision system rework and should take away the feeling of not being allowed to touch anything and opening up more space for tactical player positioning. Staying close to enemies will now become a tactical decision which involves knowing the enemy fighting patterns.

  • More complex enemy fighting patterns
    A lot of enemy fighting patterns have been reworked to make combat more exciting. Snails for example can now cut off the walking path and a lot of enemies now aim their projectiles.



  • More reliable interruption of ​enemy attacks after knockbacks
  • Timings of enemy fighting pattern have been improved to better match the new enemy-player-collision changes.


  • Ice crab enemy and boss has now decreased melee hit range


  • Fixed a bug which caused enemy attacks to get stuck after triggering a knockback
  • Fixed a bug which caused enemy attacks to get stuck after getting affected by freezing effects

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 Melee Skills

This update is dedicated to your feedback regarding melee performance and build diversity. For the majority of players range builds are superior compared to melee builds. In this update we are introducing 3 new melee skills with new mechanics where one skill is serving as a basic melee skill which is unlocked directly from the start of your run (like the range skill for additional projectiles).

  • [Skill] Clash of Steel:

    Your melee attacks have a 30% chance to create blades, which cut through your surrondings. Area scales with AoE size.



  • [Skills] Piercing Blow:

    Your melee attacks have a 30% chance to create a piercing blow, which pierces through all enemies in the attack direction. Blow size scales with AoE size.



  • [Skills] Wind Shock:

    Your melee attacks have a 30% chance to create a wind shock, which knocks back all enemies in front of you. Wind Shock size scales with AoE size.



    Wind Shock is a basic melee skill that is unlocked directly from the start and has the same spawn possibility as the additional projectile node for range attacks. This shall equal out the gap between range and melee possibilities on the start of a new run.

  • A new animated tutorial for explaining how to use skillgems has been added.


  • [Skill] Increased Melee Damage

    The skillnode design has now the same color as all melee nodes for improved consistency.


  • Enemy HP scaling has been increased for the endgame
  • Slightly increased heart drops from world objects
  • Decreased heart drops from enemies
  • Decreased dodge skill spawn rate in skilltree


  • Fixed a bug which made it possible to unlock phoenix weapons by the NPCs.


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 0.3.3.3

  • Added new tutorial for temporarily deactivating skills: Since this may get overseen by quite a huge amount of players there is now a new animated tutorial explaining how to temporarily deactivate skillnodes to save resources.


  • Explode visual effects have been increased in size to make the effect more impactful and visible without AoE increase.


  • [Weapon] Scythe: Has now knockback


  • Fixed a bug which caused the minimap to reset after the second floor (this time it should be fixed, let me know if not)


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!

Dodge Rework

This patch is all centred around improving the dodge mechanics to decouple it from the melee resource and increase melee viability. The new dodge resource system also lays the foundation for a new skill type: Dodge Skills.

                 New Features
  • New dodge resource system:
    Dodging is now decoupled from the endurance resource for melee attacks. This should increase melee viability and remove the disadvantage using a lot of dodging while in melee combat.



  • New Skill Scattering Dodge has been added: Your dodge throws 3 projectiles.



  • New Skill [Exploding Dodge] has been added: Your dodge triggers an explosion.



  • New Skill [Blazing Dodge] has been added: Your dodge burns the ground below you.



  • New Skill [Max Dodge] has been added: Increase your maximum dodge charges
  • New Skill [Dodge Regeneration] has been added: Increase your dodge charge regeneration


                 Bugfixes
  • Fixed a bug which caused the minimap overlay to reset after entering the skill tree and returning


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!