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Striving for Light News

Update 0.9.13

This update mainly brings a compatability layer for the new save file system coming with 1.0 and the new character slots. We also added some improvements to the zoom level and translations.

[h3]Major Changes and Improvements[/h3]
Increase max zoom out level slightly, and max zoomed out is now the default when loading the game. Also the nearest zoom level has been slightly reduced.
Improved Translations
Compatability layer for new save file system with character slots for 1.0 added

The 1.0 Release is coming July 11th. Here is our announcement post:
https://store.steampowered.com/news/app/1646790/view/543358846952800641?l=english

If you encounter any issues please report them so that we can make sure to fix all of them before 1.0 releases.

Striving for Light 1.0 is coming July 11th!

Welcome back Wanderers to the 1.0 Release Reveal Marathon #4, this time with some big news!

We have been working extensively on the upcoming 1.0 patch for Striving for Light and can't wait to share it with you!

[h3]The 1.0 Release of Striving for Light will be on:[/h3]

July 11th 2025


[h3]1.0 Announcement Trailer[/h3]
We are happy to share the Striving for Light 1.0 Announcement Trailer. Showcasing the previously announced content in action and even moaaar. Fear not we will share further details about the teasers in the next reveal episodes.

[previewyoutube][/previewyoutube]

[h3]Release Event[/h3]
We are planing a Release Event where we will share more information in upcoming reveal episodes.

[h3]Updated Website + Presskit[/h3]
We also have updated the Striving for Light Website and Presskit including new game art for weapons, skills and trinkets.

Official Striving for Light Website

The 1.0 release is a major milestone for our studio, and we’re excited to share it with you! We can’t wait to hear your thoughts on the new features and content.

But behold, this is only a fraction of what will come with the 1.0 Release, we will continue the reveal marathon on next Wednesday 4th of June.

In case you missed 1.0 content update reveal #3 covering new pinnacle bosses, Ankerath redesign and no more default contact damage, you can read get up to date here:

https://store.steampowered.com/news/app/1646790/view/543358212361945269?l=english

You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.

1.0 Release Reveal Marathon #3

Welcome back Wanderers to the 1.0 Release Reveal Marathon #3, where we will unveil a major part of the extensive 1.0 content update.

Note that everything which is presented here is still in development and testing and might change until release.

New Pinnacle Bosses

It has been a while since we implemented the Awakened Gatekeeper bossfights with 2 Aeodra to face off in epic pinnacle bossfights. So we felt that having more variety in pinnacle bossfights would be a welcome addition. With the massive 1.0 update we are introducting 2 new bosses.

[h2]Lyxara, the Dawnbreaker[/h2]
Lyxara, the Dawnbreaker, channels the searing wrath of the sun itself, scorching all who dare oppose her.


[h2]Vareth, the Suncleaver[/h2]
Vareth, the Suncleaver, wields a colossal blade infused with solar fury, cleaving through foes with blinding, sunlit strikes.


We think these new challenges will not only bring more much needed bossfight variety into the endgame but infuse the game with new challenges.

Redesigned Town Ankerath

Continuing our redesign streak from last weeks post, we can finally share that the buildings in Ankerath will receive a much needed overhaul with the upcoming 1.0 update.
https://store.steampowered.com/news/app/1646790/view/516335980136890830?l=english

Many town objects have been completely redesigned to make Ankerath feel like a true sanctuary — a cozy hideout and shining beacon of light amidst the darkness that engulfs the land.






No More Default Enemy Contact Damage

We have heard your feedback regarding enemy contact damage and we are happy to share that plenty of enemies will receive new attack pattern to remove default enemy contact damage entirely. With update 1.0 there will be no enemies dealing contact damage by default.

Some old enemies like the dragonflies in the basement map did not have any attack animations and therefore only dealt contact damage. Those enemies now got distinct attack patterns so that you will not have to fear to loose your run by walking into a fly during endgame ending your run :).


Release Date - Announcement soonTM

We are happy to announce that we will be announcing the release date of Striving for Light 1.0 very soonTM.


We hope that this preview excites you for the upcoming 1.0 release! We are looking forward to hear your thoughts on all the new features and content.

But behold, this is only a fraction of what will come with the 1.0 Release, we will continue the reveal marathon on next Wednesday 28st of May.

You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.

1.0 Release Reveal Marathon #2

Welcome back Wanderers to the 1.0 Release Reveal Marathon #2, where we will unveil a major part of the extensive 1.0 content update.

Note that everything which is presented here is still in development and testing and might change until release.

Last week we covered: Character Slots, Honour System, Unknown Wanderer Redesign, Hybrid Skill Nodes and the new Evasion Skill Nodes
https://store.steampowered.com/news/app/1646790/view/543356943483273818?l=english

Redesigned Bosses & Enemies

Since we have been working on this game for around 4 years, some art assets look quite dated compared to all the new additions. For the 1.0 release we will be reworking nearly all gatekeeper map boss designes with fresh animations and new art. We tried our best to maintain the character and personality of each character.






We also did further refinements on the perspective of the gatekeeper arena. But wait this is not all, we have also redesigned all the secret bosses, the phoenix and someone else we have encountered on our journey...

Do you recognize him....? He got some surprises in store...



Redesigned World Elements

Not only enemies and bosses have become dated due to our long early access journey. Some world events also are showing their age and not reflecting our current visual standarts. Gatekeeper portals have received a redesign as well as all chests got a complete visual overhaul.

We also added some new chest designs to not only better communicate on which chests you need a key, but also make awakened gatekeeper chests look more impressive and apropriate in size to hold all the loot they hold in store for you.



Redesigned Skilltree and Skillnodes

Since the heart of Stiving for Light is the skilltree we thought it deserves a complete redesign as well.



All skill nodes have been completely redesigned with an entire new concept for the skill node frames. Up till now plenty of melee, range and companion skills had the same skill frame design and only a colour difference was indicating the type of skill. We went the extra mile to redesign ALL skill nodes icons.

We also created distinct skill node frames for all different skill types. Range skills will now be indicated by a spikey arrow type skill frame. Melee skills will have a more massive steel inspired skill frame. Companion skills will have wings. Universal ability skill nodes that trigger effects but are working with melee and range attacks now have a more universal skill node frame. Attack replacer skill nodes now have a exchange inspired skill node frame indicating that you can only pick on of those and that this skill will replace a functionality.

Melee Skill Nodes:

Range Skill Nodes:

Companion Skill Nodes:

Universal Skill Nodes:

Attack Replacer Skill Nodes:

Advanced Skill Nodes:

Basic Skill Nodes:



We also think this will be a further step in making it easier when navigating the skilltree with less hovering is required to distinguish where you want to go. Furthermore the skilltree background got reworked as well.


Enemy Ragdoll System

A new enemy ragdoll system will make combat feel more impactful and fun. Slaying enemies will now trigger a ragdoll effect with a gradual death animation. This will be a huge step up from the simple vanishing before, which looked odd especially on big enemies like endbosses.

Here is how it looks in action.




We hope that this preview excites you for the upcoming 1.0 release! We are looking forward to hear your thoughts on all the new features and content.

But behold, this is only a fraction of what will come with the 1.0 Release, we will continue the reveal marathon on next Wednesday 21st of May.

You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.

1.0 Release Reveal Marathon #1

Welcome back Wanderers to the 1.0 Release Reveal Marathon #1, where we will unveil a major part of the extensive 1.0 content update.

Note that everything which is presented here is still in development and testing and might change until release.

Character Slots

We heard your feedback and have put in tremendous work to expand the file save system to make this dream come true.

4 Character Slots will be added for each Game Mode, so you will be able to have up to 8 active characters on each season or save file. This will now allow you to start new runs without terminating your current active run. All items will be synced anytime between all your characters, so you are able to farm shards on a new character and jump back to your highest character once you found some crafting materials to improve your weapon for example.



Honour System

With the current leaderboard the focus is entirely on the maximum reached level and terminating a run just before reaching your previous milestone just feels not very satisfying. Therefore, we want to further shift the focus away from the maximum level and introduce a gradual progression where every run feels meaningful for the progression on the leaderboards.

With coming 1.0 the leaderboard ranking will be based on a new ladder system called honour. After each run you will gain honour based on the amount of experience gained during your run. You will then gain honour levels that determine your sesonal leaderboard placement. For players with the same honour level the ranking will be determined based on your highest character level. Your honour level is unique for each game mode (hardcore and softcore) and is also unique to each season or save file. So each season you will start with honour level 1. This new honour system will let you constantly progress on the leaderboard and prevent runs feeling useless for leaderboard pushes when you did not beat your current max level record.



Unknown Wanderers Rework

Unknown Wanderers starting characters have been redesigned to focus on hybrid build playing styles. Therefore both characters have received plenty of new specialisation skill nodes that empower hybrid playing styles. This should also give those characters a unique space among the roaster of different character options. Male Unknown Wanderer now has +30% increased melee damage and +20% increased projectile damage. Female Unknown Wanderer now has +30% projectile damage and +20% melee damage.

Furthermore Unknown Wanderers will be the only character classes that have access to increased spawn rate of a new type of skill nodes: Hybrid Skill Nodes granting endurance and energy resources.

New Specialisation Nodes have been added to the Unknown Wanderers Specialisation Trees:
  • Hybrid Mastery: Max Energy +1, Max Endurance +1, Endurance Regeneration +100%, Energy Regeneration +100%, Hybrid Skill Spawn Chance +30%
  • Hybrid Potential: Max Energy +1, Max Endurance +1, Endurance Regeneration +150%, Energy Regeneration +150%, Hybrid Skill Spawn Chance +50%
  • Hybrid Combat: Melee Damage +120%, Projectile Damage +80%
  • Hybrid Aim: Melee Damage +80%, Projectile Damage +120%
  • Hybrid Training: Melee Range +15%, Additional Projectiles +1, Attackspeed +10%, Area of Effect +10%, Projectile Range +20%


New Skill Nodes
2 new hybrid resource skill nodes will be added.
  • Hybrid Empowerment: Increase you maximum endurance +2 and maximum energy +2
  • Hybrid Regeneration: Increase you endurance +100% and energy regeneraton +100%

Evasion that previously was exclusive to the Rogue character class will now be available as a basic skill node in the skill tree. Evasion grants you a chance to decrease your incoming damage by 50%. It will need some investment to effectively utilise this stat, but combined with the Rogue you will be able to push evasion up to 100% to reduce all incoming damage by 50%.
  • Evade: Increase your evasion chance by +2%. Evasion reduces your incoming damage by 50%.


We hope that this preview excites you for the upcoming 1.0 release! We are looking forward to hear your thoughts on all the new features and content.

But behold, this is only a fraction of what will come with the 1.0 Release, we will continue the reveal marathon on next Wednesday 14th of May.

You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.