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New Features Coming To Soul Stalker!!!

Hi everyone!

In the last update we touched upon what is being worked on for Soul Stalker's first major update, Beta 1.1.0, and in this post we wanted to show you some of the progress we've made so far! By the way, as always, we would really appreciate it if you left a review! It's the best way to support the game!



The first point that we've been working on that wasn't in the original update sheet is pathfinding for enemies! Some players have complained about how enemies sometimes get stuck on level geometry, and while this was originally intentional to keep the game in line with others in the genre, we've got no complaints with advancing the genre 😎

Below you'll see the editor and game view of the pathfinding in action! It's already functional, and we're just doing the final tests to make sure it's as bug free as possible. Because this feature can put a bit of strain on lower-end CPUs, it will be on by default but can be turned off with the "CPU Load" setting!



Another feature we're testing is upgraded map visuals. Given that we're re-doing the map logic to allow for more strategic decision-making, it was the perfect opportunity to revisit the visuals as well. The image below shows the WIP version of what we're testing.



For ease of comparison, the image below is how it currently looks like in-game, and the image above is the (potential) new version.



Do you prefer the new version? We'd love to hear your thoughts! Apart from the visuals, we're revamping the decision making to make the map have fewer paths, but each path makes a bigger impact on your run.

Apart from those 2 major additions, we've made smaller changes that we'll reveal in the patch notes, and many of the points in the update sheet are already finished!

Anyways, that's it for this update, and as always, we would really appreciate it if you left a review! It's the best way to support the game!

https://store.steampowered.com/app/1714240/Soul_Stalker/

- Conrad, Lead Developer