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Soul Stalker News

Hotfix #5 (Beta 1.0.8)

Hi everyone!

We have a new patch for you all today, and I'll get right to it as it's a smaller one! Also, if you've been enjoying Soul Stalker we would really appreciate it if you left a review! It's the best way to support the game

[h2]Beta 1.0.8[/h2]
- Fixed bug that caused some devices with less wide displays (e.g. Steam Deck) to not always be able to click on the boss node on the map.
- Fixed bug that caused the Soldering Iron to reduce Power by 10%.

Apart from these two bug fixes, we've been wrestling and engaging with all of the feedback from yesterday's post, and it's been so helpful! If you haven't read it already, I recommend you do and we would really appreciate any additional thoughts!

Anyways, that's it for today's update and I'll see you all in the next one!

(P.S. The launch sale ends on Friday so make sure to get the game before then!)

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

- Conrad, Lead Developer

Future Plans + Hotfix #4

Hi everyone!

It's been 3 days since the release of Soul Stalker (feels like it's been a lifetime already with how many updates we've made!) and as every day since launch, we have another hotfix! Before we go into that though, I wanted to propose future plans for the game, as well as request some suggestions from the community! Also, if you've been enjoying Soul Stalker we would really appreciate it if you left a review! It's the best way to support the game



[h2]Map System + Difficulty[/h2]
While many of you enjoy the Slay the Spire-styled map system, others feel that it needs more node types in order to increase the decision making in the game. On top of that, some of you also feel that the base difficulty of the game is still too easy, despite the balancing changes made since release.

Because of that, I propose the following adjustments made to both increase choice in the map screen, and increase general difficulty:

- Splitting up trinket and weapon shops. This change would make it such that shops no longer sell you trinkets and weapons, instead shops are either weapon shops or trinket shops. The benefits of this change are the following:
  • More decision making since you now have to choose paths depending on what kind of shops you want to hit.
  • Higher difficulty since you have to plan more.
  • Players will no longer have the issue of getting served weapons in the shop when they're happy with their current arsenal.

- Separating weapon upgrades/healing from shops. Right now, entering shops prompts you with the choice of upgrading a weapon, or healing. This happens before you get to buy trinkets. Separating the upgrade/healing from shops into a new node (tentatively named campfire nodes) of its own has the following benefits:
  • More decision making since you have to choose paths depending on whether you want to spend a node on upgrading/healing.
  • Higher difficulty since you have to plan more.

- Changing the regeneration stat to not heal after combat. The regeneration stat currently heals you after each combat, and is used to determine healing in the pre-shop screen. The new proposed use for this stat would be to only determine healing in campfire nodes (and would be increased for each character to account for the fewer instances you would be healed). The regeneration change would have the following benefits:
  • Harder runs since you get healed less often.
  • Rewards good players for not being hit, as they can choose to upgrade where other players would have to choose to heal.


I want to re-iterate that these are all proposed changes, so nothing's confirmed yet but I wanted to get feedback from the community regarding these potential tweaks in order to be sure that this is the direction you all want Soul Stalker to go in! Feel free to give me your thoughts in the comments below, or join our Discord server for more fluid discussion! Anyways, below are the patch notes for today's hotfix!



[h2]Beta 1.0.7[/h2]
Most of today was spent trying to replicate a single bug that caused the following issues.
- After beating an act boss, the victory jingle would sometimes play twice.
- Beating elites would sometimes automatically reroll your stat/trinket choices.

While I was not able to replicate the bug, I believe I was able to find the cause of it and put in a safeguard in the code. Since I was not able to replicate it I can't be 100% sure that this safeguard fixes it, but I would really appreciate it if you told me if these issues were fixed if you previously ran into them!

[h2]Roadmap[/h2]
While we don't have a roadmap yet, we're starting to form ideas as to what one would look like. Our current development plan is to try to get the game as close to 100% stable as possible in the next 1-2 weeks, and then reveal the next big content update (new character, trinkets, weapons, etc). We want to keep future plans relatively loose so that we can adequately adapt to the will of the community, so we'll only be announcing 1 update at a time in advance!

That's it for this update, and if you've been liking the game and want to support us, we would really appreciate it if you left a review! It's the best way to support Soul Stalker! Let me know what you think of the proposed changes, and I'll see you for the next one!

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

- Conrad, Lead Developer

Beta 1.0.6 Hotfix (The Third One!)

Hi everyone!

It's day 3 of Early Access, and again, we're not stopping 😎. As always, feel free to join our Discord server to get a front seat at the development process and present your ideas and feedback!

Patch notes for Beta 1.0.6 are below and if you haven't already and you enjoyed the game, I would really appreciate it if you left a review! It's the best way to support us!

[h2]Beta 1.0.6[/h2]
- Fixed bug that caused some Act 1 boss wins to result in a run win, instead of sending you to Act 2.
- Fixed bug that made audio levels not load up correctly upon starting the game.
- Fixed bug that made the top down camera not change in-combat for some players.

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

See you soon, and send more feedback for us to implement!

- Conrad, Lead Developer

Second Hotfix!

Hi everyone!

It's day 2 of Early Access, and we're not stopping 😎. By the way, join our Discord server to get a front seat at the development process and present your ideas and feedback!

I'll leave the patch notes below, so I hope you enjoy the changes! If you haven't already and you enjoyed the game, I would really appreciate it if you left a review! It's the best way to support us!

[h2]Beta 1.0.5[/h2]
- Added widescreen and portrait support.
- Fixed bug that caused some elites to leave the run softlocked on defeating them.
- Added option to disable damage numbers.
- Added warning before exiting a run to let the player know that runs aren't saved (yet).
- Fixed some localization mistakes.

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

See you soon, and send more feedback for us to implement!

(P.S. The launch sale only goes for a week so get the game now while you can!)

- Conrad, Lead Developer

First Soul Stalker Hotfix Patch Notes!

Hi everyone!

Soul Stalker came out today and we're SO thankful for the incredible support! We've already gotten tons of feedback, and acted on it too! Thanks to your help, we have a pretty concrete idea of where we want to take the game, but we're going to wait at least a week before we announce anything.

Before I go on to talk about today's Beta 1.0.3 and 1.0.4 patch notes, I wanted to say that if you're enjoying the game, leaving a review is the most helpful thing you could do! Anyways, to the patch notes!

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

[h2]Beta 1.0.3[/h2]
- Fixed a bug that made some players unable to cap framerate.

[h2]Beta 1.0.4[/h2]
- Fixed bug that made it such that weapon/trinket tooltips were sometimes selected by an invisible cursor in combat.
- The shrinking Elite bounds' smallest size is now double the size.
- Made it such that Penny has a minimum movement speed, no matter how many coins she has.
- Made it such that Act 1 enemies yield approximately 30% less currency.
- Made it such that Act 2 enemies yield approximately 55% less currency.
- Fixed bug that caused dashing Elites to receive knockback.
- Fixed bug that caused Third Eye not to heal on crit if you have the Overcrit trinket.
- Increased Act 1 Elite Health by 33%.
- Increased Act 1 Boss by 100%.
- Fixed bug that made Cloud Saves not work properly.
- Fixed bug that made it such that achievements would sometimes unlock improperly on reload.
- Made it such that cursor speed on controller is no longer dependent on screen size, and moves just as quickly on all screen sizes.
- Made Frozen Fish increase Critical Chance by 11% instead of 15%.
- Made Frozen Fish 40% more expensive.
- Made Frozen Fish 25% more uncommon.
- Made Furyhelm increase Power by 12% instead of 15%.
- Made Furyhelm 25% more uncommon.
- Made Furyhelm 12% more expensive.
- Made Gold Crown 25% more uncommon.
- Made Infected Explosions 50% more uncommon.
- Made Overcrit 5% more uncommon.
- Made Overcrit 100% more expensive.
- Made Profit Chest 25% more unncommon.
- Made Profit Chest 100% more expensive.
- Made Stinky Cheese 40% more unccommon.
- Made Target 100% more common.
- Made Third eye 40% more uncommon.

As you can see, there are tons of substantial technical fixes, and lots of balance changes as well. The balance changes are primarily made to make the game slightly harder since some players have felt that it's a bit too easy, but if the community decides that the previous difficulty was better we can revert the changes!

Oh, and remember to leave a review if you're enjoying Soul Stalker!

Anyways, that's it for this update and I'll see you for the next one!

- Conrad, Lead Developer