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Tormentis News

Tormentis Developer Live Stream

I'm really excited to show you the Tormentis demo in the live stream.

The Tormentis demo, including all online functions and has been available for about half a year now and is being actively played. In addition to the release content, we are continuously working on improving the demo and are very pleased with the extensive feedback and the many ideas and suggestions for improvement from the community.

Have fun watching the Tormentis demo!

Tormentis coming to Steam Next Fest

We are very happy that we will be at Steam Next Fest tomorrow. The last few weeks have been very intense, as in addition to working on the release content, we have also implemented the feedback and many suggestions for improvement from the community.



The new maps were created specifically for Tormentis and now also match the UI. Each chapter has its own map - there will also be rotating maps for the PvP maps.



There were a lot of requests for the display of the dungeon results. The most important thing was that you can now finally see who was attacked. There were also various ideas about how certain dungeon construction methods should be handled. Dungeons without monsters currently do not give loot bags - that will change very soon! You can also now rate other players' dungeons.



Enchanting equipment in particular has received a few QoL improvements. You can now switch between equipment and stash and also enchant equipped equipment.



In addition, there have been many improvements such as server-side Steam Authentication and the ability to rebind keys. Skill queueing has also already made it into the demo. Skills can be reserved for immediate activation while they are on cooldown as soon as the hero is ready. This significantly improves the flow of the game.

In the new trailer you can see a lot of new content from the release content in action. This includes new traps such as the Snowball Mortar, which slows down, or the Dwarf Defender, who uses his shield to intercept projectiles and protect himself enormously.

There will be a few important announcements during the Steam Next Fest. We are very excited to be able to share these with you in the next few days!

April '24 Development Update and new Demo

I'm currently working towards the release. During the last weeks I am busy with working on the monsters of the second story chapter.

This will feature a lava landscape theme in which the dungeons will be played. There you will encounter enemies with the element of fire. Everything from fireball throwing imps to hellhounds breathing fire will be there.

Thanks to the active community in Discord, there is already a new demo patch. Some errors were reported, which we were able to quickly fix thanks to detailed descriptions. There were also really great suggestions, some of which we have already implemented in the patch.

In addition, I was able to collect a lot of information through the dungeon replays in order to implement further balancing changes.


Version 0.0.2.2 (28.04.2024)

  • add capacity tooltip in dungeon editor
  • improve dungeon editor selection of small dungeon components (e.g. barrels)
  • adjust color swirl to blue for elites and red to bosses
  • raise initial energy cost for whirlwind from 8 to 12
  • slightly increased monster damage
  • adjust font style
  • fix chest colliders in dungeon editor
  • fix exlosive arrow damage
  • fix fire heads immune duration
  • fix key bindings during dungeon draft renaming
  • fix keeping draft names while saving
  • fix life regeneration
  • fix active theme selection
  • fix league pagination


Join our active community and create an awesome and unique dungeon. There is already an active community playing the demo who will try to conquer your monsters and traps!

Multiplayer Demo Release

The TORMENTIS multiplayer demo has just been released. The new main menu offers the choice between multiplayer (online) and singleplayer (offline).




In multiplayer it is now possible to attack other players' dungeons and steal the gold from their loot chests. To do this, you must first successfully complete story level 1.3 in order to unlock the dungeon editor.




You can create your own dungeon in the Dungeon Editor. It is important that a loot chest is placed in the dungeon in order to be able to save and validate it. When validating and playing the dungeon, the loot chest must be opened to unlock the treasure room. Afterwards your dungeon is activated.




As soon as you have an active dungeon, you can open the pvp map under “Play” in the right selection (swords). Here random players will appear in a similar level range that you can attack.




Players who are attacked receive a message about the result of the attack. It is also possible to watch the replay of the attack. This makes it possible to specifically identify weak points in the dungeon in order to eliminate them.




The auction house is now open. Players can now also offer and trade found equipment to other players as an auction with bids or via Buy Now. The search function is still limited to the basic attributes. There will be further expansions here. Not all items are available in the demo yet.


We are currently working on further translations, which will be delivered with a patch in the next few days.


Over the next few weeks we will continue to develop towards release. However, we will be monitoring the demo game world very actively and making balancing changes.

Have fun with the new demo! Please leave some feedback in the community section if you have something to share.

Multiplayer Demo is coming in December

It's finally time to announce the multiplayer demo release date! On December 8th, the multiplayer functions of Tormentis will be able to be tested in the demo for the first time.

Over the last few weeks we've been working very hard on finalizing all of the multiplayer features, such as attacking other players' dungeons, watching other players' recorded attacks, and finalizing equipment trading through the Auction House. There was also a large list of really meaningful and game-enriching requests from you that significantly improve the gaming experience.

We would like to give you an overview of the changes to the current offline demo.

All levels of the campaign have been completely redesigned! This happened for several reasons. Due to the new evasion skills and linear flying projectiles, the overall game balance has changed and expects players to play skillfully.




By reworking the existing traps, the new traps such as skull mine and fire mortar and the new frost spider monster, which can also appear in large numbers, we are able to offer significantly more variety and action in the campaign.

Even though the dungeon editor was only rarely used in the offline demo, we received very helpful feedback from you and tried to implement all your suggestions for improvement. The dungeon editor will be an essential part of the game in which players will spend time in the multiplayer demo. The focus here is on simple and quick operation. It should be fun to customize and improve your own dungeon!




Since you can choose the theme (style of the walls and background) for your own dungeon, when playing other dungeons you will also be able to play dungeons in the style of dwarves and with a sky background for the first time.




The auction house does not yet have the full range of functions with filter options, but it offers all the core functions necessary for trading via instant buy and bidding.

Overall, we changed the font used in the game because it caused display errors under certain circumstances and was not usable for additional translations.




The multiplayer demo is a big milestone for us as we have reached feature complete status. Aside from one-to-one bartering and equipment upgrades (which are not planned to be part of the demo), all core features are done!

Afterwards we will work on additional hero skills, dungeon themes and dungeon components such as monsters, traps and furnishings. We would also like to give you an outlook on the release date in the second half of 2024.

We look forward to active participation, extensive feedback and further constructive exchange in order to ultimately publish the game in a well-balanced and error-free state.