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Tormentis News

Happy New Year & Roadmap First Half of 2025

We wish the entire Tormentis community a Happy New Year and look forward to many exciting moments!

To give you an overview of what will happen next with Tormentis, we would like to present our roadmap for the first half of 2025 with you today.


[h3]January 2025: iOS Launch[/h3]

Tormentis will also be available on iOS devices at the end of January, an exact launch date will be published soon. We are very excited to give MacOS users the opportunity to crossplay on their Apple mobile devices.


[h3]February 2025: Hero Movement[/h3]

The movement system is planned to be revised by the end of February at the latest. This includes 360° movement as well as a faster and better response to skills and movements. Also, skills can be canceled at the beginning of execution if you move during the execution and urgently need to change position.

If we manage it, we will split this change into two patches so that the first improvements and changes are implemented in January before the iOS launch.


[h3]April/May 2025: Guilds & Raid Bosses[/h3]

Tormentis will receive a very large expansion, as guilds will be introduced in which you can summon and attack raid bosses together with the guild. This will be the first major co-op expansion for Tormentis.

This expansion is planned for the second quarter. Anyone who knows our mobile game Heroes and Merchants will already be able to imagine a little more about it. More information will be published in the coming weeks!


[h3]Other planned changes[/h3]

In addition to the major topics, we want to restructure and expand the talent tree so that there are also sufficient opportunities to play offensive builds and great talents such as glass cannon can be used equally.

In addition, we also want to introduce the first interactive events in Tormentis, in which there is not only seasonal dungeon decoration, but in which players are required to participate and complete tasks.

In addition to the big updates, you also gave us some really great suggestions in Discord, some of which we would like to implement over the next few months!


We are looking forward to a great new year 2025!

Your Tormentis-Team
Oliver and Andrea

Update V0.2.1.0 - Happy Holidays & Thank you, Community!

Happy holidays & thank you community

There have been many small patches in the last few days, like version 0.2.1.0 today, which primarily introduces performance and graphics settings in the game.

The Android launch of Tormentis made it imperative to add performance options and additional graphics settings to improve playability on older mobile devices. Of course, we also wanted to make these options available to the desktop version, because they have been requested for quite some time.

We would like to take this opportunity to thank this great community here on Steam and on the Discord server. It is really great and very motivating to see how many of you believe in Tormentis and want to add ideas and suggestions for improvement.

That you can get an overview of what we are planning to do with Tormentis in 2025, we will publish a rough roadmap middle of January!

If you want to have a look at Tormentis, take your chance now! Tormentis is 35% OFF in the winter sale.

https://store.steampowered.com/app/1782480/Tormentis/

We wish you a happy and relaxing holiday and a good start to the new year!

Your Tormentis team
Oliver and Andrea

Update V0.2.0.3 - Trophy Balancing

As announced, we have revised the trophy points that you receive or are deducted for winning or losing player dungeons.

The changes were made primarily to make the game more fun and to ensure that you are not put off by possible trophy losses. We want the game to remain competitive, but we don't want a situation in which players think about whether it would make more sense not to attack at all. The game should be fun and large amounts of trophies can be collected in a season!

Attacks are much better rewarded and defeats are much less punished!



We also no longer want to penalize “weak” dungeon designs - this means you no longer lose trophy points when you are attacked.

We have identified issues in the calculation of the effective dungeon level that result in dungeons being marked as easy because their calculated effective dungeon level is very low, even though they are hard to beat.

The calculation has now been revised so that the strongest 30% of the dungeon components now make up 75% of the effective dungeon level.

An extreme calculation example old vs. new:
Level 50 players
- max. 400 dungeon defense
- 120 dungeon defense with level 50 monsters and traps - cleverly placed = very dangerous and insurmountable under level 30

Old calculation
= effective dungeon level: 15.0

New calculation
= effective dungeon level: 37.5

We have carried out very intensive tests with the new trophy rewards ​​and the results look very promising. We will be watching very closely over the next few weeks to see what happens, how you play with the new trophy rewards and what your opinion and feeling of the game is after the change. This will probably happen with seasonal surveys.

Even though the season is currently running, this adjustment is absolutely necessary. In the future, we will make such adjustments when the season changes in order to have the same conditions throughout.

We are looking forward to exciting action, brave players and entertaining battles!

Your Tormentis team
Oliver and Andrea

Update V0.2.0.2 - 4 new languages

We've added 4 new languages in beta status to support Japanese and Scandinavian players

Changes:
- Beta language support: Swedish, Norwegian, Finnish, Japanese
- Fixed a bug that occasionally caused framerate drops on lightning pillars

Update V0.2.0.0 - Core System Balancing & Enhanced Crafting

Before we get into details of changes and extensions in this patch, I would like to thank all active players who have shared so much feedback and suggestions for improvement with us over the past weeks and months, which have really helped us so much moving forward.

With this patch we are jumping into version 0.2.X.X - this is a very special step for us! In addition to the major balancing changes, crossplay with mobile devices will also be possible very soon.

[h2]Core system balancing: Armor - Evasion - Absorption[/h2]



We have seen that in version 0.1.X.X, survival builds with max life are the best option for getting through dangerous player dungeons. This is mainly because life regeneration was calculated based on the maximum life.

The best support for this was equipment with evasion, as you have a chance to completely avoid damage. Armor with only damage reduction against physical damage or absorption with a very long waiting time that it takes for the shield to regenerate could not keep up.

From now on, armor will not only reduce physical damage, but also trap damage in general. The damage reduction from armor can be up to 40%. The bonus from the legendary Trapwalker shoes is added as a percentage. This means that a trap damage reduction of up to 60% is possible before resistances based on the type of damage reduce the damage further.

Absorption has also been revised and now only needs 1.0 second without damage until the shield starts to regenerate. The shield now needs 4 seconds for a full regeneration.

Life regeneration has also been completely revised. From now on, players receive a base regeneration based on their level and a capped bonus calculated by the amount of vitality.

In addition, creatures dodging has been completely removed from the game- this mechanic was totally intransparent and only led to frustration. You will no longer see a "miss" from monsters when hitting them! This change means that dungeons are now a little easier to play as more damage ins reaching the creatures. We will use this gap in future patches to further differentiate existing creatures.

We would like to assure that this will not be the end of the balancing - of course we also have an eye on offensive builds that we want to adjust in the next patches, e.g. glass cannon builds.

[h2]Sell & Salvage[/h2]



Many people have expressed the desire to make it easier to sell or salvage loot that they don't need. That's why we've added quick-select buttons to the interfaces that allow you to select all non-stackable and non-locked equipment from all stash pages.

[h2]Crafting at the blacksmith[/h2]



From now on you can also craft rare (yellow) equipment at your level at the blacksmith. Since some players have already accumulated large amounts of raw materials, these can finally be put to good use. You can also upgrade gems - although this is relatively expensive.

[h2]Many small improvements[/h2]



In addition to the major changes, many small improvements have also been implemented that were requested or where we noticed that clicks could be saved.


[h2]Winter time[/h2]

Of course we want you to be able to decorate your dungeons for winter. That's why our Tormentis Winter Event is starting soon, during which you can get exclusive dungeon decorations. These can of course be placed in the dungeon regardless of the event.

[h2]All changes in V0.2.0.0[/h2]

  • Core system (armor, evasion, absorption, life regeneration) completely revised
  • all resistances revised
  • crossplay functions integrated
  • crafting at the blacksmith completely revised and over 30 new recipes added
  • selling and dismantling at the blacksmith expanded so that all items in the inventory are selected/deselected depending on their quality
  • skill info on required levels corrected
  • skills show when they can be increased
  • revised display of connection points in the editor
  • editor: shortcuts tooltips (top-right) added
  • auction house UI expanded to be able to increase current active bids
  • winter event
  • switch added in settings to always display the numerical display of life and mana.
  • Clicking on friends and league interfaces no longer closes the menu
  • Adventure mode: display of monsters, traps and room values ​​corrected
  • Bookshelf corrected so that it only blocks 2 parts
  • Loot box adjusted: hitbox revised, now only requires 2x1 fields
  • Hitboxes of the skewers with skulls adjusted
  • Hero data completely revised
  • Bug corrected that allows parallel activation of one channeled skill and another


Our ARPG bundle with the Lindwyrm from Ghostwhale Games is still available. Get both games for an unbeatable price!

https://store.steampowered.com/bundle/46990/Ultimate_Dungeon_Bundle/



We look forward to a nice winter time with you in Tormentis and new, exciting and challenging dungeons!

Your Tormentis-Team
Oliver and Andrea