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Tormentis News

Happy Birthday, Tormentis!

[p]Tormentis entered Early Access a year ago and, thanks to your help, has improved and changed significantly.[/p][p][/p][p]We're delighted that so many players remain loyal to Tormentis and believe in the game and its concept.[/p][p][/p][p]Even though I've been working on Tormentis for four and a half years now, it's still fun! Especially engaging with the community via Discord and email to learn more about players' wishes and thoughts.[/p][p][/p][p]As with all games, there's always speculation: how many players a game has, how often do players play, and does such a small game even have an active community?[/p][p][/p][p]Since our players are spread across Steam, Android, and iOS, a quick look at SteamDB can give a false picture. We'd also like to share some data with you here.[/p][p][/p][p]Across all platforms, there have been almost 10,000 installs and 40-80 daily active players since release. This includes approximately 400 sales (including full-price IAPs). Of course, we would be very happy if there were significantly more. The trend is increasing, which makes us optimistic.[/p][p][/p][p]Unfortunately, "Early Access" is a relatively large hurdle for many Steam users, especially when games are developed by small studios. I understand this and hope that with continuous improvements and, above all, future updates, we can continue to build confidence in the game.[/p][p][/p][p]Another question I've been asked a lot recently is when Tormentis will reach version 1.0? We actually wanted to stay in EA for 6-9 months – other developers might already release the game in 1.0, but I want to offer more depth with Tormentis through more units and more equipment. Furthermore, the league should be more interesting and varied (a new concept has already been developed with the community on Discord). Based on current planning and the remaining tasks, it is realistic to release version 1.0 in spring 2026.[/p][p][/p][p]At this point, I would like to thank you again from the bottom of my heart! Your honest and direct feedback is a valuable help to make Tormentis a great game.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Update V0.6.0 - Room Cosmetics, Chat & Balancing

[p]Dear community,[/p][p]We're very happy that the major update V0.6.0 is finally ready. As we wrote in the last DevLog, unfortunately not everything went as we had hoped. However, with the new focus, we've made excellent progress, and we've incorporated many new features that we've long wanted into the game.[/p][p][/p][p] [/p][h2]Room Defense Revision[/h2][p]In recent months, especially on our Discord server, fortresses with endless corridors devoid of units have been identified as a killjoy. This makes playing such fortresses neither exciting nor enjoyable to watch replays.[/p][p][/p][p]Therefore, we've decided that each room requires a minimum defense of 32 points. Players can therefore choose to distribute their maximum available defense points across many rooms or concentrate them in a few rooms without long dead ends.[/p][p][/p][p][/p][h2]Revision: Regeneration and Healing Potions[/h2][p]Another problem and killjoy, which we already addressed in the DevLog, is standing around waiting for their health to fully regenerate. Therefore, the hero's health regeneration is being disabled, and healing potions, as an active means of regeneration, are being strengthened and their cooldown significantly reduced. However, healing potions are limited to three uses per game, so you have to use them tactically.[/p][p][/p][p] [/p][h2]Room Cosmetics[/h2][p]Rooms now have the maximum possible defense points. They no longer require leveling. This makes room leveling optional and unlocks additional room styles.[/p][p][/p][p]At level 1, rooms are empty, without decorative elements. At level 20, you unlock the "Abandoned Ruins" style (previously the default room style), and at level 50, you get the "Ancient Library."[/p][p][/p][p]This change significantly improves the sense of progression, as you can now focus on the defensive units in your own fortress.[/p][p][/p][p][/p][h2]Chat System[/h2][p]The new version now includes a global chat where all players can communicate. Chat will soon also feature detailed player information, allowing you to see equipment worn and other data about your contacts.[/p][p][/p][p]Of course, it is possible to mute individual players or report inappropriate content to us in the chat! We hope this will only be necessary very rarely.[/p][p][/p][p]The friends system now also shows whether friends are currently online.[/p][p] [/p][h2]Room Changes[/h2][p]Some rooms have been redesigned to have a wall instead of a railing. This change was necessary to limit unit interaction between two rooms. Otherwise, certain room pattern constructions would otherwise be a necessary component of effective fortresses.[/p][p][/p][p][/p][h2]Balancing[/h2][p]Since we've made great progress in the last few days, we're particularly pleased that we were able to balance and adjust a large portion of the skills in this update.[/p][p] [/p][h3]Greatsword (Skills)[/h3]
  • [p]Iron Blow: increased damage (150% > 240%)[/p]
  • [p]Bleeding: decreased duration (5s > 4s)[/p]
  • [p]Hammer of the Gods: decreased mana (40 > 32)[/p]
  • [p]Whirlwind: decreased initial mana costs (12 > 8); increased damage (350% > 380%)[/p]
  • [p]Shattered Ground > Electrified Ground: added 260% AoE lightning damage[/p]
  • [p]Call for Armor: added trap resistance; cooldown reduced (24s > 20s)[/p]
  • [p]Call for Resistance: cooldown reduced (24s > 20s)[/p]
  • [p]Threaten: resistance reduction increased (25% > 35%)[/p]
[p] [/p][h3]Bow (Skills)[/h3]
  • [p]Explosive Arrow: cooldown reduced (5s > 4s)[/p]
  • [p]Multishot: cooldown reduced (8s > 6s)[/p]
  • [p]Bear Trap > Charged Trap:  added 400% lightning aoe damage, reduced cooldown (12s > 10s)[/p]
  • [p]Strafe: increased damage (320% > 360%), reduced initial mana costs (12 > 6), increased parallel targets (5 > 6)[/p]
  • [p]Dodge: increased duration (6s > 8s), increased active dodge chance (15% > 16%)[/p]
[p] [/p][h3]Magestaff (Skills)[/h3]
  • [p]Firebolt: increased damage (180% > 220%)[/p]
  • [p]Lightning Strike: increased damage (410% > 480%), decreased mana costs ( 25 > 24)[/p]
  • [p]Cold Ray: reduced initial mana costs (5 > 4),[/p]
[p][/p][h3]Traps[/h3]
  • [p]Spears Grate: added movement speed debuff over 2 seconds[/p]
  • [p]Skull Mine: damage increased (+10%)[/p]
  • [p]Tesla Tower: damage increased (+7%)[/p]
[p][/p][p] [/p][h2]What's next?[/h2][p]As you can see from the cosmetics, there will be more visual customization options for rooms very soon.[/p][p][/p][p]We also want to add new monsters in the next update. We already have a few ideas, but we'd love to hear more suggestions and ideas here or in Discord.[/p][p][/p][p]We want to implement the first preparations for the league redesign in the next major update. This will likely include the League Shop, where you'll receive a variety of offers for League Tokens. These will also include unique cosmetics in the future. League Tokens will become a currency earned through active league participation.[/p][p][/p][p][/p][h2]Prioritizing our roadmap tasks[/h2][p]Since controller and Steam Deck support is very complex and provides little added value for active players, we'll be pushing this topic back a bit. It won't be forgotten, we promise! We just need to prioritize it a little differently.[/p][p][/p][p]The 360° movement of heroes will also be given a slightly lower priority. In the coming months, we plan to expand Tormentis' content and deepen its gameplay; we can always rework the systems.[/p][p][/p][p]Our focus in the coming weeks and months will be on significantly improving the depth of the game through new monsters, new traps, new equipment, and adjusted game systems that will further enhance the fun and provide a balanced experience for both dedicated and casual players.[/p][p] [/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Have fun![/p]

Devlog V0.6.0 - Planned Changes and Features

[p]Dear Community,[/p][p]After a few weeks of development on the new room concept, we'd like to share our current progress with you.[/p][p][/p][h2]The New Room Concept[/h2][p]The overhaul of the Dungeon Editor, which was intended to significantly simplify dungeon design, is unfortunately not working as well as we had hoped. The usability doesn't feel good, and switching between the different modes (rooms and units) is very confusing. Therefore, we've stopped this development and tried to revisit the original problem:[/p][p][/p][p]Rooms are difficult to balance against each other in the current version, as the monsters and traps in one room can have too much of an impact on the others – this is mainly due to the dimensions and connection points of the rooms.[/p][p][/p][p]Without having to intervene too much in the existing system, we've decided to adapt a few rooms. This is primarily done by replacing railings with walls, which prevents traps and ranged enemies from working on parallel paths.[/p][p][/p][p]This allows us to balance the old rooms in the old room concept with flexible room sizes.[/p][p][/p][h2]Empty Rooms - Boring for Players and Spectators[/h2][p]These points have been raised several times, and we want to change this situation with the next update. Every room placed in the dungeon must be equipped with a minimum number of defense points.[/p][p][/p][p]This means that the more rooms you want to use, the more spread out the maximum available defense points will have to be.[/p][p][/p][h2]Defense Points for Dungeon and Rooms[/h2][p]We received many ideas and comments on this point. We have decided that the defense points for the entire dungeon will be fixed by the player's level and will not change depending on the number of rooms used.[/p][p][/p][p]There will also be a change to rooms. In the future, rooms will already have the maximum possible defense points at level 1 – but each room will receive a maximum number of defense points that matches the available space. Room level upgrades will be slightly cheaper, and level upgrades unlock new default designs that can be customized for each room.[/p][p][/p][h2]Healing Over Time[/h2][p]There have also been some discussions and comments on this topic in Discord. It feels wrong that players in a game like Tormentis have to stand in a corner for 20 seconds to fully heal. This isn't exciting to watch in replays, either. Therefore, we've decided to disable healing over time in the next update. At the same time, we'll significantly reduce potion cooldowns so they can be used more flexibly and limit the potions to a fixed amount that can be used in a dungeon.[/p][p][/p][h2]New Rooms[/h2][p]We've developed 15 new rooms for the new room concept. Even if the new room concept isn't implemented as planned, we'd like to incorporate a few new rooms.[/p][p][/p][h2]Conclusion[/h2][p]Even though we lost a bit of time with the new room concept and the editor overhaul, we've gotten some ideas for how we can incorporate an optional construction mode in the future, which should make placing rooms much easier.[/p][p][/p][p]As you read in our last Steam News, we want to expand Tormentis' functionality—not just revise and improve existing systems in the game.[/p][p][/p][p]We plan to release the new update in mid-July.[/p]

Update V0.5.1 - Bugfixes

There's a small update V0.5.1 that primarily fixes the movement issues from V0.5.0. Additionally, as mentioned in the Discord chat, we've reduced the achievement counters for dungeon releases from 1, 5, 25 to 1, 3, 5. If every player creates 25 dungeons just to get the achievement, we'll lose track ;-)

All changes from V0.5.1
  • fixed directional movement (WASD and mobile)
  • adjusted achievements
  • skill effects on the loot screen are now hidden
  • fixed the news frame on the welcome screen

V0.5.0 - Steam-Achievements & Balancing

Dear Community,

We are very pleased to release the next major update V0.5.0.


[h2]Achievements System[/h2]

It's been requested for a long time – now there are achievements for Tormentis too. Since mobile players should also have this feature, it was a bit more complicated, and a system had to be developed that manages all data and counters on the server side and awards achievements, which are then synchronized with Steam.

There are 38 achievements in total, 4 of which are hidden. We hope you enjoy hunting and discovering achievements!


[h2]Daily Login Calendar[/h2]

From now on, players will receive small rewards every day. The login calendar contains 7 rewards that can be collected one after the other. We don't want players to feel pressured. Therefore, the calendar has been designed so that it doesn't reset just because you don't have time to play for 1-2 days. Only after three days does the calendar reset to day 1.

There are currently three different login calendars tied to level ranges. More will be added in the future.


[h2]Balancing[/h2]

There are currently several topics in Discord regarding balancing. We are monitoring these topics very closely and trying to compare and understand players' opinions and feelings with the collected data and dungeon results.

The first skills have already been adjusted, and more will follow in the next updates.


[h2]Vision: Revising the League System[/h2]

Our vision is to develop a game with a competitive league system that is fun for both casual and dedicated players. Therefore, we are planning a major overhaul in an upcoming major update.

While losing league points can be demotivating for casual players, dedicated players demand a strong focus on their dungeon defense and a noticeable loss of league points when conquering dungeons.

We want to implement this in different leagues, where the importance of one's own dungeon defense and the potential loss of trophies increase with increasing league level.

The duration of a league season should be significantly shortened so that no player feels compelled to play for four or six weeks in a row to actively participate in league activities. We also want to limit the number of attacks per season – each player should be able to decide when these attacks are carried out or adapt them to their own circumstances.

Due to the shortened duration of a league season, somewhat smaller rewards have to be distributed. Here, we would like to introduce a token system that allows players to purchase special rewards for league tokens, including cosmetics and other special rewards.

We would, of course, be very happy to hear your ideas and thoughts on this vision and share them with us on Discord or our Steam Community board!


[h2]Outlook[/h2]

In the coming updates, we plan to implement the new room system and further revise the skills to ensure a balanced approach across all weapon types.

Furthermore, we've decided that this update will be the last major update without new dungeon assets (cosmetic content, dungeon themes, dungeon backgrounds, new monsters, or traps). With this, we want to begin further expanding the game's variety with each upcoming major update.


[h2]All Changes[/h2]
  • Achievement System (including Steam Achievements)
  • Daily Login Rewards
  • Visible Instance ID for better support
  • Game now pauses when the dungeon menu is open
  • Enemy refresh cost increased
  • Call of Armor skill effect icon fixed
  • Error handling of loaded dungeons improved
  • Boss Arena space on minimap fixed
  • Arctic Spear damage fixed
  • Settings - Shadow can now be properly deactivated
  • Reforging resource cost reduced
  • Unit placement in the Boss Arena tree fixed
  • Space requirements of various units revised (Basic 1x1, Elite 2x2 to 2x3, Boss 3x3)
  • Connected crossplay Steam + Mobile without ads on mobile devices


[h2] Balancing Changes Skills[/h2]
  • Cold Arrow: Increased arrow speed
  • Cold Arrow: Increased hit radius
  • Fire Arrow: Increased arrow speed
  • Fire Arrow: Increased hit radius
  • Explosive Arrow: Increased hit radius
  • Explosive Arrow: Slightly increased effect radius
  • Multishot: Slightly increased hit radius
  • Arctic Spear: Slightly increased hit radius
  • Arctic Spear: Increased damage
  • Firebolt: Increased arrow speed
  • Firebolt: Increased hit radius
  • Barrage: Reduced cooldown
  • Barrage: Slightly increased damage
  • Dodge: Increased skill effect duration
  • Dodge: Slightly increased passive bonus



We would like to warmly welcome new players and would be delighted to see you on Discord.


We hope you enjoy the new game features and changes!

Your Tormentis Team
Oliver and Andrea