1. Tormentis
  2. News

Tormentis News

Dev Diary: Update V0.7.0 Preview

[p]Dear Community,[/p][p]I’m currently working on the next update and would like to share the current development status with you.[/p][p][/p][p]In this update, we will unify the term “level” under “Fortress.” In the past months, players have referred to their levels in many different ways (Dungeon, Lair, Castle, Fortress) – likely influenced by their own interests, with some having previously played MQFEL. This unification has several reasons, especially from a marketing perspective, since the term “Fortress” better describes the gameplay functions of Tormentis across many cultures and languages compared to “Dungeon.”[/p][p][/p][p]Revision of Adventure Publishing[/p][p]As we saw from your feedback, the original process of moderated publishing was rather impractical and often caused significant delays. Since there were only very few cases of inappropriate content being published, we decided to completely revise this process.[/p][p][/p][p]Adventures must be played and completed with 3 stars by their creator to be marked as valid. After that, players can publish their adventure directly. From now on, it will also be possible to report adventures and describe rule violations. This way, we can administratively respond to inappropriate content.[/p][p][/p][p]League Shop[/p][p]As preparation for the new League System, the League Shop is being introduced, and part of the rewards will be converted into League Tokens so that they can be actively used in the shop.[/p][p][/p][p]In the following major update, we plan to implement the changes to the League System![/p][p][/p][p]New Units[/p][p][/p][p]Two new Iguana monsters will be added in the next update. They are simple monsters with slow but relatively strong lightning attacks. Skilled players will be able to dodge their attacks. As promised, from now on we will introduce new units in every major update![/p][p][/p][p]New Room Cosmetic: Hunting Lodge[/p][p]This is the first cosmetic that we want to offer via the Steam Inventory System as a visual expansion. Of course, many more cosmetics are planned to make fortresses as individual as possible.[/p][p]New themes and backgrounds are also planned, so soon you will be able to place your fortress in a forest as well.[/p][p][/p][p]Additional Requests and Planned Improvements in V0.7.0[/p][p][/p]
  • [p]Unit levels will be displayed in the editor.[/p]
  • [p]Fixed strange monster behavior at the edge of their maximum range (from spawn point).[/p]
  • [p]Fixed overlapping SFX when opening and closing menus for Hero, Blacksmith, and Auction House.[/p]
  • [p]Full player information when clicking on player names in chat.[/p][p][/p]
[p]Balancing[/p][p]Even though we have recently improved Bow and Greatsword significantly, the Staff still has a slight advantage. We will continue working on balancing all weapon types without having to apply heavy nerfs to existing skills and builds.[/p][p][/p][p]Overall, I’m making very good progress. Steam still has to approve Tormentis for the Steam Economy. Once that happens, I can continue with the Steam Inventory integration. Currently, I’m planning to release version 0.7.0 in mid-September.[/p][p][/p]

Update V0.6.5 - Lighting & Monster Behavior

[p]Dear community, I don't usually write long news stories for small updates, simply due to time constraints. However, we've addressed a few topics with this update that I'd like to introduce.[/p][p][/p][h2]Lighting[/h2][p]Over the past few weeks, we've received increasing numbers of comments about the poor lighting in the game, the dimness, and the lightbulb effect above the hero's head being very irritating when you get too close to walls.
[/p][p]As a result, we've completely reworked the lighting in the dungeon and added a brightness setting to the settings. This change also has the positive effect of reducing the effective light sources, thus resulting in a small performance improvement.[/p][p][/p][p][/p][h2]Retreating Monsters[/h2][p]Monsters turn around when they move too far away from their spawn point and run back. While running back, they didn't react to damage and began regenerating while running. Both of these changes have been changed in this update.[/p][p][/p][h2]Auction House Improvement[/h2][p]From now on, you can cancel all auctions that don't have an active bid. This makes things much easier if you have many auctions running at the same time.[/p][p][/p][p]We've also added a feature that lets you send all completed items to your inventory with one click.[/p][p][/p][p][/p][h2]Feedback[/h2][p]We'd like to take this opportunity to thank you for your feedback. If you have any ideas or comments, please post them in the Steam Community or contact me on our Discord server![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

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]