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Tormentis News

Early Access Schedule

[p]Dear community, [/p][p][/p][p]Tormentis has been in Early Access for over 14 months now, and I'm very happy to have brought it this far together with you. [/p][p][/p][p]Even though we regularly update the roadmap in Discord, it's time to transparently and publicly present the rough schedule up to the 1.0 release so that all players can get an overview and see what the focus will be in the coming months.[/p][p][/p][p]In recent weeks, the internal schedule has been revised, and the planned transition from Early Access to the 1.0 release has been set for mid-2026. [/p][h2]
Outlook Version 0.8.0[/h2][p]The next major update will include the overhaul of the league system. This topic was discussed in detail with the players in Discord. Key topics included: who plays with whom in a league (multi-league system), how long a league should last, and how time-consuming the league (or the game) can be to compete in the upper ranks.[/p][p][/p][p]The Bestiary will be implemented as a new game feature. The Bestiary will be a long-term grind in Tormentis and will provide the opportunity to passively improve units or even give them unique behavior patterns or special attacks. This will take the form of collectible (presumably non-tradable) tokens. These will also be found primarily in the League Shop.[/p][p][/p][p]Planned release date: before Christmas 2025[/p][p][/p][h2]Outlook Version 0.9.0[/h2][p]This release will complete the controls in Tormentis and should offer full controller and Steam Deck support.[/p][p][/p][p]Furthermore, with this version at the latest, Tormentis should have a balanced weapon skill balance and the defense units in all level ranges should be adjusted to the strength of the heroes. [/p][p][/p][p]Planned release date: Q1 2026[/p][p][/p][h2]Outlook for Release 1.0.0[/h2][p]The better the previous versions run, the more time I want to invest in fine-tuning them. If it doesn't fit into 0.9.0, the 2D editor mode will be implemented in this version.[/p][p][/p][p]A big request from the community is the ability to customize the hero's outfits. On the one hand, this includes specifically selecting the cosmetics for legendary items, but also introducing new cosmetic elements into the game that can be purchased during events or in the League Shop.[/p][p][/p][p]Planned release date: Mid-2026[/p][h2]
Post-Release Outlook[/h2][p]There are other topics in the long-term roadmap, but these are planned after the 1.0 release. These include topics such as the 360° Hero Movement, the guild system & raid bosses, as well as interactive seasonal events and, of course, plenty of new units![/p][p]
[/p][p]We continue to appreciate your feedback - YOU help us make Tormentis something truly special![/p][p][/p][p]Your Tormentis Team[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]
[/p]

Major Update V0.7.0 - Loot, Adventures & new Monsters

[p]Dear community, the next major update V0.7.0 is finally complete, and I'm really happy that so many essential topics have been addressed in this update. In the last developer diary, you could already see the core points of the update, but as promised, a few surprises have been added that fit thematically very well into the update.[/p][p][/p][h2]Loot Visibility in Game[/h2][p][/p][p]The new version fulfills a community request that has been expressed many times: seeing what drops as loot in the game instead of just collecting bags that are revealed at the end of the map. [/p][p][/p][h2]Adventure Publication Revision[/h2][p][/p][p]As announced, the adventure publication process is changing. After an adventure has been validated by the creator with 3 stars, it can be published via the save dialog. Additionally, the adventure information (top left) has been revised to accurately reflect the current state.[/p][p][/p][p]Technically, a copy of the current adventure is created upon publication, so subsequent adjustments do not affect the published version. Only when the adventure is republished will it be overwritten.[/p][p][/p][p]From now on, rule violations can be reported and described. This allows us to administratively respond to inadmissible content.[/p][p][/p][p]Important: Adventures that were already in the release process at the time of the update still need to be validated by the creator with 3 stars and can then be published manually.[/p][p][/p][h2]League Shop[/h2][p]In preparation for the new league system, the League Token Shop is being introduced, and some of the rewards will be converted to the new tokens so that they can be actively spent in the shop. Even if the current rewards aren't "special" yet, we want to give you the opportunity to collect your first league tokens now. [/p][p][/p][p]The next major update will implement the new league system and include a variety of new loot items that can be used to permanently improve units and will also be occasionally offered in the League Token Shop. [/p][p] [/p][h2]User Interface and Game Experience Improvements[/h2][p][/p][p]This topic has never been raised as a major, important issue, but I've heard in individual conversations that players want a better gaming experience. This particularly affects sound effects, which have received little attention so far.[/p][p][/p][p]Both the inventory and the talent tree have received their first overhaul, and each item type now has its own sound effect.[/p][p][/p][p]In addition, the minimap interface has been redesigned and the current state of the stars has been added.[/p][p][/p][h2]Level countdown revised[/h2][p]Over the past few months, it has been repeatedly noted that the 3-second countdown is annoying and has also shifted the times in the replay. From now on, there is no longer a cooldown and the timer no longer runs when the hero moves for the first time or performs a game interaction (e.g., a skill).[/p][p] [/p][h2]New Units[/h2][p][/p][p]Two new Iguana monsters will be added in the next update. They are simple monsters with slow but relatively strong attacks and lightning damage.[/p][p] [/p][h2]New Room Cosmetic: Hunting Lodge[/h2][p]This is the first cosmetic we plan to offer as a visual enhancement via the Steam Inventory System. Of course, many more cosmetic changes are planned to make fortresses look as unique as possible.[/p][p][/p][p]In the coming updates, more new room cosmetics, as well as themes and backgrounds, will be added.[/p][p][/p][h2]Balancing[/h2][p]As announced, this patch contains significant balancing changes, which primarily strengthen the weaker weapon types, greatsword and bow. As promised, there are very small changes to the Mage Staff's skills, including a complete overhaul of the Cold Ray, which penetrates enemies.[/p][p][/p][h3]Equipment[/h3]
  • [p]Values of newly found Absorb-Armor is increased by ~25%[/p]
[p][/p][h3]Traps[/h3]
  • [p]damage deviation of base value is reduced from 20% to 5%[/p][p][/p]
[h3]Greatsword[/h3]
  • [p]Whirlwind: movement speed increased (40% > 75%); damage increased (380% > 440%); cooldown reduced (3s > 2s)[/p]
  • [p]Call for Armor: physical and trap resistances increased when active (15% > 25%)[/p]
  • [p]Call for Resistances: fire, lightning and cold resistances increased when active (15% > 25%)[/p]
  • [p]Threaten: damage reduction increased (35% > 50%)[/p]
  • [p]Bleeding: mana costs reduced (30 > 24); cooldown reduced (8s > 4s); damage increased (680% > 720%)[/p]
  • [p]Stun: cooldown reduced (15s > 12s); damage increased (260% > 320%)[/p]
  • [p]Arctic Spear: cooldown reduced (8s > 6s)[/p]
  • [p]Slash: damage increased (150% > 160%)[/p]
  • [p]Iron Blow: damage increased (240% > 260%)
    [/p]
[h3]Bow[/h3]
  • [p]Strafe: movement speed increased (60% > 75%); damage increased (360% > 400%); initial mana cost increased (6 > 8)[/p]
  • [p]Dodge: evasion increased when active (16% > 20%); cooldown increased (16s > 20s); duration increased (8s > 12s)[/p]
  • [p]Multishot: cooldown reduced (6s > 4s); damage increased (480% > 600%)[/p]
  • [p]Magic Bubble: damage reduction by resistances is taken into account instead of catching the unreduced damage[/p]
  • [p]Explosive Arrow: mana costs reduced (35 > 32)[/p]
  • [p]Fire Arrow: damage increased (190% > 220%); mana generate increased (7 > 8)[/p]
  • [p]Cold Arrow: damage increased (170% > 200%)
    [/p]
[h3]Magestaff[/h3]
  • [p]Reactive Armor: reactive attack will only trigger every 0.25 seconds[/p]
  • [p]Cold Ray: ray penetrates monsters and affects all monsters in ray; initial mana costs increased (4 > 8); damage increased (400% > 420%)[/p]
  • [p]Firewall: mana costs increased (8 > 10)[/p]
  • [p]Meteor: mana costs reduced (35 > 30)[/p]
  • [p]Ice Storm: mana costs reduced (50 > 32); duration reduced (10s > 6s); cooldown reduced (20s > 8s); storm pulse interval reduced (2s > 1s)[/p]
[p][/p][h2]Further improvements and changes[/h2][p][/p]
  • [p]Unit levels are displayed in the editor.[/p]
  • [p]Damage range of monsters and traps is displayed in the editor.[/p]
  • [p]Strange behavior of monsters at the limit of their maximum range (from the spawn point) has been fixed.[/p]
  • [p]Full player information when clicking on player names in chat clicks[/p]
  • [p]Level change is now recognized after completing a task[/p]
  • [p]Your own castle no longer has an influence on the loot in adventure levels[/p]
  • [p]Adventure levels can now be replayed from a completed adventure[/p]
  • [p]Expansion of the level-up information regarding changes in your own castle[/p]
  • [p]Overlapping SFX when opening and closing the menus for Hero, Blacksmith, and Auction House fixed[/p]
  • [p]Positioning of Iron Maiden and Pillory fixed[/p]
  • [p]Improved fading of walls[/p]
  • [p]Tooltip for dodging after level-up Fixed[/p]
[h2]
Quality Assurance[/h2][p]This major patch was pre-tested for the first time with a small, select group of players who showed great interest and commitment. I'm very grateful that the community initiated this process a few weeks ago – this allowed many bugs to be identified and fixed in advance. I will further improve this process in future major updates and establish an official beta build on Steam. Interested players are welcome to contact me for further details.[/p][p][/p][h2]Outlook[/h2][p]The next major update will primarily focus on the new league system. This will also include the Bestiary feature announced above, which will allow units to be permanently passively improved and customized.[/p][p][/p][p]If you have any ideas or comments, we would be delighted to hear your feedback. I will introduce the Bestiary in more detail in a separate post very soon.[/p][p][/p][p]I hope you enjoy the new Tormentis update!

[dynamiclink][/dynamiclink][/p][p]
[/p]

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]