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Tormentis News

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.

September '23 - Multiplayer Demo

Unfortunately, the summer months are coming to an end and we want to publish a new demo of Tormentis very soon that focuses on online gameplay. Thanks to your extensive and sometimes very detailed feedback, we were able to implement many suggestions for improvement.

[h2]More skill-based than stats-based gameplay[/h2]

From your feedback, this was your top concern. It must be possible to escape complex and dangerous situations through excellent gameplay. So we'll introduce a new skill category: the evasion skills, which will receive an additional skill slot. The first implementation is a roll forward - further skills will follow and these will be selectable depending on the type of weapon selected.

As a part of this, all projectiles have been revised so they'll have a linear trajectory and are no longer homing. This affects both the skills of heroes and all attacks of monsters. All of the monsters' melee attacks have also been given a delayed evaluation of the hit, so that even melee attacks can be dodged with a very quick reaction.

[h2]Dungeon Editor[/h2]


This was also a topic that was addressed very often in your feedback and many small ideas for improvement were implemented. The editor usage has been completely redesigned and easier drag & drop has been made possible. Dungeon components are now slightly raised and lowered and supported with additional visual effects.

The extensive data on monsters, traps and rooms has also been completely reworked. The most important data is now highlighted and easy to find.

[h2]Minimap of the dungeon with Fog of War[/h2]

In order to find your way through a dungeon, the wish was expressed several times for Tormentis to have a minimap. In addition to the small map (top right), you will be able to open a full map of the dungeon, revealing all the areas you have already walked through. This will help with orientation, especially in large dungeons.

[h2]Heraldic shield[/h2]


We didn't really like our first approach with icons that you can unlock during the game and you also mentioned it in the feedback quite often. That's why we added heraldic shields that can be changed and individually designed with different elements. Here, too, we have plenty of opportunities to unlock additional heraldic shield components through special achievements.

[h2]Ground Effects - Timing and Visualization[/h2]


Since both elite and boss monsters have special attacks that also cause ground effects, all timing processes have been improved and the visual display of their progress has been added.

[h2]Fun to play[/h2]

In addition to the skill-based gameplay, there were other points of criticism regarding the fun of the game. Above all, the small selection of monsters and the very similar traps were mentioned here. Thanks! This kind of feedback helps us to understand you and create something you can really enjoy.

The traps will be revised again and more traps will be added at an early stage. These include the ever-repeated mine, where you have to react to spontaneously, or towers that can fire projectiles of different elements at the hero like a mortar.

There will also be one or two more monsters for the first chapter. Including a small enemy that can appear in large numbers due to its low defense value.


The new Tormentis multiplayer demo will be released in November. In our Discord there are regularly new insights into recent development. We would be happy to welcome you!

New demo update with revised controls and new dungeon style

As soon as the last news about Tormentis was published, we received the first inquiries as to whether a demo update with the revised mouse control could be released earlier. Last weekend we gave a lot of thought to what such an update must contain so that the development status is consistent and everything works as usual.



Reworked mouse controls allow left-click to attack with both movement and skill 1, and right-click to attack with skill 2. Camera rotation is no longer necessary, walls automatically become transparent as soon as you get behind she moves. In the Story Dungeons you can see the first draft of the “Abandoned” room style. This makes the dungeons look much more varied and filled.



Another innovation are random and triggered sound effects that can be heard in the dungeon. In addition, the hero can also be controlled with WASD (in preparation for future controller control).



The story dungeons have been revised and some levels, in which the paths to be walked were very long, have been shortened and changed. We've also doubled the dungeon time to 10 minutes. We are currently working on a nicer representation of the available time that is visually less intrusive and thus creates less time pressure.



We hope you enjoy the new demo update!