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The Devil Within: Satgat News

Update 2024.04.16 // Addressing More Feedback!

Hello everyone,

Today's update includes some changes that will help players overcome some of the difficulties of the game. We hope that players enjoy the game more with the changes listed below.

The following has been updated in the latest version of the game on April 16th GMT+9.

[h3]1. Special Weapon Added[/h3]
After this patch, if the player dies 2 or more times, they will receive a special sword named Eggscalibird.

Although it may look a bit silly, it is actually a very helpful sword in overcoming the early parts of the Early Access version of the game.

We will continue to add things that are both useful and fun for players whenever the opportunity presents itself.


[h3]2. Buffing the 'Soul Destruction' Skill[/h3]
As we have been watching players, we noticed that the 'Soul Destruction' skill has been of little use. We sincerely apologize for not being able to notice sooner.

After this patch, using the 'Soul Destruction' skill will recover 20% of the player's health and inflict AOE (area of effect) damage to surrounding enemies. We hope that the 'Soul Destruction' skill is a bit more helpful in tight situations where Purity Pellets are no longer an option.

[h3]3. Adjusting the Wall Jump Mechanic[/h3]
Many players have been requesting improvements to the wall jump mechanic and it took us some time to consider and apply changes.

Starting from this patch, players will only need to apply a directional input on the first wall jump of a chain of wall jumps. Every subsequent wall jump will be activated regardless of directional input.
We believe that this change will bring significant improvements to the mechanic. We will continue to listen to player feedback!

[h3][Other Changes and Fixes][/h3]
  • [Stage 2 - Dark Forest] Improved lighting in certain areas of the Dark Forest.
  • Fixed an issue where progression was not possible in the event of a double K.O. during the Lee Choong boss fight.
  • Fixed an issue where the hit box for Mother Gaia's head was too small for bullets.
  • Fixed an issue where in certain circumstances, the game would end when monsters summoned by Mother Gaia would attack.
  • Fixed other minor issues.

Another update will be scheduled for later this week!
We hope that you enjoy the contents of this patch and thank you for your support.



Thank you.
~ Director of The Devil Within: Satgat

Update 2024.04.12 // Addressing Feedback!

Hello everyone,

Today's update is quite an important one, as it includes a lot of things that we promised earlier this week.
This not only includes some quality of life changes, but also resolving issues that dampened the gameplay experience.

The following has been updated in the latest version of the game on April 12th GMT+9.

[h3]1. Improved the light slash mechanics: [/h3]
  • Increased the speed of the light slash combos.
  • Modified so that the player can change direction in the middle of a light slash combo.
  • Modified so that players can jump/dash in the opposite direction during a light slash combo.
  • Modified so that players can cancel out of doing the light slash combo skill, Triple Strike.

With these adjustments, not only should attacking with light slash be smoother, but also counter-attacking against enemies will feel far more fluid.

[h3]2. Providing Ways to Overcome Difficult Situations When Retrying[/h3]
  • Reduced the cost of resetting the tech tree significantly.
  • Added "Refine Weapon" to the Campfire.
  • Added random weapon enhancement material drops to monsters in Stage 2 and onwards.

With these adjustments, we hope that players will have a more enjoyable experience in getting stronger to overcome difficult boss battles.

[h3]3. BGM (Background Music) Issues Resolved[/h3]
In certain areas of the game, the BGM either did not play or did not loop as intended. This dampens the player experience significantly. However, thanks to player feedback, we were able to not only figure out the reason why certain BGM did not play as intended but were also able to solve it. With this update, we have confirmed that most, if not all, areas have been patched correctly and the BGM should be functioning as intended.

With that being said, if there are any strange issues going forward, please do let us know as you have done so already. We truly are grateful to the community and appreciate your feedback.

[h3]4. Resolved Issues Surrounding Mother Gaia[/h3]
Since the launch of Early Access, we have not only been monitoring players through their streams and videos, but also gathering feedback through various channels. It was very clear that there were numerous issues regarding the Mother Gaia fight, the stage boss of the Abandoned Land.

Despite our testing internally and ongoing investigations of the issues, we were not able to reproduce this issue. However, it was evident that many players were encountering this issue at an alarming rate. It honestly made us feel defeated in that we were not able to reproduce the issue.

In this update, however, we have completely revamped how it operates under the hood, conducted a series of tests, and expect that most of the problems encountered during the fight with Mother Gaia will have been resolved.

[h3][Other Changes and Fixes][/h3]
  • Fixed an issue where certain parts of the UI were not working as intended.
  • Added the option to turn on/off voice overs in Settings > Gameplay > Talk Voice.
  • Because of the addition of the on/off toggle for voice overs, player settings may have been reset. Please adjust them before playing again.
  • Fixed an issue where after certain gimmicks (ie. the conveyor belts in stage 2, the tumor bulbs in stage 1) are activated/cleared, the activation/clearing of the gimmick is not saved after death or restart.
  • Fixed an issue where in certain circumstances, players were not able to use the Concentrated Counterattack during the tutorial.
  • [Stage 2 - Dark Forest] Adjusted the attack of Metal Eye (flame-throwing machine enemy) so that it can now be guarded against as well as can be escaped from upon being hit.
  • Adjusted the position of the Engram cluster left by the player after they die to a boss to be outside the boss room upon retrying.
  • Fixed an issue where in certain circumstances, the player can fall infinitely through the map after using "Chasing Grasp."
  • Increased the hit box of Aerial Slash.
  • Fixed other minor issues (ie. text issues with the apostrophe/comma, incorrect button inputs in the skill tree, etc).


We at Newcore Games will continue to listen to and respond to the feedback of our players. We strive to provide the best gaming experience to the community.

We look forward to your continued interest, support, and of course your feedback.



Thank you.
~ Director of The Devil Within: Satgat

Patch Notes 2024.04.11


Hello everyone,
Thank you for continuing to support 'The Devil Within: Satgat!'
The following has been updated in the latest version of the game on April 11th GMT+9 (version: 0.5.51.35889).

[h3][Changes and Fixes][/h3]
  • Fixed an issue where certain parts of the UI were not working as intended.
  • Fixed an issue where the game was saving to a slot other than the intended slot in certain circumstances.
  • [Stage 2 - Dark Forest] Fixed an issue where certain monsters' attack hit boxes did not match the timing of the animations.
  • [Stage 2 - Dark Forest] Fixed an issue where collecting all of the Haetae in the stage did not complete the challenge.
  • Fixed an issue where in certain circumstances, the game would crash during a load screen.

We hope you continue to enjoy 'The Devil Within: Satgat.'

Patch Notes 2024.04.10


Hello everyone,
Thank you for continuing to support 'The Devil Within: Satgat!'
The following has been updated in the latest version of the game on April 10th GMT+9 (version: 0.5.50.35786).

[h3][Changes and Fixes][/h3]
  • Adjusted the timing of Perfect Guard/Dodge/Charge
  • Fixed an issue regarding the attack hitboxes of certain monsters
  • Adjusted the health of Mother Gaia, the final boss of Stage 3 (Abandoned Land)

We hope you continue to enjoy 'The Devil Within: Satgat.'

Early Access: After Day 1

Hello everyone,

After a long journey, it is with great pleasure that we are able to present the game to you all.
I would like to say that we are ecstatic at this moment, but after monitoring gameplay and reviewing various communities since launch,
I realized that we have a lot of work to continue to do.

First of all, I would like to express my heartfelt gratitude to all of the players that have provided positive feedback and comments.
I would also like to express my gratitude to the players who have quickly pointed out critical issues and sharp feedback.

We are currently in the process of identifying major issues that are hindering gameplay. The following issues will be addressed through the April 10th patch/hot-fix.

1. Adjust the timing of Perfect Guard/Dodge/Charge
  • The timing for perfect guard, dodge, and charge will be significantly eased in favor of the player
  • This adjustment will have a positive effect on the overall gameplay experience. We will continue to monitor feedback and suggestions after this is implemented.
2. Fix the issue regarding the attack hit-boxes of certain monsters
  • We confirmed that certain monsters' attack hit-boxes are triggering at times that are not in line with their animations.
  • This is an issue that has a negative effect on the overall gameplay experience and needs to be fixed quickly.
3. Adjust the Health of Mother Gaia, the final boss of Stage 3 (Abandoned Land)
  • Currently there are many issues that have been reported during the Mother Gaia battle.
  • As a temporary measure, we will decrease the boss' health in order to shorten the length of the excessively long fight.
  • We are working on investigating the issues with Mother Gaia promptly.

[hr][/hr]
The following are things that we will address/resolve as quickly as possible.

1. In regards to the lack of BGM (background music) in certain areas
  • During the process of polishing the game, there are areas of the game where there is no BGM or the BGM does not loop correctly.
  • This will require a comprehensive review, so while it may take some time, we strive to improve this part of the game as fast as we can.
2. In regards to the issue where there are not enough checkpoints (campfires) in the Dark Forest stage
  • The Dark Forest stage is quite large and we understand that if a player dies at certain parts of the stage, it can cause a great deal of stress to the player.
  • We are reviewing the stage design and checkpoint placement to resolve this issue.
3. In regards to the Korean voice-overs
  • Because we are an indie game studio based out of South Korea, we first worked on applying Korean voice overs.
  • The plan is to support multiple languages for voice overs by the time version 1.0 rolls around.
  • However, we found that some players do not want to have the Korean voice overs on by default.
  • Therefore, we are planning on adding an option where you can turn off the voice overs during the Early Access period.
4. In regards to the "Soul Destruction" skill issues
  • Players will come across a variety of 'systems' that they will need to use to advance through the game
  • The "Soul Destruction" skill is one of those key systems, but the utility, for a lack of better words, seems really low
  • We are preparing improvements to the "Soul Destruction" skill so that it is a more viable/efficient system for players to take advantage of.
5. Other Key Issues
  • We are addressing issues where trading hits right before the last hit (that send the boss to the next phase) prevents progression.
  • We are working on improvements to player/monster movement as it can interfere with intended gameplay.
  • We are aware of an issue where the attacks of monsters summoned by Mother Gaia can cause the game to crash in certain situations.
  • After certain gimmicks (ie. the conveyor belts in stage 2, the tumor bulbs in stage 1) are activated/cleared, there are issues where the activation/clearing of the gimmick is not saved after death or restart. This is a critical issue that impairs the overall gameplay experience of the player and is being urgently investigated.

[hr][/hr]
The following issues are difficult to address as quickly as the others, but are still being handled as major priorities.

1. Addressing the narrative and staging quality
  • Staging a scene and the narrative that brings it to life are crucial elements for immersion in the game.
  • However, we are aware that there are still cutscenes that detract from this experience.
  • We will consistently work to gradually enhance these aspects and present to you massive improvements all the way until we get to version 1.0.
2. Addressing the quality of certain skills
  • Some of the skills that players can attain can greatly improve a player's gameplay, while others have somewhat of a lesser presence
  • During early access, we will adjust them to provide an interesting experience regardless of the skills that you choose to learn.
3. Exploration Quality of Life Changes
  • When it is difficult to get past a particular boss, it is very important to provide the player with a chance to improve/get stronger and challenge the boss again.
  • In the content released so far in Early Access, features such as fast-travel or weapon enhancements are limited. We planned on releasing these features in future chapters.
  • However, if the lack of these features currently negatively affects the gameplay experience, we should consider advancing these features ahead of schedule.

[hr][/hr]
I would like to again thank you for all of the support that everyone has shown us thus far.
We will continue to listen to your opinions, feedback and constructive criticisms in order to make The Devil Within: Satgat a true return-to-form for action-platformers.
We will also continue to communicate with you as we head towards version 1.0!

Thank you.
~ Director of The Devil Within: Satgat