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The Devil Within: Satgat News

Hot-Fix Patch Notes 2024.04.19


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 19th GMT+9 (version: 0.5.57.36858).

[h3][Changes and Fixes][/h3]
  • Fixed an issue where the UI for the skill tree tutorial does not work as intended with a gamepad.

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

Update 2024.04.19 // Implementing Community Suggestions

Hello everyone,

Since the launch of Early Access a little over a week ago, the game has improved drastically because of the feedback of the community over the past week. Today, a few more important changes based on community feedback regarding combat will be implemented! Please take a look at the changes below.

The following has been updated in the latest version of the game on April 19th GMT+9.

[h3]1. Adjustment to the AP System (Stamina)[/h3]
There have been a wide variety of opinions regarding the difficulty of maintaining a steady offense due to the AP system. Players feel frustrated because they are required to take short moments of reprieve in order to regain stamina, despite the game being an action-platformer. We strongly agree with the feedback that current AP management system can be stifling and disrupt the flow of combat.

Therefore, in today's patch, we are implementing a change where AP recovery is possible while using skills that do not consume AP. With this adjustment, players will be able to seamlessly continue their attacks by combining non-AP-consuming attacks (ie. light slash) after powerful AP-consuming attacks. We hope that players will feel more at ease in crafting long combos and strategies.

AP can now be recovered in the following situations:
  • Swordsmanship > Slash (Light Slash 1/2/3)
  • Swordsmanship > Jump + Light Slash
  • Swordsmanship > Aerial Slash (Lv. 1 and 2)
  • Agility > Penetration
  • Agility > Ambush
  • Special Skill > All levels of Concentrated Counterattacks
  • Soul Destruction

With these changes, we hope that players will have more freedom when it comes to stringing combos together.
We will continue to monitor feedback regarding the AP system.

[h3]2. Skill Damage Balance[/h3]
When it comes to the skills the Kim Rip is able to use, the ultimate goal was to balance the resources needed to use the skill with the output of the skill in question.

To make each skill more distinct and powerful, the following changes will be applied:
  • Swordsmanship > Low Blow (Sword Qi) : Attack 300% → Attack 400%
  • Swordsmanship > Aerial Slash Lv. 1: Attack 50% → Attack 75%
  • Swordsmanship > Aerial Slash Lv. 3: Attack 50% → Attack 150%
  • Swordsmanship > Moon Strike: Attack 300% → Attack 400%
  • Swordsmanship > Flying Monkey: Attack 100% → Attack 170%
  • Toughness > Moonslash (Refined and Savage): Consumes AP 2 → Consumes AP 1
  • Agility > Penetration: Consumes AP 1 → Consumes AP 0 (Change from mid-level attack to light attack)

[h3]3. Added a Skip Tutorial Function[/h3]
The game's tutorial was intended to get the player accustomed to not only the story, but also the basic game mechanics. However, we recognize that there are players who want to get on with the main gameplay. Therefore, we added a feature that will allow players to skip the tutorial and start the main game.

During the tutorial, players can open the menu to skip the tutorial. Any information gained through the tutorial can be found in the System > Tips menu.

[h3][Other Changes and Fixes][/h3]
  • Added a feature that indicates the direction of objectives on the map when the objective is not currently able to be seen.
  • Fixed an issue where pressing "Continue" on the main menu would load the 1st save file only.
  • Improved tooltip visibility of locked/unattainable skills.
  • Increased the duration of Overflowing Golden Elixirs from 15 seconds to 30 seconds.
  • Fixed other minor issues.

As always, we will continue to listen to feedback from our community and make improvements to the game so that players will have the best gameplay experience.

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 2024.04.16 // 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.'