1. Into Evil
  2. News

Into Evil News

INTO EVIL - Multiplayer Playtest

Greetings, Unfortunate Souls!

We hope you are ready, as the doors of the Inverted Tower are opening on May 2nd for the MULTIPLAYER Playtest of INTO EVIL! Just visit the gamepage as subscribe.



The playtest will last for TWO WHOLE WEEKENDS until May 12th, allowing plenty of time to sink your teeth into the flesh and share your opinion on the matter.



Grab your not-so-unfortunate allies and brave down the bottomless abyss. The horrors, pain, and treachery are waiting for you in the depths. Can you hear them calling?

Don’t have any friends to betray? Find your fellow adventures on the CR Discord or Community Center.

Have an opinion to share? Use our handy Google Form or Discord and get mentioned inside the game itself. Only souls who submit the feedback will be eternalized.

Good luck everyone!
We hope you’ll survive.

INTO EVIL - Inspiration Behind the Game

Greetings, Unfortunate Souls!

You have been summoned for the first full-fledged devlog, dedicated to everything going on behind the scenes.

Today I wanted to share information about the process, experience, and inspirations that led to the creation of INTO EVIL just the way it is.

[h3]In the beginning, there was a game. [/h3]
I have always been a huge Souls series nerd and have been playing all of them: from Demon’s Souls to Elden Ring. It was a big inspiration for the control scheme and general level of difficulty (by which I mean ‘punishing, but fair’).

Demon’s Souls has always been just one brick of inspiration. I was always keen on creating the game which had everything that I loved about ARPGs, while getting rid of everything else that I did not.

Teleglitch — a roguelike top-down shooter with retro pixel graphics, — can be considered to be the main source of inspiration for INTO EVIL. This game was the one that showed me it’s possible to efficiently create a compelling real-time roguelike with minimal assets. Without this inspiration, I don’t think I would ever actually tackle this project.


Beyond that, many other titles helped shape INTO EVIL into the game you know today. Here is the list of projects that I would like to give a shout-out:
  • Catacomb Kids has fantastic systems-driven gameplay;
  • Vagante has compelling exploration and vibes;
  • And of course, I tried to carry some fun combat flashiness right from Blast Brawl 2!

That said, I was never going to create “just another regular soulslike roguelike”. I always considered the main “goal” of the game to be “a better Diablo”. A lot of in-game decisions were based on this particular ambition.

For example, beyond simple things like “removing grinding” and “getting rid of ridiculously small bonuses” (like “2% increased fire resistance” or “ignore 5% of enemies frost resistance”), one of the big things I wanted to change was damage being the universal answer to most problems.


In most ARPGs abilities tend to either increase the damage players deal or reduce the damage they suffer in some way. I always found it to be a rather boring and reoccurring issue that needed to be revised. And besides, I always wanted to play with non-damaging abilities being a viable option. This led to the following in-game features:
  • The display of enemy health bars and the minimap became actual in-game abilities the player needed to discover;
  • Complex stealth system: enemies react to the player not only when he enters their field of vision, but also rely on hearing, the player’s interaction with objects, etc.;
  • Elemental interactions;
  • Complex environmental effects;
  • Making every item more interactive and diverse from one another. For example:
    • While axes have a different moveset from daggers; lanterns, torches, and throwing knives have diverse ways to use them.

It was important for me to make players not just think about the best OP build possible, but to force them to stay constantly engaged and use all moment-to-moment options they have.

[h3]On the second day, there were characters and aesthetics. [/h3]
While creating INTO EVIL I always wanted to help players understand the storyline better with the help of the art style. I wanted to help players “see beyond pixels”, if it makes sense — with in-game portraits of characters and bosses done in a different artstyle, standing out from the rest of the game. That’s why I have always liked to describe INTO EVIL’s art style as “super-vivid gothic horror… but slightly cartoon-y”.


Characters and bosses were influenced by tropes and common fantasy concepts. I tried to keep the designs simple, but easily distinguished from one another to provide the player with a simple but quick and clear understanding of the core for any encounter. For example, the playable characters have an intentionally different “vibe” from the bosses the player faces. The player is meant to feel like ordinary struggling folk, encountering monstrous beings. While bosses and enemies are corrupted by otherworldly evil into contorted abyssal nightmares — so they’re much more grotesque.

[h3]On the third day, there was music. [/h3]
The choice of music was one of the crucial things that I had to decide on. One of INTO EVIL’s highlights is the very intense boss fights where humans clash against horrible grotesque monstrosities. I wanted to make the music fully reflect the concept of a “crescendoing epic dread” and make the player’s skin crawl.

To fulfill such a goal, most dark fantasy ARPGs tend to have dramatic orchestral soundtracks or something inspired by Diablo’s soundtrack. I wanted INTO EVIL to sound more grungy and coarse, abrasive even. Darksynth felt just like a natural fit. After perusing a bunch of artists, I settled on the collaboration with Dav Dralleon. His vibe of never-ending apocalypse as well as gut-wrenching horror seemed like a perfect match.

Without spoiling the future regions, I am stocked to have all the music for INTO EVIL be done by Dav. I’m sure you’ll find the game’s OST pretty memorable as well. Meanwhile, go check out his other stuff!

[previewyoutube][/previewyoutube]

As you may see, INTO EVIL is the game that has been created out of deep passion and years of experience. It could have become many things, but here we stay: a gruesome tale of the Inverted Tower where only the most unfortunate souls have the slimmest chance to reach its deepest levels. What is waiting for you in the future? Only time will tell.

While waiting for future updates, don’t miss a chance to experience the dread of INTO EVIL by braving the Open Demo. Ally with friends in Multiplayer, betray your foes in the PvP Arena mode, and don’t forget to brave down the Inverted Tower.


Have you ever found yourself longing to discuss the effectiveness of border posts? Play Russian roulette with a shotgun? Explore the mysterious Great Well, unwanted by the world above? Or maybe join the Tulpar Crew? Talk horror and post quality memes? Then join the Critical Reflex Discord to stay updated and finally connect with your allies!

We will keep an eye on you.

INTO EVIL - Versus Mode, OTK Festival

Beware and Behold, Unfortunate Souls!

We summon you once more because INTO EVIL just took part in the OTK Winter Expo 2024! To celebrate the showcase, we are inviting you to watch the brand-new trailer:

[previewyoutube][/previewyoutube]

If you thought we would stop here, you are wrong. We have prepared the second major Demo update. The main feature that we are adding is a chance for you to backstab your best friend in the PvP arena. The Versus Mode was forged in the abyssal depth of T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷͝ and will unlock after defeating the Prologue.

Read further to study all the changes in more detail, OR, just dive right into the game and experience them firsthand!

Key changes:
  • Steam Remote Play-based co-op is now more seamless and part of the in-game experience.
  • Added The Arena, accessible after defeating the Prologue.
  • You can now enable Full Split-Screen if you do not wish to have the camera zoom out to keep all the players in view.


The Arena
  • An additional passage further below can now be found in the top-right of the Great Hall. It is initially locked — to unlock it, beat the Prologue!
  • Once unlocked, exit through the side passage to enter The Arena, where you can battle your friends to the death!
  • Once a map is selected, combat will begin. You will be placed on teams according to your player color, and be assigned a few lives each. Defeat all opposing players to win!
  • While each map has a core layout and emphasizes certain mechanics, they are also partially randomized for each battle. A unique set of hazards and discoverable loot will be present — hurry and find the best items before your opponents do!
  • Maps also contain locked chests — these contain particularly powerful gear, but require keys to open! Those keys are guarded by powerful champions — foes who periodically spawn onto the map and try to slay any players they encounter. Lead them towards your enemies to ruin their day, or risk a direct battle with them in order to claim their key for yourself!
  • In addition to loot, there are more permanent ways of gaining power: for example, by slaying other players! Whenever a player dies, they will drop either a pickup that will fully heal the claimant, and increase their vigor or vitality. This buff will last across lives!
  • Finally, each map has a central area where occasionally power will gather. Once gathered, it can be claimed — but only by a single player. Stand in the zone alone for long enough, and you will have otherworldly might be bestowed on you


Multiplayer Changes
  • You can now view your Steam Friends in-game, and send them an invitation to join your session via Remote Play.
  • Triggering the Steam Overlay will now pause the game.
  • In multiplayer, the Character menu for each player is condensed and shrunk to a corner of the screen.
  • Correspondingly, multiple players can now have their character menus open simultaneously.
  • HUD elements progressively reduce in size with more players.
  • The way difficulty scales with more players has been revised.
  • When in multiplayer, you can now toggle the split-screen mode in both the Descent and the Arena.


Balance Changes
  • The Veteran’s starting armor is now weaker.
  • The Friar now begins with a wooden shield in addition to their mace and lantern.
  • The “bounce off” effect of heavy armor now only applies against blows of sufficiently low “force.”
  • Shields consume slightly more vigor when blocking attacks (based on their “force”).
  • Correspondingly, the attack “force” of all items has been rebalanced. Some weapons are now better at breaking through shields (ex: maces), and some weapons are now slightly worse (ex: swords).
  • Torches now ignite foes when landing a critical blow.


Input Changes:
  • The game now waits for player input at startup before advancing to the main menu. The purpose of this change is to determine more gracefully if a player wants to use a gamepad or keyboard/mouse.
  • Correspondingly, all methods of input - plugged-in gamepads and keyboard/mouse - require input before they are “claimed” as player inputs by the game.
  • The “auto-replace keyboard” option has changed: plugging in additional gamepads no longer “replaces” the mouse and keyboard until the fourth one is added. It has been moved to the Options > Input > Controllers menu.
  • There is now an additional “keyboard disable” setting that more specifically disables the keyboard if gamepads are being used. (This new setting defaults to “off.”)
  • Added the ability to explicitly disable controllers and the keyboard/mouse in the Options > Input > Controllers menu.
  • The gamepad input library (InControl) has been updated to the latest version.


New Player Changes:
  • Pings indicating the player has a tutorial message waiting for them now gradually intensify.
  • Only 2 tutorial messages are allowed to accumulate, with higher-priority tutorials replacing lower-priority ones in the queue.
  • There is now a popup tutorial on how to juggle items between hands.


Misc Changes:
  • Updated to the latest version of Unity (2022.3.52f1).
  • Some of the Essence traits the player can acquire have been rebalanced.
  • The quality and quantity of items you can discover in the dungeon has been rebalanced.
  • You can now perform basic actions (swapping items, opening doors, etc) without breaking stealth.
  • Some icons for rarer items that were not completed in time for the prior update have now been updated.
  • The subtle shadow underneath entities (to help them stand out visually against similar-colored backgrounds) has been intensified.
  • Footstep sounds when the player comes to a stop are less jarring.
  • Fixed a bug that occasionally prevented Vitae Sparks from appearing properly upon enemy death.
  • The camera can now zoom further out.
  • The pathfinding library has been updated to the latest version.
  • Astral Projection now untethers the player’s view from their corporeal body.
  • Spells with increased levels of mastery now properly reflect it in their name.
  • The Bloom filter has been removed from the vision system. This should improve the framerate on Steam Deck.

Lastly, join the Critical Reflex Publisher Page and Discord to stay updated and connected with your allies.



INTO EVIL - Updated Demo and partnership with CRITICAL REFLEX

Beware and Behold, Unfortunate Souls!

It’s been a long time since the last update, but news has finally emerged from the abyssal depths of the dungeon.

It's high time to announce that INTO EVIL, the megadungeon you are still not ready for, is joining the CRITICAL REFLEX family! Together we’ll deliver the most intense and brutal experience to anyone daring to face the dangers of the underworld.

[previewyoutube][/previewyoutube]

In INTO EVIL, it’s T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝, not the Tower of Babel you need to worry about, as such we have localized the demo into the following languages:
  • English
  • French
  • German
  • Italian
  • Japanese
  • Korean
  • Polish
  • Portuguese
  • Russian
  • Simplified Chinese
  • Spanish
  • Traditional Chinese
  • Ukrainian

We recognise it’s been a long time since the last update, so we’ve made sure to make it worth your while by making this one the biggest yet. Beyond adding localisation, we’ve made adjustments to every area of the game, here are some of the key changes:
  • The "leveling up" process has been revised.
  • All items (and the modifiers they can acquire) have been revised and polished.
  • Each unlockable character’s starting traits have been revised.
  • New items have been added to the game. Go discover what they do!
Scroll down in order to study all the changes yourselves!

Progression changes:
  • Consuming a Vitae flame is now more dramatic and more clearly indicates the rewards to the player.
  • Branding Runes have been removed from the game.
  • In their place, "Soulsear Engines" have been added - these devices allow a user to consume a Soul Point in return for one of three random traits.
  • The Runes that characters can obtain have been reworked (and renamed “Essence”).
  • Consuming a Vitae Flame no longer resets all cooldowns. (This is meant to simplify their effects and make them more understandable.)
  • Being resurrected in multiplayer is now much more dramatic, as your bones and flesh are reconstituted by arcane power.
Character changes:
  • Each unlockable character’s starting traits have been revised.
  • Characters now begin with Essence traits unique to them that help grant them a more unique playstyle, as well as encapsulating their backstory.
  • Unlockable characters now have an explicit “flaw” unique to them to counterbalance their increased starting abilities. Try out their new playstyles!
Gameplay changes:
  • Many items have received tweaks and polish (or removed/replaced).
  • New items have been added to the game. Go discover what they do!
  • New item modifiers can be discovered.
  • Healing Potions, and Potions of Magic are now “Vitae ampoules” and behave slightly differently.
  • All other potions have been removed from the game. They are planned to be re-added in a more comprehensive “alchemy” update later in Early Access.
  • Many items now have more visual variants - for example, more patterns of shields can be discovered.
  • Some items are now "brittle" and degrade, then break, over time.
  • You can now “struggle” while frozen to break free more quickly.
  • There is a new status effect, “wet.” While its direct effects on your character are slight, its interactions with other elements are significant...
  • Parry windows have been significantly tightened.
  • Ammunition now persists between levels when loaded into crossbows.
  • Whip yanks no longer make unaware enemies look in the wrong direction.\
  • By default, you can no longer manually “unlock” when playing on a gamepad. This should prevent new players from accidentally unlocking themselves when getting used to the controls. (An option to revert to prior behavior is in Options > Gameplay.)
HUD Changes:
  • Runes now display more holistic information in the Character Menu, detailing both their background and the exact changes they add to your character.
  • Changes in Vigor and Vitality are more clearly indicated.
  • When displaying the Armor of an item or ability, the HUD displays an armor icon next to the stat changes to make this more clear.
  • Armor stats now are more clear when comparing the difference between the armor you are examining and the currently-equipped item you would be replacing.
  • There is now a "Defenses" page on the Character Menu.
  • Fixed a bug where the dialogue overlay would scale poorly in multiplayer.
  • The look and feel of the HUD has been refined.
  • You are no longer able to bring up the Character Menu or pause the game mid-dialogue.
  • During multiplayer, players are no longer able to have clashing Character Menus displayed simultaneously.
  • All item icons have been reworked.
  • You can now change the cursor to a higher-contrast red if the simple white version is insufficiently visible.
  • The game now displays an explanatory alert when a controller has “suppressed” keyboard input.
  • Due to needing to support a broader range of characters for various languages, the “header” font in the UI has been changed.
Other changes:
  • The pathfinding library has been updated to the latest version.
  • Graphics jobs have been enabled (which should improve performance on Steam Deck).
  • Sprites atlases have been created to improve batching at runtime (which should improve performance on Steam Deck).
  • Unity has been updated to version 2022.3.32f1.
  • Fixed some visual bugs in the prologue.
  • Prisoner torture chairs no longer appear in narrow hallways.
  • Fixed a bug where objects were placed too close to each other and protruded past the edge of walls.
  • All references to acid damage have been changed to refer to psychic damage.
  • The game’s build date is now visible in the Options menu. (Please reference when filing a bug!)
  • You can now reset the game’s playthrough state in the Options menu (while leaving conventional settings intact).

Lastly, join the Critical Reflex Publisher Page and Discord to stay updated and connected with your allies.





We will keep an eye on you.

Update 0.8c - The Halls of Hatred Update (Part 2) - is Now Live!

Welcome back - have a fresh update! This one has taken a bit, but I promise the wait has been worth it!



[h2]Key changes:[/h2]
  • The Inverted Tower's depths are now much more interesting! (No spoilers!)
  • The guaranteed "first dungeon" is now different.


[h3]Dungeon changes:[/h3]
  • Many more dungeon pieces fit together, resulting in less predictable and denser-feeling layouts.
  • Chests no longer trap characters/effects that are not supposed to be in them
  • In the second level of the Prison, the exit should much more reliably be far away from the start.
  • Stabbing attacks, projectiles, and similarly less-physical objects can pass through iron bars/grates and other "porous" obstacles. Enemies take advantage of this.
  • Bonfires in the dungeon now emit more light.
  • Enemies now path around tables.
  • Doors no longer open to a full 90 degrees, making things become trapped by them less frequently.
  • Knight-Wardens now hold Pikes less frequently.
  • Giant Rats are now more deadly.


[h3]Tutorial / HUD changes:[/h3]
  • Popup tutorials are now less intrusive when they appear but accumulate in the bottom right of the screen.
  • Now, when popup tutorials are "opened" via the Start button, they pause the game and appear as "info" windows in the center of the screen
  • Popup tutorials now display an image that adds context.
  • Picking up an item in a non-standard hand is now more intuitive.
  • The prompt that explains how to swap back after auto-stowing an item on pickup now also indicates how to drop items.
  • The Prologue now more clearly indicates how to drop an item in a specific hand.


[h3]Other changes:[/h3]
  • Updated Unity version to 2023.3.21f1.
  • Updated pathfinding library to latest version.
  • Updated dialogue library to latest version.
  • Sounds no longer play when offscreen by a sufficient margin, and their volume is always correct.
  • GradualChangeFloatVal no longer causes extraneous error logging due to object inaction.
  • Lightmaps can now contribute to the detected light level on entities.
  • "Manaforged" arrows generated by "Producing" bows now deal 2 damage instead of 1, making them more viable.
  • Various other visual tweaks and enhancements.