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Into Evil News

Update 0.8b - The Halls of Hatred Update (Part 1.5) - is Now Live!

Tiny update here!

I was just traveling for a couple weeks, and noticed some bugs while away that I wanted to fix! (And some tweaks to the lighting stuff were suggested, which I have now incorporated!



[h2]Key changes:[/h2]
  • Some lighting bugs have been fixed, and overall lighting quality has been further enhanced.
  • The buttons for Invocations and Carried Items have been swapped on gamepad (making the layout closer to Dark Souls, and more aligned with the HUD).
  • Demon packs in the second level are slightly less numerous.
  • The Priest of Bones now has less health.
  • Fixed a teleportation bug with certain boss arenas.
  • It is now harder to get stuck behind objects in the dungeon.
  • Animation rate changes (such as from becoming chilled) now better react to mid-animation adjustments


Please let me know if you run into any problems at all!

Update 0.8a - The Halls of Hatred Update (Part 1) - is Now Live!

Greetings, dungeon delvers! With Steam Next Fest on the horizon, here's a massive polish update to make your Descents even more sinister!



[h2]Key changes:[/h2]
  • Many things look significantly better.
  • Many dungeon rooms have been revised.
  • The boss fights on the first floor of the Prison have been revamped and made harder.


[h3]Non-Spoiler Changes:[/h3]
  • Lighting quality now gracefully degrades as game quality is lowered. (Medium is now more performant on Steam Deck.)
  • Added bloom to the game.
  • The game now applies a dithered noise effect to the rendered game view. (This can be disabled in the graphics options if desired.)
  • There are now several options to adjust how responsive the game camera is, reducing motion sickness in sensitive players.
  • Bosses should now be prevented from being flung out of their arenas due to physics bugs.
  • Initial audio volume is a bit less loud.
  • Torches are a tiny bit brighter and less flicker-y.
  • Footsteps are generally more audible, there is more variety in sound when stepping on various things, and footstep loudness more consistently interacts with entity AI.
  • Greatbows are now a bit faster when firing power shots.
  • Knight Lossaire is now less baffled by columns.
  • The Knight of Blood's Thorn Rapier looks different, has more reach, and has a less stun-locky moveset when in close melee.
  • Ice skulls are slightly less dangerous.


This is "Part 1" of a massive set of changes to the dungeon levels. This initial update primarily focuses on the graphics of the game/certain "core" polish things. Once Steam Next Fest is over, I'll be releasing "Part 2", which will change actual level layouts more drastically (especially the second floor of the dungeon, which is quite bare-bones at this point)!

Happy dying! Please report any issues or bugs you might find!

Update 0.7c - The Glow-Up Update - is Now Live!

Tiny update here!

In preparation for the much bigger update that's coming, I added some fancy new lighting techniques in INTO EVIL!

Feast thine eyes:



I wanted to get this update out to make sure players could report any issues before the next update lands. Specifically, there's a slight chance this might cause performance issues on low-end devices - as such, the Quality setting in the options menu will actually impact certain things about lighting quality now.

Please let me know if you run into any problems at all!

Update 0.7b - The (Even More) Hordes of Hell Update - is Now Live!

[h2]Key changes:[/h2]
  • Prepare thyself for even more demonic foes
  • Ranged combat has been revised (see below)


[h3]Enemy changes[/h3]
  • Three more terrifying fiends have been added to the depths: the Skinless Walker, Doomringer, and Ignifex
  • Cruciform Thralls now sometimes scream when charging you
  • The Priest of Blood's boss arena now contains foul, mysterious eggs...
  • Gums can now shove their bulk backwards, knocking away players at their rear
  • Greaselings now spread fire to nearby creatures and objects while burning
  • Various other minor tweaks to enemy difficulty


[h3]Ranged combat changes[/h3]
  • You can now find more ranged weapons: shortbows, longbows, and greatbows
  • Bolts are now Arrows, and are used by both crossbows and regular bows
  • Arrows have a high chance to persist after being fired, allowing you to pick them up again
  • Projectiles now fire with different speed/duration multipliers from different weapons
  • Crossbows now take longer to reload
  • Quivers no longer provide endless ammo, but instead provide a larger, dedicated ammo pool that gets refilled as you discover ammo of the same type on your Descent.
  • Individual arrows now gleam on the ground (like gold)


[h3]Other Changes[/h3]
  • Vampiric blood consumption now glows, making it much more visible in dark areas
  • The Frozen Needles spell has been reworked and now provides a buff that auto-summons needles over time, instead of constantly needing to be recast
  • Icicles summoned by Frozen Needles can now be used as arrows if you have no other ammo
  • Carried items now show a comparison against the slot they would replace (if no space remains)
  • Dropped horns can now be played
  • Corpses of summons and ephemeral creatures now fade away and vanish


Also, Happy New Year! :D

Update 0.7a - The Hordes of Hell Update - is Now Live!

[h2]Enemy changes[/h2]
  • Beware: 9 new devilish enemies have been added to the game.
  • Tower Shield Guards now have an additional weapon, better AI, and are more "active"
  • The branding iron no longer inflicts knockback (cultists instead are personally imbued with unnatural force)
  • Flesh cultists should no longer stand around idle when no more frontline allies remain to engage with the player
  • All demons now have darkvision.


[h3]Other changes[/h3]
  • The "close" prompt for popup tutorials now moves a bit to help players see it
  • Status icons are always shown if the user has a temporary/expiring one, making it easier to track their status
  • All items with imbued spells now show a more fleshed-out description of the spell they cast
  • Fixed a bug where dying in the character select hub soft-locked the player
  • Recharge and charge times of various spells have been tweaked for better balance.
  • You now move more slowly while "holding" a fully charged spell.
  • Armor now plays clash FX when fully negating a damaging blow
  • Displayed item/ability info now handles the width of displayed content better
  • Fixed a bug causing certain characters to spawn with equipment/property modifiers applied twice 9_9