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Keeper's Toll News

Enter Castle Usvit! Version 0.7 is Live!

We are thrilled to announce that after countless months, we have finally arrived at version 0.7 of Keeper's Toll. We want to thank everyone for following along as well as the entire team who is working on the game. We're all in this together, and it's amazing to see the progress on the game. As players, your feedback has been incredibly valuable and we want to thank everyone for contributing feedback, especially our dedicated community and testing team. We're turning the game into something special and can't thank you all enough!



[h2]New Environment: Castle Usvit[/h2]
A once beautiful castle now lies in ruins at the hands of a tormented king who has been consumed by his own demons. Explore the castle's halls as you seek to put an end to the demonic forces at play.

[h2]New Healing System[/h2]
You can now heal on command with our new flask healing system. As a new player, you will start out with 2 charges of a healing flask. Each flask heals 50% total HP by default. You can purchase a recharge from the Merchant. 2 Recharges per run, one per merchant instance. You can also upgrade your total charge count to 5, by killing each of the 3 mini bosses in the game: Warden Grainloch, Bilee and Soulus. When these bosses are killed for the first time you will be rewarded with a new charge to your flask.



Press [X] on Xbox Controller / [Square] on Playstation controller or [R] on keyboard to use a healing flask. You can rebind the keyboard key under key bindings in the options menu.

There is no longer health potions that will drop from crates/barrels/chests, as the flask system is now the main healing system for the game. However, we added new healing crystals to the game, which will now drop instead of potions. The crystals have a chance to drop in crates/barrels/chests and the drop rate scales with player level. The crystals heal over 10 seconds and heal a total amount of 15% of your total HP.



[h2]New lighting system[/h2]
The world has gone dark, but is lit with intensity! We want to capture more of the darker feel of the games that inspire us such as Dark Souls and Bloodborne. The lighting system we added really helps elevate the feel of the game more and capture the vibe we are striving to achieve.



[h2]30+ new enemies[/h2]
All sorts of new enemies await you in Castle Usvit. If you find some of the new enemy projectiles a bit difficult to deal with, toggle on the new "Enemy Projectile" outlines setting in the Options Menu.

[h2]3 New Boss Fights + 1 returning boss fight[/h2]
It is your goal to seek out and destroy the Ebon King and all those that serve the tormented lord.

[h2]New Main Story Quest[/h2]
Upon entering Castle Usvit, you will meet a mysterious priest named Kalinov. He will guide you on a path to end the reign of the tormented king.

[h2]New Merchant Items / Blueprints[/h2]
Encounter and engage in new events and obtain new blueprints to grant you new powers. More items are in production and will be released as we progress through v 0.7. We are also planning a merchant re-roll option in the coming months.

[h2]Enhanced Environments[/h2]
Updated texture details, rain particle FX and more. We want the worlds to feel more alive.

As we progress through v0.7 we also want to add some more points of interest throughout the environments, enhancing what you can do within the worlds you explore.

[h2]Enhanced User Interface[/h2]
New additions for the new healing system and more clarity added to existing content.

[h2]New Music[/h2]
Shout out to Brightbone, our composer. He's made some awesome new music for the game.

[h2]Publishing Partner and Chinese Localization[/h2]
We have teamed up with Doyoyo Games for the launch of v0.7. Doyoyo Games is handling the publishing/marketing of Keeper's Toll in the Greater China region as well as providing localization support for Chinese. You can change the language in the options menu.

[h2]Achievements and Tomes[/h2]
Lots of new Achievements and Tomes of Knowledge are available to collect and power up your characters.

[h2]Revamped Talents[/h2]
This is a WIP that we will continue working on throughout version 0.7. Bogatyr has a new talent called Rage that is a Tier 1 talent and can be unlocked almost immediately. It provides him with a hefty Cooldown reduction based on how fast he hits enemies. If you play very aggressive and can maintain a high level of rage, you will reap the benefits.

[h2]New Trailer and Screenshots[/h2]
New Video Trailer and screenshots posted on the main page. Check em out!

There has been several hundred other changes included in version 0.7, from skill balancing, to boss balancing, to visual effects, sound effects, bug fixes, you name it. We've fixed/tweaked hundreds upon hundreds of things.

We always appreciate feedback, and we understand that this is a big update. We hope you take some time to get used to the changes and also play some of the new content. Part of Early Access is about learning what works and what does not work for the game as a whole, and we are always striving to improve on these things as we continue development.

We welcome feedback, and if anyone has anything to report, from general feedback, to suggestions, bug fixes, etc., please do not hesitate to reach out. We'll get back to you as soon as possible.

Thank you for your interest in Keeper's Toll, and we look forward to everyone playing v0.7 and we shall continue on our journey to version 0.8, in which we will be launching our next character class: the Pyromancer. We maintain our roadmap in the game description, so feel free to check in from time to time to see where we are at and what we have planned.

Stingbot Games

Enter Castle Usvit on January 25

We hope everyone had a great Holiday break and New Years!

Soon, we will be launching our biggest game update since Early Access began. On January 25, players will get to experience the largest content update, filled with dozens of new features and challenges. We are still testing/polishing and preparing for the launch of version 0.7. Lots has changed/been improved and we will share a list of the major changes when the update goes live. Most notably, we have spent an enormous amount of time on a new lighting system and visual upgrades, with great improvements to the game's ambiance, feel and style. Updated textures, effects such as lights on explosions, screenshakes on slams, and all sorts of finesse has been added. And we're just getting started!

We created a teaser video showing a little of the next environment and updated visuals of the game.

[previewyoutube][/previewyoutube]

It's unlikely we will be pushing any new builds live in version 0.6 of KT, simply because 0.7 is now very different and impossible to maintain consistency. Besides just a new lighting system, there has been over 300+ changes to existing content, from bug fixes, to various stat improvements, to effects changes, and more.

We can't wait to see you all play the new content when it launches on January 25, and if you are returning to the game, you will notice loads of things have changed, so we hope you take some time to revisit old content as well as enjoy the new content. It's been quite the adventure getting to this point, and we thank everyone for joining us along for the ride.

Stingbot Games

Patch v0.6.27 is Live!

Hi Everyone, the latest patch build addresses some balancing issues and bug fixes.

PATCH (0.6.27):
- Sporelord Rotwood: Increased utility healing shroom respawn timer from 20 seconds to 25 seconds

- Sporelord Rotwood: Utility shrooms are now spawned closer to the sporelord

- Sporelord Rotwood: Increased the utility slow shroom respawn timer by 30%

- Sporelord Rotwood: Healing Shrooms require less distance to teleport to the sporelord

- Sporelord Rotwood: Increased attack cooldown from 5 to 6 seconds

- Sporelord Rotwood: Reduced total HP by 10%

- Sporelord Rotwood: Healing shrooms now flash to improve visibility

- Sporelord Rotwood: Dash punch move is now less aggressive, covers less distance and is more optimized

- Sporelord Rotwood: decreased the max amount Rotwood can heal during the charge state by 5%

- Chancellor Autlaic: Will no longer slide while attacking

- Refactored all logic related to Sporelord Rotwood

- Ranger: Reduced the distance firebombs will fly out while in kiting mode

- UI: Press Start text now properly loads the correct Font, when accounting for Localization

- Improved controller detection via Native Input

- Bug Fix: Merchant Item: Glass Heart now properly applies HP based on total current HP, not the default class stat

- Merchant Item: Glass Heart - reduced HP gain from 25% to 20%

- Fixed a rare bug related to event tracking in the AI health logic which could prevent enemy outlines from toggling on/off

We'll have some more news sometime soon after the New Year! Stay posted for some big announcements. We wish you all Happy Holidays and an amazing end of 2023!

If you have any feedback, requests, or bugs to report, please don't hesitate to reach out. Thank you.

Stingbot Games

Castle Usvit Preview + Build 0.6.25

Build 0.6.25 is now live, and you can read the patch notes at the bottom of this thread. It's mainly a bunch of QoL changes and fixes.

We are getting close to finishing the next major content update (v0.7) and there's a lot to discuss. Version 0.7 will be our largest game content update since we launched in Early Access. Version 0.7 brings several hours of new content. Let's dive in to each of the talking points.

[h2]New Environment: Castle Usvit[/h2]
Home to knights and servants of a Demonic Overlord. This environment brings a bunch of new content and difficulty. To enter Castle Usvit, defeating Velya (the fire witch boss) in the Usvit Depths is a requirement. The castle will not be unlocked until she is defeated. It's also recommended you have a well spent talent tree. The game ramps up in difficulty and you should be prepared for a challenge.



[h2]30+ new enemies[/h2]
From servants to knights to phantoms to living armor to court jesters and wizards. You name it, the castle has it. Loads of new attack mechanics not seen anywhere else in the game, the castle boasts some really fun AI and unique encounters.









[h2]3 New Boss Fights + 1 returning boss fight[/h2]
The hardest, and coolest bosses of the game are yet to come. We've spent several months working on these bosses and they are the shining light of Keeper's Toll. We cannot wait for players to fight them.

[h2]New Main Story Quest[/h2]
A mysterious priest awaits you at the entrance to Castle Usvit. Embark on a quest to unravel the mysteries of the castle.

[h2]New Merchant Items / Blueprints[/h2]
Encounter and engage in new events and obtain new blueprints to grant you new powers.

[h2]New lighting system[/h2]
We are building the game atmosphere more and adding 2d lighting and more advanced shadows to parts of the game world. We want to capture more of the darker feel of the games that inspired us such as Dark Souls and Bloodborne. The lighting system we are adding really helps elevate the feel of the game more and capture the vibe we are striving to achieve.

[h2]Enhanced Environments[/h2]
Updated texture details, rain particle FX and more. We want the worlds to feel more alive, and we will continue to improve on this throughout the duration of v0.7, even after launching the update.

[h2]Enhanced User Interface[/h2]
What we began to revise in v0.6 is being continued in v0.7. This will not launch at once, but will be a continual improvement.

[h2]New Music[/h2]
Shout out to Brightbone, our composer. He's made some awesome new music for the game, which will be added in v0.7.

[h2]Chinese Localization[/h2]
We are teaming up with a Publishing partner for the launch of v0.7 and they will be handling the publishing for Keeper's Toll in the Greater China region. Due to this, they have also assisted us with translating the game into Chinese and the game will be localized when v0.7 launches.

[h2]Achievements and Tomes[/h2]
We're adding in lots of new Achievements and Tomes of Knowledge to collect and power up your characters.

[h2]New Steam Page and Marketing Assets[/h2]
We will begin marketing the game more actively once we release v0.7 of KT, and thus we will have a new Steam Page, full of updated GIF's and details. We'll also be scrapping all of our existing screenshots/video and uploading new screenshots/video trailers for the game, as everything up there now will be outdated pretty heavily once we launch v0.7. Of course we need to accurately reflect the game in its current state, and this is a major leap forward for the game, so all assets will be completely new once we launch the update.

We are staying focused on bringing the new content in version 0.7 live to Keeper's Toll, so we've dialed back a bit as for revising/improving the existing content/mechanics. We understand there's always more we can do, but bringing v0.7 live into the game is our top priority right now.

Still, version 0.6.25 brings a handful of QoL, balancing updates and bug fixes to the game.

[h2]Patch Notes (v0.6.25)[/h2]

- Tomes of Knowledge Skill: Focus Ability has been modified and no longer requires max ability rank (5) to activate. It now scales once an ability reaches rank 3. You will earn 3% bonus dmg per rank at ability rank 3, 4% at ability rank 4 and 5% at ability rank 5.

- Ranger - Summon Wolf, Poison Blast, Fleeting Quiver and Nature's Snare cooldowns have been slightly reduced between 5-10%

- UI: Level Up active abilities now display the type of attack next to the "Active" tag. For example: Spell attacks, kick attacks, sword attacks. etc.

- UI: Added an orange end cap to the stamina slider when the player's stamina becomes exhausted

- UI: Added a level icon for Castle Usvit in the World Select menu

- Firebombs will now be thrown further if the player is moving. There is now variable distance based on speed

- A movement speed cap has been set to 20, which is quite high. Much further past this value and the controls start to worsen

- Bug Fix: Animations for elite enemies now properly transition into death animation states

- Bug Fix: Sporelord Rotwood will now properly face his move direction during a strike attack

- Bug Fix: Sporelord Rotwood should now properly transition animations from any state to death

- Bug Fix: Corrupted Souls curse was not collecting corrupted (red) souls. This has been fixed, and collisions now work as expected

- Bug Fix: Bilee will no longer slide when prepping for an attack or teleport move

- Refactored code related to Souls detection and collection


Thank you for following along and joining us on our journey through Early Access. We can't wait to get to v0.7 and let you all experience what we've been working hard on for countless months now. We anticipate releasing the new content sometime in early 2024, likely end of January or beginning of February.

Happy Holidays to all, and if you have any feedback, please do not hesitate to reach out.

Stingbot Games

NEW Evasive Actions! NEW Boss! (Build 0.6.24)

[h2]Evade![/h2]



Players can now evade by pressing "B" (Circle on Playstation controller) on their game controller or Left Shift on the keyboard. Key binding for the evade action can also be changed if you go into the options menu.

Dodge Roll, Dash or Slide depending on your character class.

A. Evading will give you a 30% speed boost for the duration of the move
B. You can perform a double dash, but your stamina meter will be completely drained. Use to your advantage, but contemplate risk vs reward
C. Become invulnerable while evading (100% i Frames)
D. Smash through crates and barrels, dark souls style, cause it's fun :)

[h2]New Boss: Sporelord Rotwood[/h2]



A new mushroom has become angry at all the little shrooms you've been destroying! He's teased you with his poisonous mine field, but now it's time to take him on! He's replacing Bloodsap as the end boss for Linden Forest. We did this because we felt that, mechanically, Bloodsap was a little tough for a lot of new players to figure out. Sporelord Rotwood seems to strike a better balance and everyone who's tested the new boss is in agreement, so we felt this was the right move as we continue forward in Early Access.

Bloodsap will make a return to the game when we reach v0.7, our next major milestone. This will be sometime in early 2024, possibly as early as January but expected no later than February.

Version 0.7 of the game is the largest update we will have launched since Early Access. It's a major milestone for the game that will include hours of new content, loads of new features and progression and so much more. You haven't seen anything yet!

[h2]Updated HUD[/h2]



Gone is the lone health bar below the player. With the addition of the evasive actions comes a new stamina bar and HUD setup. All stats are now located in the top left corner of the screen, and with this change comes improvements to hit detection and stamina tracking.

[h2]Patch Notes (0.6.24)[/h2]

- NEW: Evasive Maneuvers (unique for each character class)

- NEW: Stamina system. Each class regenerates stamina at a different rate. mods to come in future updates as we expand the system

- NEW: Boss - Sporelord Rotwood. We have temporarily removed Bloodsap from the game as the end boss of Linden Forest and replaced him with Sporelord Rotwood. We will be adding Bloodsap back to the game when we launch v0.7 in early 2024.

- NEW: Achievement for defeating Sporelord Rotwood

- NEW: HUD UI elements > HP/Stamina/Chi bars + character portraits

- Crit Chance % now displays on pause menus and level up menus

- On Level Up, Skills are now labeled as Active or Passive, improving clarity

- Added menu navigation using controller/keyboard to the merchant icons on the pause menu

- Added merchant icons + navigation to the level up menu

- Hit Detection: HP bar now quickly flashes when hit

- Hit Detection: Added a small red border that flashes on the edge of the screen when hit

- Increased default gold pickup range

- UI: Adjusted Game HUD to support 9:16 aspect ratio (vertical displays)

- UI: Adjusted Game HUD for 16:10 displays (Steam Deck) so the vertical assets will be anchored properly relative to default 16:9

- UI: Indicator Icons that border the screen will now hover above the XP bar at bottom of screen, instead of being hidden behind the bar

- Player can no longer be slowed multiple times and have the effect stack. If slowed, the effect must now wear off before being slowed again

- Bug Fix: skill icons properly display on level up menu now. A few of them were swapped to incorrect positions

- Bug Fix: Player animation speed now always properly resets after being slowed

- Bug Fix: Bogatyr's War Cry was not properly calculating haste. fixed

- Bug Fix: Key Bindings should now work properly. We needed to adjust the code to support the addition of another binding for the evade move

- Bug Fix: Pumpking's Crown Merchant Item - Properly Aligned the Smash VFX to the Pumpking's landing impact position

- Bug Fix: Catapult Curse boulders will no longer inflict damage to the player when falling. Damage will only be inflicted when a boulder reaches the point of impact

- Bug Fix: Indicator icon for the challenge event circle in Usvit Depths should no longer display if the event circle is not active in the scene

- Key Bindings: Added a key binding for the Evade action. It defaults to Left Shift on the keyboard but can be reset to another binding if you prefer

- Restructured character animators to support new moves/input

- Invader will no longer spawn exactly at 4 minutes. There is now a random spawn time range in which he can spawn

- Modified Tome 5 in the Tomes of Knowledge menu. Tome 5 is now earned when defeating Sporelord Rotwood, not Bloodsap. Defeating Bloodsap will be added back in as a new task to earn a tome in v 0.7

- Added a short, optional tutorial when first loading into Linden Forest to inform the player how to evade

- Added a simple loading screen on game startup

- Added some missing sound effect events to the Talents menu when selecting specific characters or using the Buy Button

[h2]Special Thanks[/h2]

I wanted to give a shout out to some of the playerbase who helped us test this update. This came together through the efforts and feedback of everyone involved. Thank you to Hikiko, Djezze, Broda and Nosteru.

And of course, a shout out to each and every one of you reading this. Thank you for following along as we continue development on Keeper's Toll. Early Access has been a crazy ride so far. Each and every update puts us closer to realizing our vision for the game. There's so many improvements and changes to come, not to mention the countless hours of new content. If you have any questions, comments, bug reports, or any other feedback, please do not hesitate to reach out.

Thank you

Stingbot Games