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Keeper's Toll News

Patch Build 0.6.1

Hi Everyone, just releasing a small patch build addressing some minor issues players have found, or we found otherwise regarding the new content. Plus we added an achievement for Shadow Monk max talents :)

- Shadow Monk: Added a Max Talents Achievement

- Shadow Monk: Combos can no longer be performed while the player loses control of movement (if stuck in a vine trap for instance)

- Hallow's Eve Quest Item smash attack (merchant item) will no longer inflict damage to the player

- Fixed a rare animation state issue w/ the Hallow's Eve Boss when he lands after a jump

- Reduced input detection time for combo attacks

- Fixed the Inferno Boots Fire FX sorting order. Now always renders behind enemies/player

- Lowered the position of the Debuff Icons on the Mimic

- Adjusted the poison mushroom elite in Linden Forest to have a delay when bursting its poison cloud, giving the player a fair warning. The mushroom is now properly synced with animation frames and SFX

- Code Refactoring


Again, nothing major, just doing our best to keep the game up to par for everyone. We have loads more updates to come. Feel free to reach out with any feedback or comments or bug reports and we'll do our best to address you in a timely manner. Thank you for playing the new version of Keeper's Toll! Lots to come!

-Stingbot Games

New Class: Shadow Monk & Halloween Quest + Reward



Born from darkness and forged by tragedy, the Shadow Monk walks the path of vengeance, embracing the shadows as his deadliest ally.



The Shadow Monk is the newest playable character to be added to Keeper's Toll. We've spent hundreds of hours working on this class and we're very excited to bring him into the game. We hope you enjoy him, and that you like the new Combo System we've added. Chi is the Shadow Monk's best friend!







We wanted to do something special for Halloween, and what better way than to send you out on a quest to collect something spicy and sweet, and slay a beast unlike any you’ve yet to meet! Return to Linden Forest to partake in a spooky event. The Halloween Event will be live for a limited time. We plan to remove the event from the game sometime in early-mid November, so be sure to complete the quest and get your reward while you can!






We are introducing Blueprints to the game in version 0.6.0. Blueprints can be unlocked by completing quests or defeating boss encounters. These blueprints will unlock new items to purchase from the shop, among other things. We have a very expansive Blueprint system we are developing, so expect a lot more of this in the future.

When we reach 0.7.x of Keeper's Toll we will be introducing more quests into the game that redefine how the game is played and how progression works. The Halloween Event is a nice introduction to quests and we have some very interesting and exciting plans for progression when we get to 0.7.0. We'll follow up more on this in later updates.

[h2]Past and Future[/h2]

We launched in Early Access 5 months ago. It's been a wild ride and we've pushed out several dozen updates since launch. We thank everyone who's joined the journey with us so far, but we are not even at the halfway point. If you have enjoyed your time so far, that's awesome! It's only gonna get better from here :) We can't wait to show you the new boss fights, new locations, new quest systems, our unique take on evolutions, and loads more upgrades and features.

We've updated our road map in the game description, so feel free to have a look if you want to know when new features are coming.

[h2]Patch Notes v0.6.0[/h2]

- NEW Character Class: Shadow Monk

- NEW Hallow's Eve Event (Limited Time) w/ Reward!

- Updated destructible gravestone sprites in Linden Forest

- Velya is now immune to Inferno Boots Fire Damage

- Boosted all powerup collectibles animation speed by 30%

- Boosted Chili Fire Breath Powerup Flames animation by 30%

- Loot snail will now only spawn once per run. Time to spawn is more random than before

- Added a delay to menu navigation on level up to prevent cycling through options immediately if input is held down

- Bug Fix: fixed a very rare bug which had the chance to apply incorrect scene settings affecting boss logic and spawn logic

- Bug Fix: if an enemy dies while being slowed, the animation speed is properly reset when the enemy is cycled alive again through the pool

- Skills code restructuring to improve efficiency

- Code refactoring

- Updated various in-game text

[h2]Upgrading from Soul Survivors [/h2]

If you are upgrading from Soul Survivors to Keeper's Toll, there is an upgrade guide here, which can help if you encounter issues transferring data or syncing to the cloud:

https://steamcommunity.com/app/2002220/discussions/1/5966762350807679166/


Thank you for all your support. We are expecting a lot of feedback from the new content, but we welcome it, so don't shy from sharing your opinion or providing us bug reports. We sincerely thank everyone who takes the time to do this. With your help, we continue to make the game better.

There's still lots to come, but we hope you enjoy the latest version of the game, and we look forward to continue building Keeper's Toll.

Stingbot Games

Build 0.5.35 is Live!

A new build is live (0.5.35). This marks the end of version 0.5.x of Keeper's Toll, pending any minor hot fixes. By end of month we are planning to launch version 0.6.x of the game, which brings in a new playable class, The Shadow Monk, as well as a few surprises which we think you will all enjoy!

It's hard to believe it's been almost 5 months since we launched in Early Access. It's been a great ride so far, and it's been awesome chatting with all of you, as well as making some new friends and just meeting some cool people along the way. It's amazing what a love for video games can bring about in our lives, and we thank you for being a part of our journey.

We have so much we're working on behind the scenes, and we can't wait to announce and showcase everything. All good things will come in due time. Rest assured, we're working on it!

[h2]Patch Notes[/h2]

- Ranger: Improved the AI of the Summoned Wolf ability. Her wolf now ranks up smarter and more deadly than before:
Rank 1: wolf is the same as before
Rank 2: Wolf targets 2 lines of attack if any enemies are within range of the player
Rank 3: Wolf targets 4 lines of attack ""
Rank 4: Wolf targets 6 lines of attack ""
Rank 5: Wolf targets 10 lines of attack ""

- Ranger: Added a forward walk animation to replace using the kiting animation for both forward and backwalk

- Ranger: Doubled the size of the snare trap hitbox

- Ranger: Quick Shot Arrows no longer inflict Knockback

- NEW Powerup: Soul Magnet. Consume souls from a far distance for 30 seconds while the powerup is active

- Increased Save Timeout duration during game startup to give the save system additional time to resolve any issues

- Bug Fix: Fixed compression settings of the invader's drink flask sprite sheet. The animation no longer appears blurry.

- Fixed some bugs related to innaccesible components if enemy is dead

- Chancellor Autlaic: Improved the effectiveness of melee characters by improving hit detection/range against the boss

- Modified the forest tile set. Improved readability and color tones

- Modified all powerup collectibles with new collision and prefab structure to optimize and boost performance

- Bug Fix: fixed a null pointer error with the Necromancer's skeleton pets against specific enemies

- Bug Fix: In a rare instance, the Spore King in Linden Forest will no longer chase the player after summoning shrooms

If you are updating from Soul Survivors to Keeper's Toll, there is a migration thread here, with full details:

https://steamcommunity.com/app/2002220/discussions/1/5966762350807679166/


Thank you for your interest in Keeper's Toll and being a part of Early Access. There is so much more content to come, we hope you continue to keep an eye on the game as it develops, and of course, we are receptive to feedback, so please feel free to reach out if you have any ideas, comments, questions or bugs to report.

Stingbot

Shadow Monk: New class coming soon! (VIDEO PREVIEW)

Born from darkness and forged by tragedy, the shadow monk walks the path of vengeance, embracing the shadows as his deadliest ally. This hero utilizes his fast reflexes to pummel his enemies with quick strikes. Weaving in and out of combat he can unleash disabling combos.



We are in the final phases of balancing and testing the Shadow Monk. He will be joining the cast of playable characters this month, though we don't have a specific date as to when he will go live. All we can say is he will be in the game once he's ready, and that it will be soon.

Each class within Keeper's Toll offers a truly distinct gameplay experience. Our classes are characterized by their individuality, showcasing an absence of shared abilities, playstyles and stats. Each class boasts its own set of distinctive mechanics that truly set it apart.

If you're eager to delve deeper into the qualities that define the Shadow Monk, we invite you to watch a hands on preview video. (Not final and the class is still subject to change as we continue testing)

[previewyoutube][/previewyoutube]

If you don't want any spoilers, here's some GIFs instead:



No new build this week as we decided to spend extra time working on the Shadow Monk so we can get him into testing. Next week we will resume weekly builds. The launch of the Shadow Monk will mark our transition from version 0.5.x of Keeper's Toll to 0.6.x. When we get to 0.6.x we will provide an updated Roadmap so everyone has a general idea of what content is coming and when it will be added to the game. We are planning to launch 0.6.x on October 1.

If you are updating from Soul Survivors to Keeper's Toll, there is a migration thread here, with full details:

https://steamcommunity.com/app/2002220/discussions/1/5966762350807679166/


As always, thank you to everyone for your support. We appreciate you all joining us here in our Early Access journey. There's loads of new content to come. We're still early!

If you have any comments, questions or feedback please do not hesitate to reach out. Thank you.

Stingbot

Welcome to Keeper's Toll *FRESH INSTALL*

Welcome to Keeper's Toll!



**It's important to note that you should uninstall and re-install the game. Do not simply update, as this could cause issues because the new directory does not yet exist.**

Why did we change the game name from Soul Survivors to Keeper's Toll?

1. It gives us a unique identity as opposed to being the 100th + game with Survivors in the title.

2. Being branded as a VS clone does not do us justice. We are not trying to be VS. We are trying to be Keeper's Toll. We take a slower paced, more skill based approach to the gameplay, we have a heavier focus on unique character classes and our plan is and has always been to build an ARPG/Roguelite hybrid with some survivor elements thrown in the mix.

3. Kalinov, the Keeper of Souls, is an NPC you will encounter when we reach version 0.7.x (Castle Usvit). He's very important to the story and premise of the game. We are currently working on integrating story elements into the game. Paying the Keeper's Toll to reclaim your soul is the game's premise, and how you will do this will be unveiled later on.

[h2]UPDATING THE GAME[/h2]

With changing the name, comes some very important things you need to be aware of. Effective immediately:

1. It's important to note that you should uninstall and re-install the game. Do not simply update, as this could cause issues because the new directory does not yet exist.

2. Your Cloud Saves will not work and the game will not run until you update. The reason being is the game is now located in a new directory in Windows.

**If you encounter cloud sync errors while saving after updating/migrating the save files, please scroll to the bottom of this post**

3. The executable will not launch until you update. The game is now called Keeper's Toll, so if you are stuck on Soul Survivors, the executable name that Steam looks for will no longer exist and the game will fail to launch.

4. We automatically transfer your Save Data when you launch the game, however settings such as Screen Resolution and Windowed Mode will be reset, and you will need to reset these settings to your preference. Your actual data of Gold, Level Unlocks, Achievement data etc, will be automatically migrated for you when you first boot up the new version of the game. The game simply checks the old directory for save data, and if it exists, it will transfer to the new directory automatically. If your data does not transfer properly for whatever reason, we are including another thread on how to manually transfer your save data. It's important to note that if the transfer fails, your data is not lost, so don't worry. It still exists in the old directory. You can view the Save Data Migration thread to manually transfer your data here:

https://steamcommunity.com/app/2002220/discussions/1/3845556684660265428/

There's also further information at the bottom of this thread.

[h2]Patch Notes: 0.5.32[/h2]

- New title screen for the rebrand of Keeper's Toll

- Wrote Save Migration code and updated Save Data logic

- Flesh Golem Boss: fixed an exploit that allowed the player to just ignore the boss and farm xp endlessly. The golem will now enrage if not killed within 3 minutes

- Improved player hit detection by applying a bright red shader when the player is hit, and increased the duration of the flash effect

- Boosted the gold collection passive skill from 10-20% bonus gold collected per rank. Also improved the logic to improve drop rates

- Decreased audio volume of soul collect sound FX to feel more balanced and less overpowering

- Bogatyr: Boosted Damage output for Shade of Vengeance

- Rewrote all logic related to enemy projectiles to improve performance and adjusted the collision matrix

- Restructured logic to swapping shaders for enemies or the player at runtime, improving efficiency

- Bug Fix: If player is hit while the frostveil curse is active, the shader will now properly reset to the ice shader instead of the default shader once the player sprite flashes red

- Bug Fix: Fixed an issue with Flesh Golem's stab attack that prevented it from inflicting damage more than once

- Bug Fix: Necromancer - Vital Force passive ability is now working properly. It was calculating HP based on enemy HP, not player HP.

- Bug Fix: Fixed navigating between characters on the Talents Menu

- Updated Save System backend to be more efficient and fixed some very rare bugs

- Updated Game Credits


Thank you to everyone that has been on this journey with us. We've got lots of new content to come, and next week we'll announce what's coming in the near future. Please do not hesitate to get in touch with us if you have any questions, comments or feedback. For direct support we recommend emailing us, DM'ing us or joining our Discord.

Stingbot

**For Cloud Sync and other Save Issues**

If, after updating the game you are getting Cloud Sync errors, the issue could be that Steam is still attempting to sync data from the old directory. Here is how to fix this:

1. Navigate to the local low directory in Windows. In short it’s under:
c:\Users\%USERNAME%\AppData\LocalLow

You will need to activate Hidden Files to see the AppData folder. To do this you can select View > Advanced > Show Hidden Files.

2. Locate the Stingbot Games folder and inside you will find a folder for "Soul Survivors" and "Keeper's Toll." If both exist, simply delete the Soul Survivors folder. This should clear the sync. If no folder exists for Keeper's Toll, you can right click and create new folder and call it Keeper's Toll. The spelling must be exact. You may need to grant administrator priveleges to do this. Once the folder exists you can manually copy your save files from the Soul Survivors folder to the Keeper's Toll folder. These save files are called "Data.Save" and "Achievements.Save."

If you still have issues, please contact us for further assistance. The fastest way to reach us is in the Keeper's Toll Discord server, but you can also email us at [email protected] or create a thread in the bugs forum for further assistance.