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Keeper's Toll News

Patch Build 1.0.4

Hi Everyone,

Just pushed a small patch build to address a few issues and add a little QoL based on recent feedback.

[h2]Patch Notes (1.0.4)[/h2]
- Curse: Swords of Doom - Changed the color of the swords to be more visible plus reduced damage, speed, rotation(aggression) and increased cooldown of the swords slightly
- Total Ability Damage that has been inflicted upon enemies during the current run is now displayed while hovering over the ability icon in the Pause/Level Up Menus
- Sacrifice Altar - Refactored code related to selecting an ability and added additional checks to prevent an unwanted loop to find an ability

Lots more to come. Working on a lot of big features and designing new content. Stay posted for more, and as always, thanks for the feedback.

Stingbot Games

Build 1.0.3 is Live + OST Coming Soon!

Hi Everyone,

We exited Early Access on October 28 and we've gotten loads of feedback and it's been great to communicate with so many players on both the forums and our Discord Server:

JOIN OUR DISCORD

Today, we have another patch build, v1.0.3, which includes a small bit of new content and a bunch of fixes/tweaks to existing content. Full patch notes are listed at the bottom of this announcement.

[h2]Soundtrack[/h2]



We are also excited to announce that the OST for Keeper's Toll has been submitted to Steam for review. Pending approval, hopefully it should be live within the coming weeks, so keep an eye out. The OST will be priced at $2.99 USD and will include all tracks from the game as well as 2 unreleased bonus tracks that did not make it into the game.

[h2]The Future of Keeper's Toll[/h2]

We will continue to push out small patch builds as needed, so any feedback, bugs etc please feel free to share with us.

We have noted dozens upon dozens of requests, and we're considering a lot of options right now, but we also have a major content update planned for the game, which we are also actively working on.

BIG UPDATE in the works! In about a month from now (early December) we will unveil some details about our first major update planned for the game.

We will also have a new build for the game coming in Early December, which will include some highly requested features:

- Full Aim control option for the Ranger. We will be offering a secondary control scheme for the Ranger class only which will affect her base skill: Quick Shot. For players that want a full aim/dual stick option we will soon have this on offer, but only for the Ranger and for her Quick Shot (base ability). It will be an optional control scheme, so if you like her as is, you can continue to play her as she currently is.

- More Events/Points of Interest: we hear you. You like the events and you want more of them. Well we added one new one today to Linden Forest, and we'll be adding several more in each of the worlds to add more variety. These take a lot of time to design/integrate but we'll continue to add more of them over time.

- More Merchant Items

- New Curses

[h2]Things we are considering[/h2]

- We are going to be testing strafe/kite modes for all other classes besides the ranger, but cannot confirm this will be added yet, but we are 100% going to be looking into it and seeing how it feels, as it's been requested numerous times.

- New Abilities. Players have requested more abilities for each class. It's something we are considering, but again, this is a very time consuming process. Each class took us about 2 months to fully design and develop, so adding new abilities will most certainly take a lot of time/effort and code revision. Still, it's high on our list of potential additions to the game.

- Evolutions. Again, a very time consuming process because of how our game is built, but it's high up on our list for potential future content. While we can't confirm this, we are strongly considering adding some.

[h2]Patch Notes v1.0.3[/h2]

We've been working non stop on supporting Keeper's Toll, and today's patch build brings the following changes to the game:

- NEW Event/Point of Interest: Investigate the rotten stench in Linden Forest
- NEW Curse: Swords of Doom
- Curse: Corrupted Souls has been removed from the game
- Curse: Catapult - Increased visibiity of the shadows before the meteors crash down. Added an outline and boosted contrast
- DPS is now shown in the Pause/Level Up menus. DPS is calculated as the average of all damage dealt over the previous 10 seconds of gameplay
- Castle Usvit: Whispering Echoes Altar has a much higher % chance of spawning in a run now
- Pyromancer: Updated description of Engulfing Flame and Wildfire passive abilities
- Necromancer: Bonecaster Active Ability - Widened the attack range of skeletons by up to 50% for each rank
- Velya: Reduced her mid-fight invulnerability phase from 35 to 25 seconds
- Velya: Blue Wisps speed and HP increased by 50%
- Chancellor Autlaic - Closely matched his Breath Attack hitbox to the FX
- Bug Fix: Shadow Monk: When Frostveil Curse is active and player uses the Energy Blast Combo to teleport, the slippery effects will be disabled
- Bug Fix: Blood Maiden can no longer activate her ultimate attack if rooted/trapped
- Bug Fix: When player dies, movement should now be properly frozen in all circumstances
- Bug Fix: Icons for passive skills 3 and 4 were switched on level up. Icons now properly match the passive ability name
- Updated our Input Control Solution plugin, InControl, to v1.8.10 (latest version)
- Options/Accessibility - Added a toggle to hide enemy status effects such a poison/frost shaders
- UI: Pyromancer Icons for talents Annihilation and Cataclysm were switched. Fixed so the correct icons match the skill
- Localization Updates

Thank you for your support. It's been a great start for KT into Full Release. We encourage players to provide feedback and/or engage with us, so please don't hesitate to get in touch, join our Discord etc. For any serious issues, like game crashes, please contact us at [email protected] as we will likely need detailed information as well as crash logs, but we can tell you how to get us the logs. We've helped a handful of players fix issues and we're always happy to help. We never blindly ignore issues or anyone, and if we somehow missed your post, please follow up as it was not intentional. We do our best to read and respond to everything, but we are a very small team and sometimes we can get overloaded.

Thank you again for your support. We'll see you again soon with more new content and updates!

Stingbot Games

Hot Fix 1.0.2

This build contains a fix for players who are playing in Spanish. There was a bug on leveling up due to some issues with Localization. Our translator messed up some of the game keys when translating and thus the system could not read the text. Thank you to player, Renko, for reporting this to us and providing us with his game logs. We were able to instantly find the issue and we've updated the entire localization file and the bug is now fixed. There should be no issues leveling up on some classes while playing in Spanish. If anyone encounters similar issues in another language please let us know. We will be doing a thorough review of all languages due to this issue, but if you are experiencing something similar we'll address that language with another hot fix asap.

Stay posted for more updates. We have a lot more improvements/fixes coming plus some new content/features very soon!

Stingbot Games

Patch Build 1.0.1 is Live

Hi Everyone,

It's been a very busy launch week. We've noted dozens of requests, feature suggestions, bug fixes, and we're doing our best to log and address everything. We're a very small team so it can take some time as we have to thoroughly test updates as well. We welcome the feedback, and we will continue to push out patch updates as soon as possible. just because we may not have addressed something you requested of us does not mean we have not been working on it or we have not noted it. There is a lot we are working on is all.

If you have a more serious issue, like a consistent crash of some type, please email us at: [email protected] and I'll be happy to look into it.

Once we get through the first few patch updates we will provide updates on future content for Keeper's Toll, of which we have some in development.

Thanks, and here is the notes for the first update:

Patch Notes (1.0.1)
- Hard Level Tiers are now unlocked immediately when you beat a level the first time. You no longer have to beat the entire game to unlock the hard level tiers
- Bug Fix: When Pumpking eats the player and pumpking dies, the player will no longer remain invisible
- Bug Fix: minor issues relating to Pyro's Spontaneous Combustion ability
- Bug Fix: Chancellor Autlaic will no longer appear invisible when "Hide Abilities" accessibility option is toggled on.
- Pumpking Merchant Item Summon will no longer spawn in Boss Arenas where it shouldn't
- Reduced the Blood Maiden's Ultimate Attack Charge to be 0.5 seconds, allowing faster activation of the ultimate
- Updated ability description for Ranger's Poison Blast active ability
- Updated Pyromancer's description in character select menu
- Blood Maiden: Updated Bloodstorm ability description
- Boosted enemy speed in hard mode by 10%
- Ranger: Increased the proc rate of Chilled Shot by 50%, from 2% per rank to 3% per rank
- Curse: Dissonant Melody collectible will no longer disable when the game is paused or while on the level up screen
- UI: Abilites on the End of Round Screen will now display their rank next to the ability name
- Accessibility - Summons Outlines are now applied to other summons besides just the Necromancer's Summons (Vampire Bat, Pet Rock, Wolf, Pumpking, Shadow Men)
- Added a 0.4 second invulnerability phase when player takes damage
- Ranger: Removed the whistle SFX when summoning wolf
- UI: Ajusted the XP positioning in the talents menu to be more readable and scale better
- When application loses focus, player will no longer be prompted to press any key to resume if the game is paused
- Adjusted audio settings on game startup

1.0 Out Now!

Hi Everyone,

It's been 2.5 years since Keeper's Toll was conceptualized and we have now exited Early Access! We welcome you to experience what we envisioned all that time ago, and we hope you enjoy our final product. Keeper's Toll enters version 1.0 today on Steam and Nintendo Switch.

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[previewyoutube][/previewyoutube]

The fun doesn't stop here! We are already working on new content, and although it will likely be a while before we release information on the new content we have in development, we can confidently say there will be several hours of new gameplay to come, along with some features never before seen in the game. The best part: all of this will be part of a big, free content update. We'll release more information about the upcoming content in the coming months, but for now we'll tease you with this silhouette and let you guess at what's to come :)



Version 1.0


[h2]What's New[/h2]

- NEW World: End of Time - New bosses, NPCs and Events. End of Time is meant to provide a slightly more chaotic and fast-paced experience than the other levels. We wanted the climax of the game to feel similar, but different. Our goal with each world in KT was to offer variety and not have them feel like a copy/paste reskin.

- NEW Hard Mode: Once you've defeated the final boss in End of Time, the next time you enter a world you can speak with the NPC, Hitch, at the beginning of a run to "Kindle the Fire" and take on a new challenge.



The world will shift and the challenge will increase, but the rewards will also double. For spoiler details on what exactly happens in the new hard mode, please read below:

- Enemies move up to 75% faster
- Enemies have 2-4x more HP, depending on the enemy
- Enemies inflict 2x more Damage
- Projectiles move up to 50% faster and inflict 2x more damage
- Elite spawn rates have been increased and occur more often
- Elites are not world specific. They can spawn in different worlds.
- Bosses are more aggressive and some bosses have improved/enhanced attacks
- Some events are different and/or there are new events in Hard Mode
- Inner Fire Powerup will only spawn in Hard Mode
- Gold and XP gain is doubled



- NEW 8 Achievements

- NEW 4 Tomes of Knowledge

- NEW Powerups: Inner Fire (Hard Mode Only), Arrow Barrage (Ranger Only)

- NEW Curses: Evasive Overload, Dissonant Melody

- NEW Localization: Added Japanese

[h2]Character Updates[/h2]

- Pyromancer: Fixed some collision issues with Flame Toss fireballs. They will no longer deactivate because of invalid collision references from a previous state

- Ranger: Added a Kiting Mode Indicator to the top right of the HUD to indicate whether kiting mode is on/off and which direction the arrows will fire
- Ranger: Poisonbloom Sentry now has a ground check when spawning

- Bogatyr: War Cry Haste boosted by 15%
- Bogatyr: Tripled the damage output of Talent: Retaliation

- Necromancer: Boosted Powerup Flail Damage by 50%
- Necromancer: Effigy Explosion Damage increased by 100%
- Necromancer: if poisoned while dying and reviving, the poison damage will now immediately end instead of continuing to inflict damage over time

[h2]Gameplay[/h2]

- When a blood sacrifice is complete, a button is now displayed allowing the player to manually continue gameplay when they want to
- Elites will no longer be able to perform special attacks if inflicting damage is flagged off (for example if caught in Shadow Monk's Vortex)
- Powerup: Haste boosted by 15%
- AI damage collision has been improved and performance boosted
- Ebon King: Updated movement to be smoother and transition better between movement states
- Velya: Updated movement to be more accurate with the physics time step
- Vampire: Updated movement to be more accurate with the physics time step
- Castle Usvit: When spawning an elite, if the elite is a Likhoradka (Sorcerer) then the spawn count will be limited to 1
- Enemies will no longer take damage when they are off screen/out of camera view
- Poison DOT against the player will no longer stack with additional poison. The player can now only have 1 poison DOT inflicted on them at any given time
- Merchant Item: Pumpking's Crown - added a failsafe to deactivate pumpking after a short while
- Warden Grainloch/Minions Curse: Updated the Tree Stump Turret into a normal elite enemy, and it will now be affected by status effects and display damage dealt above it's head
- Merchant: Pumpking Item will no longer spawn if Chancellor Autlaic fight is active
- Bombie Elites: When they explode they will now inflict friendly fire against other enemies within the explosion radius
- Invader Cerveris: Balanced HP and HP now scales with player talents level
- Balanced boss defense against necro summons damage
- Merchant Item: Nightmare Cloak > Curse will now be broken when a boss is defeated
- Velya: Blue Wisps are no longer disabled after the 30 second countdown phase ends
- Likhoradka (Castle Sorcerers): Guided Projectiles are now 15% slower
- Usvit Castle: Limited the Likhoradka (sorcerer) spawn total to 1 active at any time, to prevent projectile overload

[h2]User Interface[/h2]
- UI: Indicator icons now display the distance from the indicator's reference object to the player
- UI: When hovering over an active ability on the Pause/Level Up menu, the ability now displays the ability type above the description
- UI: Updated text description for upgraded ranks of Ranger skill: Emberdust
- UI: Updated Credits Menu
- UI: Moved the ranger toggle kiting text to top right of the screen
- UI: Disabled the Indicator Icon for the Vampire when loading into the Ebon King's arena
- UI: Adjusted window size of key bindings panel
- UI: When reloading the game from End of Round, souls absorbed and app version text will now display on the main menu
- UI: app version and souls absorbed is now properly updated at game startup
- UI: Tutorial Close Button text is now localized
- UI: Added a yellow highlight to the ultimate attacks selection on Level Up Menu
- UI: World Select logic updated
- UI: Merchant restructured to use "Press Action" activation logic in sync with the rest of the game


[h2]Curses[/h2]
- Curse: Sundance - ticks slightly faster and inflicts 50% more damage during hard mode
- Curse: Sundance - sprite edited to reduce line visibility along edges
- Curse: Dead Reckoning: Variable spawn chance based on altar curse or end-game curse
- Curse: Frostveil - Cooldown increased by 25%, reducing the time spent sliding in ice form


[h2]Bug Fixes[/h2]
- Bug Fix: When reloading the character select panel, the pyromancer is now properly highlighted and selected
- Bug Fix: Fixed a null reference error for Ranger's Homing Shot
- Bug Fix: Added a check to level up only if player is alive to prevent rare instance of level up and death occuring in the same frame
- Bug Fix: All Ability names are now properly localized after Blood Sacrifice Altar is used
- Bug Fix: Cursed Souls Curse is now resetting collisions when changing soul type
- Bug Fix: Shadow Monk's 100 Fists Combo will now properly activate the effect when triggering the combo

[h2]Localization[/h2]
- Localization: Updated German Localization for Hitch and Pyro - Cinderstrike passive
- Various localization updates

[h2]Miscellaneous[/h2]
- When deleting Save Data, the game scene will now reload. You no longer have to quit and re-open the game.
- Tutorial sign restructured with "Press Action" to engage
- Refactored dozens of scripts to prevent rare memory leaks from occurring
- Removed lots of unnecessary collision checks and restructured enemy AI to boost performance
- Hit Detection: Removed controller vibration when player is poisoned or inflicted with a DOT
- Added Controller Key Bindings to the Options Menu
- Adjusted Keyboard Key Bindings to allow duplicate bindings for the "Back" and "Pause" keys

[h2]Trading Cards[/h2]
Trading Cards are not yet available, but they will be coming soon.

[h2]Final Thoughts [/h2]
We would like to extend a big special thanks to our Beta Testing Team. We couldn't have done this without you. All the tips, bug finds, balancing suggestions etc. And of course, to everyone who has been along this ride with us throughout Early Access, your feedback has been extremely valuable. We have done our best to listen and implement your suggestions as often as we can. Truly, thank you all.

We still have a long list of feedback that we may pull in new features/suggestions from in the future, but what we are releasing today is the complete game, and it includes everything we set out to accomplish. Yet this does not mean we are finished with KT. In fact, as mentioned above we are already working on new content for the game, but now is not the time to discuss that. For now, we hope you all enjoy all the work we've put into building KT, and we look forward to seeing you tackle the new content! If you enjoy Hard Mode, let us know if you would like a Brutal mode. It's definitely something we would consider :)

As always, if anyone has any feedback, bugs to report, suggestions, etc. please don’t hesitate to reach out to us. We read everything and we will do our best to respond as soon as possible.

Thank you again. We hope you enjoy the finished game that is Keeper's Toll.

Stingbot Games