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Keeper's Toll News

NEW Build 0.9.16 + Pixelated Festival

We are nearing the end of version 0.9.x of Keeper's Toll. It's been quite the ride getting here and we're excited to release the full game (1.0) in early Q4 of 2024. While we do not yet have a specific release date, we are planning to launch version 1.0 of Keeper's Toll on Steam and Nintendo Switch sometime in early Q4. We will post news announcements as we keep progressing with the end game content.

As for version 0.9 of Keeper's Toll, this is going to be our last content update. We will continue to push out updates with bug fixes or minor changes as needed, as well as potentially more localization updates, but the bulk of the new content/features will be released when 1.0 is out.

Over the coming months we'll be posting some previews of what's to come in the full release, as well as some other fun stuff. Stay posted!

[h2]Pixelated Festival[/h2]

Keeper's Toll is going to be in the upcoming Pixelated Festival, alongside dozens of other great pixel art games. Be sure to check out the fest when it goes live on July 29!



Check out the lineup here: Pixelated Fest

[h2]Patch Notes (0.9.16)[/h2]

- Localization: Spanish, French, Italian, Russian, and Turkish are now supported languages.
- Localization: On first startup, the game will now check the local system language. If a supported language is found, the game will apply the localized language settings
- NEW Tome of Knowledge - Uncover skull fragments to piece together a mystical artifact
- NEW Tome of Knowledge - Catch a mysterious animal in the rainy woods
- NEW Shared Passive Skill - Vital Surge >> Regain a small % of HP on level up
- Pyromancer - Cauterize Wounds Talent - revamped to be based off the number of critical attacks. when you've inflicted enough crits to meet a threshold, you will initialize a heal over time
- Ranger: Prey has been boosted to both decrease max cooldown and the rate of cooldown reduction by 20%
- Ranger: Added an indicator icon to the HUD when Kiting Mode is active/inactive
- Castle Usvit: Elite Knight - sword collision has been fixed and will now hit the player when performing the lunge attack
- UI: Necromancer Skeleton Count and Shadow Monk Lotus Flowers count will now properly anchor based on screen aspect ratio
- UI: Adjusted character select and world select menu button sizing to account for languages with a higher number of average characters per word
- UI: Health flask icon is now properly aligned based on camera aspect ratio
- UI: Adjusted various text and sprite positions/scaling on the level up UI to account for additional languages
- UI: When changing languages at runtime the current level and curses survived text is now immediately updated to reflect the active language
- Curse: Under Fire - reduced the hitbox size to be more accurate and forgiving
- Curse: Dead Reckoning - Reduced projectile speed by 20%
- Curse: Sundance will no longer slow the player when entering the darkness. Instead, the player will incur damage over time
- Cursed Altars will now fade out after activating a curse
- If no active skills are available on level up, the game will now present a passive skill for selection
- Major amount of code refactoring related to selecting skills, improving the performance and resolving issues with delays
- Usvit Depths: reduced damage from spike traps by 25%
- Usvit Depths: added a short delay upon inflicting damage from spike traps. A sound effect will sound off, warning the player right before the spike protrudes from the ground.
- Merchant Treasure Hunts: Treasure Chests now fade and disable after being opened
- Accessibility: Added a Toggle to hide merchant icons on level up to help reduce screen clutter
- Balanced enemy HP in all worlds
- Added a check when spawning altars that should prevent an altar from overlapping the merchant if the merchant is active
- Screen Shake is now force stopped whenever the game enters an idle or pause state
- Added a check to prevent black flame brazier from being hidden behind props when it's spawned on scene load
- Bug Fix: fixed a bug related to clamping the player's max movement speed

Thank you for your support. If anyone has any feedback, bugs to report, suggestions, etc. feel free to get in touch with us. We read everything and we will do our best to respond as soon as possible.

Stingbot Games

Hot Fix 0.9.13

- Fixed a bug related to Hitch and initializing curse mode. You can no longer spam the initialization of curse mode by entering and exiting her trigger zone
- Curses Survived count is now properly set to 0 when curse mode begins

As mentioned in our last big update, the next big update is slated to go live later this month. We're jumping around between end game (1.0) content and working on the next build for 0.9.x. Stay posted, lots under way.

And thank you for the feedback. As always, we will do our best to push out hot fixes as needed while we continue pushing towards the finish line.

Lots to come. Thanks Hibachi! :)

Stingbot Games

Hot Fix 0.9.11

- Fixed a bug related to leveling up on the Ranger if Chinese is the active language. A key was missing in the localization file and has been added, thus resolving the issue.
- Improved the level up logic further by increasing the threshold needed to find an active ability and yielding longer if necessary

Hot Fix 0.9.8

This is a small patch build to address a few issues.

- Tons of code refactoring around level up systems and ability management to help prevent the game from entering unwanted game states at high levels. At high levels, rare and odd bugs could be generated based on build styles and low ability upgrade count, and so I spent a dozen hours or so refactoring related code that should help resolve such issues. It's possible you could have gotten stuck in a specific level if the game fails to find an ability for you to upgrade based on how you built your character, banishment choices etc. Now, if this happens then the game should no longer enter an idle state, but rather allow you to continue your run and finish even if it means you will bypass that level. The true solution to this problem is to add more abilities, but for now this should help. We are also going to shift logic in the next update, so that if no active ability is found, then the game will slot in a passive ability. And if no passive is found, an active will be slotted in.

We're also looking into adding another class specific passive ability for each class. This won't make it in the game until the next big update, likely towards end of July.

- Added a failsafe to activate the pause menu if the game becomes stuck in an idle game state while attempting to level up

- Changed how XP is gained to prevent leveling up immediately after closing the level up UI menu

- Fixed a bug where Insight may not have been properly boosting XP gain

- Curse: Open Wound - Health Damage has been reduced from 5HP/5Sec to 2HP/5Sec resulting in 60% less damage inflicted upon the player

Thank you for the feedback. More to come!

Stingbot Games

New Events! Build 0.9.7 is live!

Hi Everyone,

Version 0.9.7 of KT brings some new content as well as lots of polish, QoL and fixes.

Please Note: We restructured the Options menu and created a new Accessibility menu. Due to the restructuring and revision of game settings, all accessibility options have been reset to default values, so if you are returning to the game, you may need to visit the new menu and activate/deactivate what you want as your settings will be reset.

We're heavily focused on building the end game content right now, and we'll share some news about v1.0 later this summer.

It's likely we'll release our next build in v0.9.x sometime toward the end of July.

[h2]Patch Notes (v0.9.7)[/h2]

- Language Support: Added localization for Portuguese - BR

- NEW Event + Tome of Knowledge: A fallen Maiden sleeps within Usvit Castle. Find her, defeat her, and reveal a new item
- NEW Tome of Knowledge: The Braziers of Black Flame
- NEW Uncommon Merchant Item: Bloodwing Charm

- Boss: Flesh Golem: restructured the ground spike attack. Improved the timing and changed the spawn settings
- Blood Maiden: Coagulate - boosted the defense threshold to account for other defense boosts. The ability now stacks and is based on the base defense stat until it's doubled in value
- Blood Maiden: Player's move direction now properly updates when Crimson Cyclone is active
- Necromancer: Summon Golem will now target other mobs during the Ebon King fight if the king is invulnerable
- Necromancer: Increased base move speed by 14%
- Necromancer: Increased damage output of skeletons by 30%
- Necromancer: Increased Summon Golem move speed by 40% when it has an enemy targeted
- Necromancer: Reverted max skeleton count back to 5 and reset skeleton damage to the original damage output. Players mentioned it decreased visibility a bit much and made the game harder to play so we reverted to the original max of 5, but we also added more accessibility options to help with visibility
- Necromancer - Grave Grip - hands are now immediately deactivated when animation finishes playing
- Necromancer - Skeletons and Summon Golem now properly target Cursed Elites
- Shadow Monk - Armored Snail, Spinning Snail and Behelit are now immune to Vortex and Blind
- NEW Uncommon Mechant Item: Tome of the Undying Legion - Increase max skeletons up to 10, but decrease damage output by 40%. We really like the idea of the larger army, and for those players that don't mind the visibility, or are willing to use the accessibility options to lessen screen clutter then this optional merchant item will allow you to boost your army size.
- Castle Usvit: when a Page is collected for the tome of knowledge, the toast will now display the total count as "Pages Found: 1/5" 2/5 3/5 etc

- Options: Restructured the options menu and added a dedicated Accessibility panel with additional toggles
- Options: Lighting Quality settings have been added. Depending on your hardware, you may want to boost performance. Adjusting the lighting quality can offer a small boost
- Accessibility: Created a new outline toggle in the Accessibility menu to toggle the summons outlines on/off. They can now be toggled separately from the enemy outlines
- Accessibility: Added a toggle for hiding/showing summons decay bars for the Necromancer
- Accessibility: Added a toggle to show/hide Necromancer Summons
- FX: Firebomb vfx will no longer display a light if ability lights is off

- Perks: Updated Perks Menu to notify the player that perks are only active for the current run
- Perks Merchant now shows up on every run, but she will notify the player if they don't meet the requirements to buy a perk

- Level Up: Banishing an ability can now be cancelled. Press the Back Button on your controller or the Escape key/back key on your keyboard to cancel out of banishing an ability.
- UI: Merchant Menu now displays how many re rolls the player has. In a future update we plan to offer ways to gain additional rerolls and this is just to prepare for the changes to come
- UI: Level Up assets have been enlarged and repositioned to improve readability of text, especially for languages that require more screen space
- UI: HUD - moved the Curses Survived text to the top center of the screen below the round timer
- UI: Hitch and Kalinov dialogue will now begin by manually activating the dialogue using the action button. Dialogue will no longer automatically begin when entering a trigger zone, preventing unwanting interaction
- UI: Notification Upgrade Arrows for Talents and Knowledge Menus are now anchored to the text and will shift position based on active language
- UI: HUD - Moved the Necro's skeleton count to the top right of the screen
- UI - Restructured the End of Round menu to account for increased text space in some languages
- UI: Removed text spacing for shadow monk petal count

- Bug Fix: Corrupted Souls Curse - When soul color changes from blue to red and back to blue, the soul will now resume collection with magnets
- Bug Fix: Minotaur enemy in Usvit Depths will now always face its move direction while in a charging state
- Bug Fix: Changed endless curse mode initialization logic so that nightmare cloak cannot spawn multiple curses after the final boss is defeated
- Bug Fix: Changed some code execution order when activating the sacrifice altar to prevent a long delay to open the notification panel
- Bug Fix: Crit chance is now displaying and working correctly for all classes
- Bug Fix: Fixed some issues with spinning snails getting stuck

- Added a failsafe to check for active ability execution at runtime
- Environment props generation logic has been updated and improved
- Code Refactoring

Thanks again for all your support. Feel free to get in touch with us if you have any feedback. We read and do our best to respond to everything.

Stingbot Games