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Spellbook Demonslayers News

Spring Sale Notice

Hello~

Xendra is working on a total rehaul that will come with the next major update. The workload is huge for a solo dev, but this will ensure the upcoming content aligns with Xendra's vision.

[h3]Spoiler[/h3]
Please be patient. Meanwhile, I strongly suggest you get the game before the next update 🀫
Spring Sale brings you the history biggest discount - 21% OFF

[h3]Erabit Marketing Promo[/h3]
↓↓↓ Check out Erabit's new title - action roguelike + cyberpunk ↓↓↓
https://store.steampowered.com/app/2507980/MetaGhost_The_Breaking_Show/

Best~
Liya

SBDS Legacy Branch + developer Deep Lore

The new Apocalypse update will be changing the game a very large amount, including pushing the timeline of the game forward in a way that would typically be considered a sequel.

Because of this, all players who own or buy the game will also be able to play the current version of the game on the Legacy Beta Branch when the Apocalypse update launches.

My other projects have gone through similar transformations:

Kingdom Hearts: Critical Mix
Kingdom Hearts: Critical Mix is a full overhaul mod of KH1 that completely revamps the combat system, abilities, equipment and weapon system, and more. At first the mod was just a Level 1 challenge mode rebalance that was still mostly identical to the regular game, but as new modding tech became available it changed into an entirely new experience that feels extremely different from the original game.

Later on, new modding tech again made it possible to port this mod from the PS2 version of the game onto the PC version of the game, and along with that came a fairly significant number of differences between the two versions of the mod where each version has things that the other one doesn't / can't. The PC version does sacrifice a bit of the depth of the PS2 version, but is way more accessible and tends to "just work" in a way that the other one doesn't.

I also developed separate randomizers for both versions of Critical Mix, as well as a Riku variant of the mod with some different combat mechanics.

(Also i made an animation cancelling mod for Birth By Sleep called "Better Battle System" that you might like if you wished BBS was fun)

Malice & Greed
Malice & Greed is my first game, a rougelike RPG featuring a combat system that combines Shin Megami Tensei's "Press Turn" system with a color-based resource generation system influenced by Magic: the Gathering. This game originally launched as a janky prototype with an open-layout map and extremely long runs similar to a game like Darkest Dungeon.

Over time the game structure changed completely into a much shorter Slay the Spire style run, and the reward structure went through an overhaul similar to the one that Spellbook Demonslayers is getting (more categorization and gamification).

I plan to completely remake Malice & Greed again in the future when i have a larger team and more experience + budget, into a ps2-style 3d roguelike RPG that I would have originally made if i had the ability. The current version of M&G will also become a Legacy branch, just like SBDS is.

but why

I didn't specifically choose to work like this, but every time I get better at making stuff it makes me a lot more critical of my old work and usually makes it really clear where i went off-course from making the thing that I actually wanted to make. Often what happens is that you are learning to make things you've never made before, so you end up losing sight of the game design while focusing on getting things to work at all.

Rather than just launching a half baked "1.0" and then making people buy an entirely new game to get the full experience that I wanted to give originally, I'm going to just let people have both versions and they can choose which one they enjoy more (or play both of them).

but why the spicy version of the game

Spellbook Demonslayers original version was heavily nerfed and self-censored. This might come across as a big tone shift for people who only know me from this game, but the tone and themes of the new SBDS is what you should expect from most of my stuff. The SFW version of the game and NSFW version of the game will always remain as entirely separate products on Steam, so you can always choose the SFW version without worry if you prefer.

Info About Next Update

Haven't been available much to communicate becuase of family & housing stuff i've had to work on

first just to clear up some potential confusion:

- The Hades style prototype is for a sequel coming out after this game's 1.0. The prototype is extremely outdated though. Spellbook 1 will remain an auto-shooting game.

- The update that changed the knockback system and adds the 2nd character has actually been out for a few months, but I didn't draw attention to the launch of it. That update is not the "1.0" update.

here are some of the things coming in the next update:

  • Replaced Spellbook system, books now have unique "Signature Spells" that cost Mana. Regular spells still do not cost Mana, only Signature Spells.
  • Dual book upgrade can be found during runs allowing you to run 2 books & Signature Spells at the same time.
  • New Auto-attacking dual-wielding weapon system. Attacks generate Mana, and can be Charged. You can swap between 2 equipped weapons instantly with a button press.
  • New Weapon Fusion system to customize and extend their combos. All weapons can have their attacks replaced with those of any other weapon, letting you combine their unique abilities with any moveset you want. You can also slot Instant Attacks in between your regular combo attacks. These often come with bonuses like applying status effects on hit.
  • New "Augments" system: Lets you socket upgrades into your spells and abilities to add effects. Spells begin with no Augments, but each Ability comes with 1 starter Augment. As you equip new Augments in runs you will also unlock them to use as your starting augment as well, offering lots of horizontal progression.
  • New Level Up System: The character you aren't playing as brings you reward portals of various types. That character can also be customized each run with utility upgrades.
  • New Battle Modifiers System: After you level up you are given a choice between a few different portals to continue through. Some of them will add additional risk/reward effects onto combat, letting you scale the intensity to your liking.
  • New Wall Slam system: Damages and staggers enemies when you bounce them off walls and objects with Knockback. (Stagger is also new)
  • New "Devour" system: Strong enemies are crystallized on death. Devour their corpse within 13 seconds to make the crystals explode. The crystals are also objects that can block or Wall Slam enemies. Devour is considered an Ability, so it can be socketed with Augments.
  • New "Shapeshift" System: Hold the dash button to shapeshift into Astral Fox Jeanne, draining Mana to greatly reduce your hitbox size. Shapeshifting also happens while you are Dashing, but regular dashes no longer cost Mana. The Mana drain only begins if you continue Shapeshifting after the Dash ends. Shapeshifting is an Ability that can be socketed with Augments.


Runs in this new system can be far more different than they can now, even without taking build archetypes into consideration. You can have runs focused entirely on weapons, on basic spells, on signature spells, focusing on any of your abilities, or mixing and matching any of them freely. Then within all of that, you also have archetypes like building into various status effects, elemental effects, and so on.

The previous version of the game is nothing compared to what this will be.

plus a lot more. i'llalso be replacing some existing parts of the game that are bad.

The new update also has a lot of improvements to fundamentals like:

  • New tooltip system that displays info about your stats, detailed info on attacks & spells, and also displays a box of all upgrades you have that share the same tooltip. You can press the "View Embedded Tooltips" button to dig into these tooltips and view the tooltips of the upgrades that are being displayed inside the original tooltip.
  • New text system that shows before & after info about stat changes on upgrades.
  • Good controller support (i now play mainly on controller)
  • Fully rebindable controls
  • Overhauled aiming. On controller, simply aim with the Right Stick to instantly take control with manual aim, then let go of the stick again to immediately switch back to autoaim. On keyboard and mouse, hold or toggle the "Aim With Mouse" button to seamlessly switch between automatic and manual aiming.
  • New camera and lock-on systems
  • Redesigned every UI in the game
  • Improved fonts and colors
  • Expanded options menu
  • New Stats & Stat reworks (especially Energy Shield)
  • A bunch of new music by artists like Novander, including existing songs like LOTUS and VICIOUS and new original tracks created for the game.


... and more!

[previewyoutube][/previewyoutube]

Get that Game Awards Badge

Hello, captains!

[h3]Participate in the Steam Awards - you get free badges![/h3]
  • Nominate Spellbook Demonslayers
  • Open & close it
  • Leave/update a review


I do hope you leave a positive review. But what matters more is that you get a Steam Badge!
》Make it till Nov 28thγ€Š


And, yeah, there is a sale. Obviously.
Yours,
Liya

Bundle w/ Ocelot Sunrise

https://store.steampowered.com/bundle/36456/Slayer_Sunrise/

Ocelot Sunrise is a comic-style survivors-like game set on alien planets in distant galaxies.
As always, owners of Spellbook Demonslayers will get an extra 10% off via the bundle. This is the final collab bundle to celebrate the Bullet Heave Fest.

Stay well, everybody.