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Aethermancer News

Aethermancer hotfix 0.4.1.1

[p]Aethermancers![/p][p][/p][p]We just put a small update live fixing a couple of issues which were introduced in the last patch:[/p][p][/p]
  • [p]Fixed XBox controller input being choppy/inconsistent in the menus[/p]
  • [p]Fixed possible softlock with popups at the Montser Shrine when you had no monster souls left[/p]
  • [p]The custom cursor we added to the game is actually visible now![/p]
[p][/p][p]Enjoy Aethermancer, while we're working on the second QoL update![/p]

The first QOL update for Aethermancer is out now!

Aethermancers!
[p]As promised, the first Quality of Life update for Aethermancer is out now![/p][p][/p][p]We got the highly requested key bindings and combat speed up options out to you as soon as possible along with other QOL features, balancing and bug fixing. Now we're continuing to work on the second QOL update which will bring you a combat inspector among other features.[/p][p][/p][h3]But now, let's talk more about what has been added today: [/h3]
  • [p]Option to rebind game actions[/p]
  • [p]Option to speed up the game including an auto-speed up for long trigger chains[/p]
  • [p]More UI clarity in several parts of the game[/p]
  • [p]Choice to skip dialogues with NPCs and get straight to the event[/p]
  • [p]Difficulty Badges for your monsters[/p]
  • [p]... and more! Check the full patch Notes below[/p]
[p][/p][h2]The Early Access Roadmap[/h2][p][/p][p]As described in our dedicated Roadmap post, we first want to focus on including highly requested QoL features to improve the overall game quality. That means we are working on a second QOL update which will still be released this year.[/p][p]Afterwards, we will move on to adding exciting new content! For a little teaser check out the roadmap image or head over to the post![/p][p][/p][h2]New Complete-the-Set Bundles[/h2][p]It's time for cool new discount bundles with two awesome game: Siralim Ultimate and Gatekeeper![/p][p][/p][h3]Siralim Ultimate[/h3][p][/p][p]We have already worked with the devs of Siralim Ultimate in the past when we did a crossover with monsters for Monster Sanctuary, so we are happy to do something together again. [/p][p]So, get ready for a week full of monster taming dungeon crawling fun with Aethermancer and Siralim Ultimate![/p][p][dynamiclink][/dynamiclink][/p][h3]Gatekeeper[/h3][p]This is our first time partnering with Gravity Lagoon, and they just released an exciting new 1.1 patch "Order and Chaos" with a variety of new features and improvements. [/p][p][/p][p]Gatekeeper is a fast-paced roguelike where you chase the stolen Heart of Time, face elite enemies, and combine hundreds of artifacts for explosive solo or 4-player co-op action. [/p][p][/p][p]Two High-Octane Roguelikes. One Explosive Bundle! [/p][p][dynamiclink][/dynamiclink][/p]
Patch Notes 0.4.0.6
[h3]New Content[/h3]
  • [p]Added more Information to several UIs (especially Dialogues) to make decisions quicker and easier. This information includes:[/p]
    • [p]Aether Crystals[/p]
    • [p]Gold[/p]
    • [p]Lurker Teeth[/p]
    • [p]Souls[/p]
    • [p]HP & Corruption[/p]
  • [p]Added Difficulty Badges to the Rebirth Screen [/p]
    • [p]After completing a run with a monster, the monster will get a badge in the start run screen. Each difficulty has a different badge.[/p]
    • [p]Sadly all completed runs before this patch did not track what difficulty you completed the run on, so every run before this is counted at Normal difficulty.[/p]
  • [p]Added Random Monster Button[/p]
  • [p]When hovering enemy actions, it now previews arrows who they are going to target and the estimated damage they are going to deal[/p]
  • [p]Added the option to rebind game actions to new keys for both gamepads and keyboards[/p]
  • [p]Added game speed options (x1 x1.1 x1.25 x1.5 x1.75 x2)[/p]
  • [p]Added auto speed-up option for very long trigger chains (it is on by default)[/p]
[p][/p][h3]Small Changes and Improvements[/h3]
  • [p]Added Start Run Button to Pause Menu in Pilgrim’s Rest[/p]
  • [p]Chernobog should rotate more through actions he steals now[/p]
  • [p]Added Ability to back out of Nickname Menu[/p]
  • [p]Improve Backup process to avoid loading corrupted save files[/p]
  • [p]Improved Asian language translations (to be more precise we can now translate texts in different ways if context is important)[/p]
  • [p]The dialogue structure was adjusted to give players the option to choose between talking to the character, interacting with them and closing the dialogue menu[/p]
  • [p]Added more information to the Rebirth Menu (to be precise you can now see how many souls you have and that rebirthing a monster uses a Soul)[/p]
  • [p]Bug Report Tool got a small update to add a caret and fix some issues when using mouse and keyboard at the same time. Navigation in this menu with WASD keys is no longer possible[/p]
  • [p]Bug Report Menu Improvements[/p]
    • [p]Remove Categories from Bug Reports[/p]
    • [p]Increase Space for Title[/p]
    • [p]You can now see where you currently are typing[/p]
  • [p]Added Perk Ordering to make Perk UIs more structured[/p]
  • [p]When beating a certain difficulty for the first time, there is now a message when you land in Pilgrim’s rest notifying you that you unlocked a new difficulty[/p]
  • [p]Ambush encounter monster have twice the chance to be shifted as before[/p]
  • [p]Knight NPC now also appears in Pilgrim’s Rest after you've defeated Chernobog[/p]
[p][/p][h3]Type, Monster and other Balancing Changes[/h3]
  • [p]Certain enemy shifted monsters were using actions they shouldn’t be able to have, or there were other issues with their move sets; those were adjusted (Wyrmling, Domovoy, Medusa, Hecatoncheires, Nixe, Ammit, Cockatrice)[/p]
  • [p]Enemy shifted Star Spawn’s reset action was changed to Aether (from Power)[/p]
[p]
[/p][h3]Bug Fixes[/h3]
  • [p]Fixed sprite for Sundor not showing up in the end of run screen[/p]
  • [p]The stairs in Pilgrim’s Rest no longer slow you down[/p]
  • [p]Garden District rest site Merchant has correct equipment rarities now (no longer sells common equipment)[/p]
  • [p]Fixed monster shrine not resetting monster shift when cancelling selection[/p]
  • [p]Fixed an issue in the collider generation causing issues with faulty colliders in Garden District[/p]
  • [p]Fixed enemy Previews targeting enemies being wrong in the Chernobog Fight[/p]
  • [p]Fixed missing stat calculation after receiving max HP from Skill selection and therefore not displaying the health increase[/p]
  • [p]Fixed Chernobogs copies triggering buffs when they get applied[/p]
  • [p]Fixed Winter Guard breaking from time to time[/p]
  • [p]Fixed a check that wrongly assumed a save file was not older in some scenarios and therefore did not adjust some things[/p]
  • [p]Fixed being able to get a duplicate monster with the soul catcher meta upgrade[/p]
  • [p]Fixed being able to navigate the merchant menu while reporting a bug[/p]
  • [p]Fixed nothing being selected in the Merchant menu when coming back from Inspecting Monsters[/p]
  • [p]Fixed Buff View if the enemy had more then 199 debuffs or buffs[/p]
  • [p]Fixed the players small health bar not displaying shield previews correctly[/p]
  • [p]Fixed “Next Area” Text being cut off in languages without spaces[/p]
  • [p]Fixed Pause Menu Monster Tooltip Title being to far to the left in some scenarios[/p]
  • [p]Fixed Health bar being hidden behind own Summons[/p]
  • [p]Fixed Pause Menu Boon Text Size being to little from time to time[/p]
  • [p]Fixed Exploration Hud Boon Text being to little from time to time[/p]
  • [p]Fixed player being able to go out of bounds when saving while touching a wall to their north[/p]
  • [p]Fixed Nickname Menu having wrong Item Description[/p]
  • [p]Fixed Tooltip Spacing for menus in Chinese, Japanese and Korean[/p]
  • [p]Fixed monsters sometimes spawning in accessible areas, causing players to get out of bounds when void blitzing them[/p]
  • [p]Fixed a Forbidden Fortress room spawning common loot drop instead of epic loot drop[/p]
  • [p]Fixed Fire Damage Boon description[/p]
  • [p]Fixed Siriux turning the wrong way when interacting with witch, knight and merchant during run[/p]
  • [p]Fixed jumping between monsters when selecting for void blitz with keyboard/gamepad while mouse is shown[/p]
  • [p]Fixed Monster Shrine map icon showing as unused despite being used after reloading save[/p]
  • [p]Fixed Enemy Health Bars wrapping if they had to much HP[/p]
  • [p]Fixed mouse hover on setting categories when an Asian language was selected[/p]
  • [p]Fixed Monster Shrine not displaying that you can reroll once you selected another Monster[/p]
[p][/p][h3]Balancing Changes (Monster)[/h3][p]For balancing changes, we did a more in-depth devlog post on our discord, analyzing the player data and explaining the balancing changes:
Devlog | Winrates & Balancing November 2025[/p][p][/p][p]Cherufe[/p]
  • [p]Scorched Earth: Is an Aura now, but limited the amount of times it can trigger to 5 per turn.[/p]
[p]Nixe[/p]
  • [p]Base Health reduced to 35 (from 40)[/p]
  • [p]Second Perk is ‘Evasion+15%’ now (Instead of ‘Heal Generator 3’)[/p]
  • [p]Shifted version first perk is ‘Regeneration Healing+2’ (instead of ‘Initial Regeneration +2’)[/p]
[p]Mandragora[/p]
  • [p]Changed Signature Trait to: “Whenever {Regeneration} triggers on this monster: Applies {Regeneration} to another ally with least health, then triggers {Regeneration} on them.”[/p]
  • [p]Increased Evasion Chance of 3rd Worthiness perk to +20% (from +15%)[/p]
[p]Cockatrice[/p]
  • [p]Increased the Burn applied by Hot Temper to 10 (from 4)[/p]
  • [p]Increased Flurry damage to 3x3 (from 3x2) (this also affects shifted Wolpertinger and shifted Tatzelwurm)[/p]
  • [p]Enemy Cockatrice no longer use Explosive Rush before turn 4[/p]
  • [p]Enemy Cockatrice can use Reflective Strike (starting turn2) instead[/p]
[p]Djinn[/p]
  • [p]Shifted Djinn now has a ‘Mischievous Wish’ which purges 3 Aether (instead of the ‘Fierce Wish’)[/p]
[p]Medusa[/p]
  • [p]Signature trait now requires 6 stacks cleansed to trigger (up from 4), but deals 6 damage (up from 4)[/p]
[p]Hecatoncheires[/p]
  • [p]non-shifted: 3rd perk changed to ‘Weakness Damage Reduction+1’ (from Corruption Cleanse 2)[/p]
  • [p]Hundred Handed damage reduced to 4 (from 5)[/p]
  • [p]Champion Hecatoncheires has ‘Weakness Damage Reduction+2’ perk instead of ‘Wind Generator’[/p]
  • [p]Champion Hecatoncheires ‘Debuff Cleanse’ perk increased to +3 (from +2)[/p]
[p]Star Spawn[/p]
  • [p]Light Shift’s ‘Star Beam’ replaced by ‘Light Beam’: Deals 2x10 Wild Damage to all enemies, Heals your team by 2x10[/p]
  • [p]Normal Shift’s Star Beam now applies Power to all allies (instead of only itself)[/p]
[p]Serket[/p]
  • [p]Shift changed the ‘Tank’ type into ‘Weakness’ type[/p]
  • [p]Shifted Signature Trait changed to trigger when an enemy with Weakness attacks (instead of when an enemy attacks an ally with Shield)[/p]
  • [p]Shift changed Drift Guard starting action into Deluge Strike (new Weakness action)[/p]
  • [p]Shield Generator Perk changed into ‘Initial Poison: 3’[/p]
[p]Mephisto[/p]
  • [p]Shifted version signature trait now requires 13 total Debuff stacks on all monsters to gain the bonus (instead of 10)[/p]
[p]Sphinx[/p]
  • [p]Signature Trait only applies 1 Essence each turn (instead of 2); this is due to a general change to how minions work (more details below)[/p]
[p][/p][h3]Balancing Changes (Types)[/h3][p]Regeneration[/p]
  • [p]Equipment Regeneration Affix increased to +3 (from +2)[/p]
  • [p]New rare Equipment affix: Regeneration +5[/p]
  • [p]Explosive Exhale is now limited to consuming 10 Regeneration stacks maximum[/p]
  • [p]Immersion is now limited to consuming 10 Regeneration stacks maximum[/p]
  • [p]Mud Fist additional Damage per Buff reduced to 4 (from 6)[/p]
  • [p]Increase Regeneration Shield shielding amount to 5 (from 4)[/p]
  • [p]Beacon now also increases Regeneration Healing by 2[/p]
  • [p]Regenerating Water now also increases Regeneration Healing by 2[/p]
  • [p]Increase First Aid heal amount to 5 (from 3)[/p]
  • [p]Live and Learn now applies 2 Dodge (instead of once)[/p]
  • [p]Instant Regeneration now applies 2 Force stacks (instead of 1)[/p]
  • [p]Epic Broth: Reduced cost to 2 Aether (from 3) and it now applies 2 Force (instead of 1)[/p]
  • [p]Forever Soup: Reduced cost to 3 (from 4)[/p]
  • [p]Regrow now removes 3 Debuffs (instead of 1)[/p]
  • [p]Rain of Life heal amount increased to 4x6 (from 4x5)[/p]
  • [p]Boil now also applies Regeneration buff on the Caster[/p]
[p]Heal[/p]
  • [p]Increased Blood Pact conversion rate to 1 damage per 4 healing done (from 5)[/p]
  • [p]Blood Drain heals the whole team now (instead just healing the caster)[/p]
  • [p]Auto Heal now heals for 2x3 (instead of 2x2),[/p]
[p]Tank[/p]
  • [p]Redirect Buff now also grants “+1 Defense” per stack[/p]
  • [p]Recovery: Corruption Cleanse increased to 3 (from 2)[/p]
  • [p]Purge Punishment also gives Defense+1 now[/p]
[p]Weakness[/p]
  • [p]New equipment affix: Weakness Reduction +1[/p]
  • [p]New rare equipment affix: Weakness Reduction +2[/p]
  • [p]Pollen Shield shielding amount increased to 2x7 instead (from 2x5)[/p]
  • [p]Healing Dust heal amount increased to 2x8 (from 2x6)[/p]
  • [p]Hexing Strikes now also has: Weakness Damage Reduction +1[/p]
  • [p]Contagion now also has: Weakness Damage Reduction +1[/p]
[p]Purge[/p]
  • [p]Mud Fling now heals for 7 (instead of 5)[/p]
  • [p]Tormentor healing increased to 10 (from 5)[/p]
  • [p]Critical Purging now also increases Critical Chance by 15%[/p]
  • [p]Shock damage increased to 7 (from 6)[/p]
  • [p]Poise Purging reworked to “Whenever this Monster purges or steals Aether: Breaks 1 Poise on target enemy” to be more consistent and have more control over the effect[/p]
  • [p]Lightning Chaos: Crit Chance increased to +20% (from 15%)[/p]
[p]Summon[/p]
  • [p]General change to minions: Essence no longer gets removed when attacked (this didn’t work correctly for enemies anyway), but all 4 cost minions start with 1 less Essence to make up for that[/p]
  • [p]Hexing Minions: Now only triggers if the attacked target enemy has 3 or more Weakness[/p]
  • [p]All Lances damage increased to 6 (from 5)[/p]
  • [p]All Totems shielding increased to 6 (from 4)[/p]
  • [p]Summon Kami: Now deals 1 additional damage per 2 Aether you have (instead of 1:1)[/p]
  • [p]Summon Wisp: Now deals 1additional damage per 2 Age stacks (instead of 1:1)[/p]
[p]Age[/p]
  • [p]Age Absorption: Increased required shield amount to gain Age to 15 (from 10)[/p]
  • [p]Eon shield now applies Age only on Monsters with 3 or more Age.[/p]
  • [p]Decay now triggers for every 5 Age applied (instead of 4)[/p]
  • [p]Ancient Blast 4x4 damage and 4 additional damage for every 3 age now (instead of 5 damage)[/p]
  • [p]Thorn of Ages now costs 3 Aether (up from 2) but Deals 1x8 base damage (up from 1x5)[/p]
[p]Terror[/p]
  • [p]Slasher now increases Terror on the enemy only by 25% (from 33%) and you lose 75% of the stacks at end of turn (instead of 66%)[/p]
  • [p]Vampiric Bite now gains +3 Damage on enemy kill (instead of 2)[/p]
  • [p]Bone Chill now applies 4 terror to each enemy (instead of 6 to one target)[/p]
  • [p]Foreboding Rain now applies 3 terror to each enemy (instead of 2)[/p]
  • [p]Chilling Trap now applies 6 terror (instead of 5)[/p]
  • [p]Frightful Lightning deals 3x4 Damage now (instead of 3x3)[/p]
[p]Dodge[/p]
  • [p]Elixir Heals for 2x8 (instead of 2x6) and applies 3 Dodge now (instead of 2)[/p]
  • [p]Afterstorm: Also applies Evasion +10% to each ally.[/p]
  • [p]Concealed: Shield increased to 3 (from 2)[/p]
[p]Sidekick[/p]
  • [p]Aerial Strike damage increased to 3x3 (from 3x2)[/p]
  • [p]Joint Protection now shields for 3 (instead of 2),[/p]
[p]Critical[/p]
  • [p]Hunt now also gives +2 critical damage[/p]
  • [p]Hour of Glory: Crits required reduced to 7 (from 10)[/p]
  • [p]Precision Meteor now deals 3 additional poise damage on critical hit (instead of 2)[/p]
  • [p]Chain Lightning now deals 3x4 damage (instead of 2x6)[/p]
  • [p]Explosive Burst critical Chance increased to 25% (from 15%)[/p]
  • [p]Ice Spears now also grants +15% crit chance[/p]
  • [p]Critical Aether now gives +20% crit chance (from 10%)[/p]
  • [p]Stone Edge damage increased to 3x9 (from 3x8)[/p]
[p]Poison[/p]
  • [p]Toxic Eruption cost increased to 3 Aether (from 2) and base damage increased to 2x4 (from 2x2)[/p]
  • [p]Proliferate Damage reduced to 3 (from 4)[/p]
[p][/p][h2]Known Issues[/h2]
  • [p]Text can go outside of the description input field in the Bug Report Tool[/p]
  • [p]When re-binding directional input, the game currently doesn't display the order the buttons have to be pressed: Up -> Down -> Left -> Right[/p]
[p][/p][p]
[/p][h2]As always, we are happy to receive your feedback![/h2][p]We decided for Early Access because we believe your input is essential to help us make the best possible version of Aethermancer. So, thank you so much to everyone who has tried our game and shared their thoughts, and please keep your feedback coming![/p][p]And remember: Whenever you encounter a bugs, please report them using our bug report menu (F9 on keyboard, Left + Right Bumper on controller)[/p][p][/p][p][/p][p]
[/p]

Get your Monster Designs ready...

[h3]Community designed monsters have become a tradition at moi rai games and it's time to introduce some of YOUR monster ideas to Aethermancer! [/h3][p][/p][p]In the Aethermancer Monster Design Contest you will be able to submit your own monster design for a chance to see your idea become a playable monster in our next Alchemical Woods biome! Everyone will be able to submit their monster design until 18. November 2025 (11pm CET | 7am PT | 6pm ET) in our Discord server.[/p][p]Out of all the entries, moi rai games will pick 30 finalists. Registered voters on Discord will then vote for their favorite ideas and the top two monsters will be put into the game along with one Developer's Pick.[/p][h3][/h3][p][/p][p][/p][h3]While we are at the topic, here is a work-in-progress look at the new biome...[/h3][p][/p][p][/p][p]In the meantime, we are working on releasing the first QoL update as soon as possible![/p]

Early Access Roadmap

[p]The first three weeks of Early Access have been so great and we can't thank you enough for playing Aethermancer while it's still in development! We hope you are all having a good time playing and experimenting with all the different team builds - in the meantime, we want to share our upcoming plans until Aethermancer's 1.0 Full Release. [/p][p][/p]
Where We Are Right Now
[p]We are very happy that many of you are satisfied with what Aethermancer offers at this point in development and will do our best to address your key feedback points and keep on improving the game experience and adding more content. [/p][p]For this reason, we want to first focus on including some planned and highly requested QoL features in two updates focusing on improving and polishing the overall game quality, before we move on to adding more content. [/p][p][/p]
Roadmap
[p][/p][h2]Quality of Life Updates - Q4 2025[/h2][p]As described before, we want to focus QoL features and polishing to improve the current state of the game. We will release two QoL updates to release highly requested features and address your valid feedback as soon as possible. [/p][p]Some of the things you can expect: [/p]
  1. [p]Customizable Key Bindings[/p]
  2. [p]More UI and Combat Clarity[/p]
  3. [p]Combat Speed settings[/p]
  4. [p]Balancing and Bugfixing[/p]
[p]... and more! [/p][p][/p][h2]Player Class Update - Q1 2026[/h2][p]In our first big content update we plan to introduce a second player class for you as an Aethermancer, which will play quite differently from the base class and should add quite some replayability. [/p][p]Except for that, you can expect further improvements and polishing and - of course - new monsters![/p][p][/p][h2]Alchemical Woods Update - Q2 2026[/h2][p]This update will add a new biome to the game! The Alchemical Woods are an alternative tier 1 biome to Pilgrimage Path and are home to many new magical monsters to encounter. [/p][p]But that's not all of it... Another monster deity will awaken and challenge your skills as an Aethermancer! [/p][p][/p][h2]Player Class Update - Q3 2026[/h2][p]Another new player class, more monsters and Siriux' Journal await you in this update! Siriux' Journal will let you look up the monsters you have discovered among other things. [/p][p]This is the last planned update before our Full Release! [/p][p][/p][h2]Full Release - 2026[/h2][p]Aethermancer will be finished with another new biome, MORE MONSTERS and the end-game of which we don't want to spoil too much at the moment, but we'll make sure it will be epic. We will also add Steam achievements for the full release of Aethermancer.[/p][p][/p][p][/p][h3]Notes on the Early Access Updates[/h3][p]This is just a very broad overview of our roadmap. There are things that are not listed here and also we will try to listen to your feedback closely. Also, of course every update will include bug fixes, balance changes, translation improvements and polishing. But we hope this should give you an idea of what bigger content updates are coming when. [/p][p]All of the updates will be free for those who own the game already. We plan to increase the base price of the game throughout Early Access as more and more content gets added, but those of you who already bought the game, won't have any additional costs, of course.[/p][p][/p][p][/p][p][/p]
Steam Reviews: Your Feedback Matters
[p]If you enjoy playing Aethermancer, please consider leaving a review on Steam. It really helps us reach more players on Steam as well as learning what you like about the game, so we can keep improving during Early Access. Also, we have been reading through the reviews and comments on all our channels and we appreciate the feedback we've been receiving. We'd love to continue seeing more of your thoughts - be it in reviews or here or on Discord! [/p][p][/p][h3]
Lots of love from all of us at moi rai games![/h3]

Aethermancer Patch Notes 0.3.2.1 - Second Hotfix Update

Aethermancers!
[p] [/p][p]We’re releasing another hotfix update that addresses some of the more critical bugs recently reported.[/p][p] [/p][h2]Patch Notes 0.3.2.1 (Hotfix)[/h2][h3]Small Changes and Improvements[/h3]
  • [p]The game now creates additional backup savegames after finishing a run and keeps them for the recent 5 runs you did[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Patched a recently discovered security issue with Unity[/p]
  • [p]Fixed Garden District rest site merchant sometimes offering common equipment[/p]
  • [p]Fixed issue where players were unable to confirm or decline the initial data tracking popup[/p]
  • [p]Fixed issue when loading a savegame from the demo during a run in Forbidden Fortress[/p]
  • [p]Fixed some areas failing to spawn an epic loot drop[/p]
  • [p]Fixed rare softlock with enemy monster attempting an action twice[/p]
  • [p]Fixed Haste resetting free actions without actually triggering the haste effect[/p]
  • [p]Fixed shifted monsters default attack Aether not updating[/p]
  • [p]Fixed Sphinx being able to learn attacks in certain situations[/p]
  • [p]Fixed Inventory Artifact display only showing 4 artifacts instead of 5[/p]
  • [p]Fixed a bug where players could get a duplicate starting monster[/p]
[p][/p][h2]Looking Ahead[/h2][p]This update only includes some of the more pressing and immediate bugfixes.[/p][p][/p][p]We are also hard at work on a larger update that will include a lot more bugfixes, balance changes and frequently requested Quality of Life improvements.[/p][p][/p][p]We also plan to share an overall Roadmap for Early Access early next week![/p][p] [/p][h2]Demo Savegame Transfer[/h2][p]When playing the demo on Windows, your save file will automatically transfer to the Early Access version of the game.[/p][p][/p][p]But if you played the demo on the Steamdeck, the save doesn't transfer automatically (as the file path for the savegames for the demo there is slightly different).[/p][p][/p][h3]How to Transfer the Demo Savegame from Steamdeck: [/h3][p]Open the file browser on the Steamdeck[/p]
  • [p]Go to Desktop Mode by holding the power button and selecting Switch to desktop mode[/p]
  • [p]In desktop mode, find and open the Dolphin file manager from the application menu or by searching for it [/p]
[p]Locate the file paths.[/p]
  • [p]Steam deck demo Path: home/.local/share/Steam/steamapps/compatdata/3462260/pfx/drive_c/users/steamuser/AppData/LocalLow/moi rai games/aethermancer/randomnumbers/savefileslotnumber
    [/p]
  • [p]Early access Path: home/.local/share/Steam/steamapps/compatdata/2288470/pfx/drive_c/users/steamuser/AppData/LocalLow/moi rai games//aethermancer/randomnumbers/savefileslotnumber
    [/p]
[p]If you do NOT have a savefile made already [/p]
  • [p]Make sure to create a folder with a savefileslotnumber (for example called: 1),[/p]
  • [p]Paste the savefile in the savefileslotnumber while the game is running[/p]
[p]If you DO already have a savefile made in early access that you want to override [/p]
  • [p]Delete the savegame inside the game first[/p]
  • [p]Paste the savefile in the savefileslotnumber[/p]