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Spell Disk Demo Version 1.13


Thank you for your feedback during Steam Next Fest! We hope to address many issues that were raised by the community with this patch.

Spell Disk Demo Version 1.13
  • Rebuilt the controller system to be more stable and flexible.
  • If the game does not have a graphical representation of a button or a key you're trying to bind, it will give a question mark [?] graphic. But it will bind, instead of breaking the key configuration system.
  • Fixed an issue where the game registered inventory and pause keys with a same button on certain type of controllers.
  • Added PlayStation button arts for Play Station controller players. Plugging in a PlayStation controller will let the game know to use the PlayStation button art assets.
  • Assigned upgrade key to interact button, and recycle key to re-roll button. By assigning destructive function (recycle and re-roll) onto same button instead of other action button, we hope to reduce accidentally recycling your items.

  • Added weapon damage type display in the Root Chamber. It will make the player easier to understand the weapon's damage type properties.

  • Adjusted damage type and elemental type icons to be more consistent across the game.
  • Updated some disk's sprite images to be more intuitive and clear on their function. (example. Basic Attack Disks now have a sword icon instead of a blue X symbol.)
  • Updated some disk's description to be more descriptive. (example. Vanish disks (which occurs when an object is removed from the scene) renamed to be finished disks.)
  • Increased Mana production for some disks (elemental death, idle, etc).

  • Rebuilt the movement, knock-back, and stun system to be more stable.
  • Enemies or objects with AI movement will be aware of other enemies or objects that does not use AI movements.
  • Fixed an issue where a knocked-back enemies could teleport back to where they started. Previously the game's knock-back system and AI movement was not collaborating with each other, so the issue was addressed and fixed.
  • Stun system for enemies are overhauled.
  • Previously, the game checked whether an attack passed an enemy's stun threshold to see if the enemy gets stunned or not. Then, when it passed the threshold, the enemies got stunned for a pre-determined duration of time.
  • Now, the enemies will be stunned based on the strength of 'stagger' stat of the attack or the spell. Usually, stronger attacks or spells will now inflict longer stuns.
  • Implemented a stun resistance stat for enemies. Some enemies will resist the stun better than the other. (example. Bats will take 50% increased stun duration, while tree monster will take 50% less stun duration.)
  • Changed the enemy flash on hit behavior. Previously, it was a flat 0.5 seconds of color flash on enemy body. Now, the flash on enemy body on hit will be based on how long they will be stunned for. Thicker the color and longer the duration the flash is, the more stunned enemy is. This will be a great indicator how much enemy is resisting its stun.
  • Added indicator for how much stun effect each spell has on item information panel.

  • Adjusted crafting cost increase / decrease behavior throughout the duration of the game. When recycling an item, the reduction of crafting cost will only be affected starting on next floor.
  • After the introduction of new crafting cost economy, players felt they were forced to craft->pick up->re-roll->recycle->craft... and so on to get the best value. This strategy devalued the dice resource by a huge margin, so we hope to bring a feeling of risk/reward instead of tediousness on recycling items.

  • Save data will be deleted for a ongoing run on update. This is necessary to avoid the game crashing with incorrect data from previous versions of the game.

  • Adjusted random seed generation for item crafting.

Thank you for playing Spell Disk! Your feedback are truly appreciated!