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Spell Disk 0.7.0 Major Update



In version 0.7, our primary focus was on refining some of the older content and mechanics to meet our standards. Various subpar items and outfits have been adjusted or changed. All items and the game's difficulty may receive further changes, adjustments, and fine-tuning throughout the Early Access phase of the game. In the following 0.7 updates and patches, we expect to deliver a considerable number of new items—new spells, new disks, and new artifacts!

[h2]SURVIVOR UPDATE & CHANGES[/h2]
  • Added a new map in Survivor Mode: Swamp. It is, by far, the most difficult world in Survivor mode. So give it your best shot!
  • Adjusted the strength and the population of enemies in all Survivor maps. Generally, the number of enemies has been slightly reduced, while other stats have increased a little bit. We want players to carefully avoid getting hit rather than tank through enemy attacks due to their lower damage. To compensate for the slightly reduced number of enemies, the experience points needed to level up have been decreased from level 1 to level 40.
  • Removed the stun power from most of Survivor mode's regular enemies. Some big attacks and boss attacks will still stun the player, but we removed the stun from the enemies throughout the world. This change was made to reduce some circumstances where players could be stun-locked until they had enough stamina to escape with their dash ability.
  • Also adjusted the difficulty of the Desert map. Most melee attacks were too easily avoidable by walking away from them. There has been some feedback that the desert was easier than the plain level. Now, their action speed increases as time goes on, making them a significant threat.
  • Reduced the animation speed of the bat in the plain level past 14:00 minutes.
  • Added ramping damage difficulty for Survivor mode's projectiles and attacks. Their damage may increase depending on the progress of time during the first 15 minutes too.
  • Updated the portal images to better represent each world at a glance.
  • Incantor has had its slot reduced to 9, but the movement speed has been increased instead. We felt that sluggish movement speed was somewhat frustrating to play with, so we adjusted that.
  • Cursed has had its maximum stamina increased from 10 to 30. Cursed no longer removes the max heal from the permanent upgrade, since it seems far too difficult to defeat the new Swamp map with the Cursed. If you're looking for a challenge, you can refund the upgrade to play as its original.
  • Added upgrade icons to the survivor mode's upgrades, so that its type of upgrade can be more easily be read.

[h2]BASE STAT CHANGE[/h2]
  • Base critical chance is increased to 10% (from 5%) for the base outfits. This change is made to counterbalance some of the changes made to the upgrade modifiers of items.

[h2]CHARGED ATTACK CHANGES[/h2]
  • Added a toggle mode for charged attack in the game settings option. By enabling this optional mode in the settings menu, you can change the button behavior of the charged attack. Instead of pressing down on the key and releasing the key (old normal behavior), you can press once and then press again to release your charged attack (new optional behavior). If you choose not to enable this mode in the game settings, it will behave the same way it used to.
  • Adjusted and mostly reduced the time it takes for the charged attack to be completely charged for all weapons. We felt that charged attacks are the most underused player action, so we buffed it up a little to incentivize using the charged attack move.
  • Instead of measuring some internal threshold, it will take into account the actual time the player took to hold. This change will make it easier to balance the weapon's charged attacks in the future as well.
  • Changed the antler accessory so its charge duration is now equal to the charged attack's usual duration. It used to be 2.25 seconds, which was more than double for most of the new charged attack durations.
  • Improved the effectiveness of most "charging" disks, which are the disks related to the action of performing a charged attack (not the damage type).

[h2]OUTFIT CHANGES[/h2]
  • Cryomancer outfits now have cold status resistance, reducing the impact of movement speed debuffs. While self-cold affliction was designed to synergize with the outfit's special function, the frequent movement speed debuff made the gameplay too inconvenient most of the time. Although the overall Cryomancer outfit was somewhat powerful, we felt that disrupting the enjoyment of the game was a more crucial issue.
  • Improved elemental resistance for Pyromancer, Cryomancer, and Electromancer outfits, meaning that players will now need to take more hits with elemental affliction from enemies to be afflicted with elemental status.
  • The Rogue outfit's gem-producing behavior has been changed due to an exploit where players could farm infinite gems by letting enemies heal themselves. After obtaining enough gems, the outfit's effect will no longer spawn gems from that specific enemy, with a 50% increased gem drop if enemies are squeezed to the last drop. Also, this change will resolve the frame drop issues with the Rogue outfit builds.

[h2]DISK CHANGES[/h2]
  • Description of the disk items has been changed to improve clarity of their functions (ex. "Per each damage dealt with Attack-type" is changed to "Generate [v]% of Attack-type damage dealt as mana."). Some of the outdated description which did not accurately describe the disk behaviour has been corrected.
  • Removed the "decreased overheat amount" upgrade for disks. This item mod was redundant with another upgrade type which increased the overheat reduction value. Since this modification was only available in Survivor mode and was normally unobtainable in other modes, this removal shouldn't outdate any of your saved runs. But if somehow you're loading a run with this upgrade mod in it, it will be replaced with the new item mode "passive mana regen."
  • Added a "passive mana generation" upgrade for disks. Please note that passive mana generation cannot activate the disks, as the disk requires you to perform its behavior at least once to activate said disk.
  • "Increased mana creation" upgrade has been changed from multiplicative modifier to additive modifier. 
  • "Isolate disk" has been changed from "While not being close to target" to "generate mana when hitting distant enemies, which increases effectiveness with the distance." Given the map designs and enemy behavior, it was almost always too difficult to generate mana most of the time unless you were hugging walls. We adjusted the design, making it easily utilizable while retaining its identity.
  • "Stamina Full Disk" has been reworked to generate mana even while the stamina is charging. More specifically, having more stamina will generate more mana, and vice versa. Forcing players to not dash at all was somewhat a frustrating mechanic, and this change also increases the ways this disk can synergize with other items, such as an artifact that increases maximum stamina.
  • "Weapon spell travel disk" has been reworked into "Weapon Spell Hit Disk". It will no longer generate that green blob which travels to generate mana, but generates mana on hitting enemies with your weapon spell. Some spells such as lasers don't really translate this concept well, but we think the new design is more understandable as a lot of players provided feedback the mechanic for this disk was way too confusing. Graphic has been updated to better represent its function.
  • Optimized Spells by removing the check for the distance travelled, as it was too performant heavy occasionally.
  • "Peace disk" will now always work while not attacking without delays. Having delays felt like it caused more frustrating experiences than fun.
  • "Idle disk" has been changed to generate mana for each second you've stayed idle during the last 10 seconds. So, while you're incentivized to stay still, you can use this disk offensively without putting yourself at too much risk and being too passive. Removed a niche hidden interaction with Thunder Waltz.
  • "Combo disk" has been reworked. It will generate [v] multiplied by each enemy hit with your weapon in last [r] seconds when hitting enemies with your weapon. Also, Combo disk have been added back to the item pool.
  • "Overflow disk" has been reworked to "Weapon Spell Mana Disk." It now generates [v]% of the weapon spell's mana cost per second, as opposed to generating mana during the generation of weapon spell mana. The graphic has been updated to more accurately depict its function.
  • "Self Dash Disk" is changed to "Dash Duration Disk", which generates mana per second while player or dashing spells are active. Its old function was redundant with the dash start disk, with less synergies across the game. So, having it changed to duration will make its trigger position different from its old version.
  • Dash type spells are adjusted. Often, the spells dashed far too many times compared to players which rendered the dash disks weak without dash spells. Now, multiple dashing images from a single spell cast will act like 1 dashing object. To compensate for this change, all dash-related disks have been buffed.
  • "Random location disk" has been improved so that the goal will always move near the goal, making you able to consecutively trigger as long as you follow it.
  • "Dodge disk" has been reworked into "Counter Attack Disk". It generates mana whenever a nearby enemy attempts to attack the player. Dodge disk's collider was needlessly performance heavy, and wasn't working properly half the time. Its item image has been updated to better represent the new disk functionality.
  • "Healer Disk" has been changed to "generate mana per health point." Also, this change can stop the exploit where equipping and unequipping the max health artifact can generate unlimited mana for this disk in the older versions.
  • Fixed an issue where the upgrade modifiers for the disk did not have correct rarity in the base mode of the game.

[h2]SPELL CHANGES[/h2]
  • The spell's damage upgrade has been changed from a multiplicative modifier to an additive modifier. Having a multiplicative modifier made the upgrade too powerful compared to other upgrades and was not the intended behavior of the upgrade.
  • Adjusted the values of upgrade modifiers. For instance, the damage modifier has been increased from 20% to 35%. 
  • Added various upgrade types to the base game upgrade mod pool. Now, more various types of upgrades can be found for spells. Reworked how knockback upgrades are applied to spells (instead of % value which can vary too much depending on the base knockback value, knock-back upgrades will add flat knockback value to the spells).
  • Updated icon graphics for various spell upgrades.
  • The effectiveness of critical disks is slightly reduced to account for the new base critical values. Also, they were outperforming other disks in most cases, so we felt this change was justified.

[h2]ARTIFACT CHANGES[/h2]
  • Slayer Shield was receiving twice its maximum buff than intended. Also, along with the base critical chance change, its maximum shield has been adjusted.
  • Added sound effects for some effect creating artifacts.
  • Slightly buffed gazer and cape artifacts (which applies elemental affliction) to give % of elemental resistance. 
  • Crescent amulet removed from the survivor pool.
  • OVERHEAT CHANGES
  • The basic overheat value has been increased from 15% of the base mana cost of the spell to 25% across all modes. To compensate for this, the base overheat reduction rate per second has been doubled. This change will make burst-creating spells (which can be a cause of frame drop) more difficult to achieve while aiding long-duration fights such as boss battles or timed encounters. Also, this change will make the faster overheat reduction upgrade much more impactful. Upon our initial testing which compared these new values to the old ones, the builds lost approximately 8% burst damage but gained more than 20% damage if the fight lasted more than 20 seconds. This change will probably help the survivor mode the most.
  • Reduced effectiveness of Disk Stabilizer artifact, as it became too powerful with the new changes

[h2]GEM CHANGES[/h2]
  • Added 5+ gem objects to the pool, in addition to the usual 1+ and 10+ gems. So, collecting 16 gems would result in 3 gem objects (1 + 5 + 10) instead of 7 objects (1 + 1 + 1 + 1 + 1 + 1 + 1 + 10). This new addition will greatly optimize the game when you're destroying hordes of enemies.
  • Optimized and unified the gem movement performance cost. In the previous versions, each gem (gem in the base mode, gem in the survivor mode, and gems from the spells) functioned slightly differently, creating some programmatic overhead. However, we refactored the code so that their movement and collider detecting mechanics can be further optimized.

[h2]VOICE CHANGES[/h2]
  • We have changed the voice audio clips for the player (damage taken and death). The reason behind this change is to implement an audio cue for the stun power of the enemy's attack. While the damage number caused by the enemy is visible, indicating the strength of the attack, we have no way of discerning whether an attack is disrupting player control or not. Therefore, by playing different audio cues for larger stun power received, we aim to enable players to differentiate between weak and strong stun-powered attacks.
  • Additionally, most of the human enemy's sound clips have been replaced with audio files that are potentially less disruptive and offer better audio quality.

[h2]OTHER CHANGES[/h2]
  • Audio for spells has more delays between resetting sounds on new instances, making the spell sound less interruptible and less noisy.
  • Added item type icons for all types of items (disks and artifacts), to better indicate different types of items. 
  • Added an indicator for critical damage multiplier in the stat panel. It appears as (x2.00) in the text

[h2]FIXES & OPTIMIZATIONS[/h2]
  • The game will no longer save on the dungeon being cleared. It will only attempt to save when you exit the menu or you've entered a new level. Due to this change, the game is less likely to experience data corruption and the game will not experience any frame drop on save file being accessed after clearing the level.
  • Fixed an issue where hit effects weren't being handled in an optimized way. While this was mostly unnoticeable in most cases, this error possibly contributed to frame drop issues in the later part of Survivor mode.
  • Fixed a game-breaking issue where entering the Architect Chamber immediately after playing Survivor mode caused various issues, which may lead to undesired behaviors such as an arena without enemies and disks stuck mid-air. The issue has been addressed and resolved.
  • Fixed an issue where the increased collection range for gems were sometimes not being reset upon resetting the game.
  • Fixed an issue where the statistics for the previous runs sometimes carried over to the Arena Mode and the Infinity Dungeon Mode.
  • Fixed an issue where the arena mode enemy's hp were not properly increased as the time progressed.
  • Significantly optimized how the enemy data is handled in the arena mode, which may have contributed to some frame drop issues on certain cases.
  • Changed death animation for the minions of the Dungeon Architect so it doesn't linger on as long as it used to.
  • Fixed an issue where disks could get stuck in various ways the memory gem can be interacted.
  • Fixed an issue where the dummy's hp scaling was not reset on consecutive attempts.
  • Fixed an issue where Cryomancer's cold effect didn't synergize with cold-related disks.
  • Optimized how charged attacks are calculated. 

Spell Disk 0.6.2a

  • Added a more pronounced visual indicator for the final gate after the Citadel boss. We noticed that some players were unaware of the new content behind the gate, perceiving the image of the gate as a static prop. Even if the door doesn't open, the interact message stating 'the gate is locked' will now appear, providing a more noticeable presence for the contents behind the gate.
  • Adjusted certain graphical assets on the tutorial level.
  • Fixed graphical assets on the architect chamber's portal.
  • Added an 'evade' text indicator for the reaper cat during its invincibility pattern (active while it is distant from the player).
  • Fixed an issue where the damage ID of the spore golem boss was incorrectly assigned with another enemy.
  • Adjusted the health limit of Giant Slims boss's minion spawn upon losing health to minimize the chance of spawning a small slime on death.

Spell Disk 0.6.2 Arena is Open!

Added Arena Mode in the Architect Chamber. Now, you can test your builds against endless hordes of enemies! You can enter the Arena by interacting with the portal in the Architect Chamber.



  • Added "Disable Hit Effect" to reduce frame drops for those experiencing such issues.
  • Changed "Show Damage Number" to "Disable Damage Number." We wanted the default game setting to be in the OFF mode, rather than the damage number being the single instance where ON was the default behavior. You may need to readjust the damage number option if you turned it off in previous versions.
  • Adjusted durations for elemental damage numbers.

  • Survivor Mode elite enemies no longer display nearby lights. Reducing the 2D light will slightly optimize Survivor Mode, though these optimizations may be somewhat inconsequential as there were only few of them at the time.
  • Fixed various pit (or holes on the floor) locations and sizes. Placing a pit on the world coordinates of 0 at the x-axis and y-axis divided the pit into two groups separated by the axis. In very rare cases, players could get stuck between the gap between the two groups.
  • Adjusted the bunny outfit's jump to ignore the pit or wall colliders if the jump started from the pit (meaning players got stuck in the pit). This mechanic is not normally enabled and only serves as an emergency escape in case a player gets stuck in some part of the map.

  • Updated the move set of the old wizard enemy (bearded wizard).
  • Added dust graphics to indicate the rolling dodge action of the arcane archer enemy (archer with blindfolds).
  • Removed the ninja enemy's projectile attack which was difficult to telegraph due to the animation played.
  • Colored the floating shadow enemy's evil hand attack shadow to indicate it's dangerous.

Spell Disk 0.6.1b updates and fixes

  • Fixed various errors that could occur when entering the architect chamber without a record of previous runs. Normally, the Architect Chamber is not accessible without having a record. This could likely happen if you manipulated or deleted your run save file, but there could be other issues as well, so we fixed it.

  • Adjusted the graphics for elemental affliction icons above the enemy's HP bar. We removed the space between them to make the UI less visually obstructive and also made them a pixel-perfect distance from each other. The boss's elemental affliction icons are now properly aligned and won't flip based on the boss's directional orientation.

  • Adjusted the duration of damage numbers being active. When the build became powerful enough, damage numbers would often appear on top of each other, creating a column of blur instead of legible numbers. We shortened the duration the damage numbers are active by 40%, which will also optimize the game since there would be fewer damage numbers on the screen at any given time. Some damage numbers, such as indicators for player's taken damage, have not been altered.

  • Added UI for the dash fatigue system. You'll start to see the red bar filling up and down the borders of the green dash stamina bar if you've dashed too frequently. Our intent was to hide this UI because we didn't want players to worry about a mechanic that's normally not achievable in most runs. However, player feedback indicated that they were more concerned about when and how this dash fatigue would trigger, so it bothered them throughout the play. Therefore, we added some minimal UI to indicate when the dash fatigue would arise. If you intend to dash while the red boundary bar is filled to the max, you'll begin to notice that the stamina threshold marker will start to move to the right. This new red bar indicator will be only visible as the player approaches approximately 50% of the fatigue meter, so normally it will still be invisible throughout the most of your runs.

  • Significantly reduced the amount of ramping 'fatigue' that would stack due to the dash fatigue system. This means that the threshold arrow will move slower to the right on dash fatigue.

  • Increased the power of dash-related items. These items were nerfed in the past due to infinite invulnerability, but now that there is a system to check such cases and limit them, we feel that they no longer need to be underpowered. Pulsing boots, Wind Eater, and Royal Sorcerer's Shoes artifacts provide more stamina. The Padded Shoes artifact got an indirect buff because it cannot be affected by dash fatigue.

  • Fixed an incorrect timing of dash recovery with the bunny outfit and the padded shoes artifact. The artifact will now correctly have a delay between the jumps as the item intended.

  • Added some extra invincibility frames after the bunny outfit's jump (which replaces the regular dash). We intended to use the outfit's ability as an offensive measure, but being able to take a hit as soon as the player landed was somewhat counterintuitive to our intended design. Continuously jumping will make the player invincible as long as the player has enough stamina to do so.

Spell Disk 0.6.1a fixes

  • Increased the threshold for when players enter dash fatigue. To explain, every time you dash, you obtain one stack of fatigue. While you're not dashing for 0.625 seconds, you lose a stack of dash fatigue. If you have more than 12 stacks upon starting a dash, you'll begin to feel dash fatigue. This means that normally spending stamina to dash, even while having triple stamina regeneration somehow, would never trigger dash fatigue. While it is a direct nerf to players and certain builds, it addresses certain combinations of items that made the game too monotonous and overpowered, incentivizing players to reroll the game until they obtained an invincible combo. Also, we felt that adding a permanent UI to indicate the dash fatigue would be visual clutter for a mechanic that's normally unachievable.

  • Fixed an issue where quitting the infinity dungeon would unintentionally save the game after clearing the level.