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Spell Disk News

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.

Spell Disk 0.6.1 Infinity Dungeon Is Open!

  • Added Infinity Dungeon mode! It can be accessed by interacting with the elevator in the Architect Chamber. You can bring your recent or saved builds against the endless levels of the dungeon. For the details, the danger level will always be set to 4 at the start, regardless of your saved or chosen danger level, and will progressively get more difficult as the stages go on. You cannot craft or upgrade your items, so try to bring your best in the base game mode to have a shot at it!

  • Added a dash fatigue system. When you dash consecutively without resting for a long period of time, the required stamina to perform a dash will increase temporarily. Over time, the requirement will drop down to the regular amount. This system is implemented to prevent many cases in which the player could attain an infinite invulnerability period, which was harming the fun of the game. Unless you've somehow managed to generate more stamina than you could use, it will be difficult to even encounter this system being activated to hinder your dash behavior. A message will pop above the player's head, and the required stamina threshold marker in the dash bar UI will move accordingly.

  • The overheating mechanic will be removed at the start of each floor in the last area of the dungeon, similar to other areas.
  • The difficulty of the Dungeon Architect Boss has been adjusted in response to early feedback, as many players felt that she posed too little challenge for a final boss. Upon close inspection, we identified some reasons and made some adjustments: Increased the elemental resistance value, similar to the Citadel bosses (Captains), and also slightly increased the health value. Due to the short duration of the 'emergency escape maneuver' that all bosses have, the Dungeon Architect was somewhat more often vulnerable than other bosses. Slightly increased the speed of some of the Dungeon Architect's animations to make the boss more aggressive. Because the Dungeon Architect was using a special animator, it was not affected by the danger level's action speed modifier (at higher danger levels). This change is to counteract such shortcomings. The number of minion disks summoned at once is increased. Elemental floor trails will extend to the end of the wall, instead of leaving some empty space between the wall and the trail.

  • Changed the texts of the victory screen. The end screen will now indicate which method of victory you have achieved so it can be easier to differentiate different ways the game can end. Also improved the text's legibility.
  • Optimized the game over best score calculation methods.
  • Optimized and stabilized the death player state logic internally. It should not affect the way it used to work, but if you happen to come across an issue, please report it to us.

  • Reworked Grace Guard artifact due to the ineffectiveness of the artifact. The new effect is "while being idle or charging, reduce damage taken by 50%."
  • Reworked Gem Healer artifact because this item alone disrupted the value of health management. The new effect is "obtain diminishing attack speed buff upon collecting gems." Decreased the rarity of Gem Healer artifact and also renamed it as "Horned Gem".

Spell Disk 0.6.0c

  • Fixed an issue where the danger level modifier was not activated by the lobby elevator as intended. This problem started to occur due to the construction of additional levels further beyond the gate.

Spell Disk 0.6.0b fixes

  • Fixed an issue where the dash ability would be disabled if you entered the final gate with your dash. The gate would force you to walk toward the edge of the screen without properly handling the dash state, resulting in the player not being able to dash. This has been fixed.

  • Increased the speed of enemy spawns in the timed level mode.
  • Added a frame buffer between enemy spawns in the waved level mode.

  • Added an indicator to check which save is equipped.
  • Improved the legibility of the time and seed number by adding spaces and outlines to the texts

Spell Disk 0.6.0a Save Hotfix

  • Fixed an issue with certain shield-providing artifacts breaking the game due to missing ID on loading the build from the save file.
  • Adjusted the fading behavior when opening the inventory immediately after loading the build from the memory gem. It will now fade away regardless of the time flow.
  • Adjusted the color of the availability of certain menu options after selection and deselection.

  • Fixed an incompatibility issue with an old save file with the 0.6 version game application. In rare circumstances, players could have loaded an incompatible save data onto the new contents, which is expecting the values that were added on more recent versions.
  • Optimized and adjusted the save file writing behavior. The contents inside the save file will be more difficult to read with your text editor, but it is more optimized to reduce the chance of data corruption.
  • Added preemptive checking on all saving attempts. During most of the saving attempts by the game application, the game will additionally check for errors. This change will make the save data not being written and lost rather than corrupting the entire save data in the event of critical error. If you see any behavior that appears like it didn't save your most recent progress, please let us know.

  • Included the saving symbol appearance on the new contents. Due to the data being accessed through alternative paths, it did not trigger the in-game notification of the save in progress.
  • Also added the saving symbol appearance on the device setting saves.

  • Fixed the issue with backup files not being created, which was caused by detecting false flags every time. We made some adjustments to the backup file creation in version 0.5.5b because we encountered an incident in which the backup file was written from the corrupted files. That change may have prevented any backup file from being written.
  • Adjusted the error-catching behavior of the backup save file. Thank you for sending us your corrupted files; it allowed us to reproduce the corrupted file behavior on our end.