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Spell Disk News

Spell Disk 0.9.5 update

  • Greatly optimized collision detection for summoned minions and Survivor Mode enemies. Modified and adjusted their hitboxes to increase collision detection efficiency.
  • Inventory navigation will now ignore the "Expand Slot" option while holding an item.
  • The Librarian Bag was erroneously causing damage to be multiplied twice. This has been corrected, with its base power increased from 40% to 50% to compensate for the power loss resulting from the bug fix.
  • Adjusted the color of the electric slash, as its purple hue was counterintuitive to our overall color design (purple is usually reserved for enemy danger signs).
  • Added a bounce effect and outline effect for some artifact UI icons.
  • Improved the graphic of the obelisk's healing circles, which will now render below the walls.
  • Cleaned up some nearly invisible pixels on the Toxic Poolspewer enemy sprite.
  • Fixed an issue where some item descriptions were missing in certain languages.
  • Fixed an issue with the cutscene skip if the cutscene skip button was pressed very rapidly within 0.02 seconds.
  • Stopped disk activation during the cutscene with the final boss. It was a bit rude to interrupt the dialogue with spell spams and also wasteful to use spells while the boss is invincible!
  • Also, stopped disk activation during the boss room entrance transition.

Version 1.0 teasers and Spell Disk 0.9.4 update

Dear Spell Disk Community,

Since the release of Spell Disk Early Access version, we've been working diligently to develop the game, aiming for the full-version quality. We sincerely thank all the players who have played the game and provided feedback on the Steam forum and our Discord channel. Currently, we are on track to release the 1.0 version of Spell Disk on March 1st, 2024.

In our upcoming 1.0 version of Spell Disk, the following features are planned to be added:
  • New weapon.
  • New outfit.
  • New accessory.
  • New Survivor Map.
  • New Achievements.
  • Rampage Mode. This entirely new game mode feature brings brand-new maps and a hidden boss. Rampage Mode will also serve as a place to deliver the conclusion of the overarching story of the game, in addition to shedding light on the lore of the world.

With the addition of Rampage Mode, all of the milestones on our Early Access Roadmap will have been successfully met. We've added many more features and contents than we initially announced, but that was intentional, as we aimed to exceed people's expectations rather than fall short of our promises.

Here are some sneak peaks for 1.0 version contents:

The following is the patch notes for 0.9.4 version:
  • Added sound effects for Crossbow, Longbow, and Poison Arrow artifacts.
  • Spore Golem will act slower between actions. This balance adjustment was made as the boss's lingering projectiles posed greater threat relative to other bosses.
  • Reduced the health of Archer Captain boss.
  • Fixed an object handling issue with Shuriken spell.
  • Added a skip function when facing the Architect boss. By pressing the interact button, you can now skip the walk-and-talk sequence. This option becomes available after defeating the Architect three times, exhausting the first three encounter dialogues.
  • Boss's UI canvas will fade out instead of disappearing at once on death.
  • Fixed a case the player's dash sound could be silenced if the architect was defeated but was continued from the main menu before proceeding to end the run.

Thank you all for your continued support and feedback. We will publish more news regarding the full version and the release schedule in the following weeks. ːsteamhappyː

Spell Disk 0.9.3 update

  • Fixed an issue where enemies could spawn inside the walls on certain maps. Enemies are programmed to appear with a distance between them to avoid spawning on top of each other. However, when too many enemies spawn quickly (possibly by defeating them very rapidly), the entire map could be marked as a "too close to another enemy" zone. In such cases, a random position on a floor tile was chosen as the summon location. This, however, led to problems because wall tiles were sometimes painted over floor tiles, creating a probability that enemies could spawn inside walls. The logic for enemy summon locations has been adjusted and improved to prevent this issue in the future.
  • Similar issues could theoretically occur with the bosses as well, although it was far less likely due to the size and frequency of the minion spawns. Instead of a "random point on the floor" as a last resort, the player's position will be set as the safe position to spawn and move.

  • Fixed the pixel size scale on the summoning chamber, architect boss room, architect chamber, and arena. Now, the pixel size of the floors on those levels is consistent with other pixels in the game.
  • Adjusted the rate at which champion enemies appear in the arena mode. Due to the high number of champion enemies (enemies with yellow shields) in the arena, the insight gain was relatively too high compared to other game modes. While we didn't want to nerf the insight gain, we thought the difference was substantial enough to make other game modes feel too unrewarding compared to excellent arena mode runs. Also, increased the insight gain based on time—this change was made so that players who can't get too far in the arena mode also get rewarded. In other terms, the lower end of insight gain was increased, and the higher end of insight gain in arena mode was reduced.

  • Fixed an issue where you could interact with your inventory using mouse control while choosing an item. Allowing the unequipping of items while selecting an item was an unintended interaction, and although the key to do so was blocked, we overlooked the ability to interact with items using the mouse. It now immediately returns the item if you attempt to pick it up while choosing an item reward from the level up.
  • Fixed an issue where the "Close Inventory" button would not work with the key.
  • Addressed various issues, such as the inability to move selected item slots in the inventory, which occurred with the control update focusing on mouse control.

  • Improved the tutorial transition scene slightly.

  • Adjusted the score UI location for the architect chamber. Players were getting scores far greater than we anticipated!

Spell Disk 0.9.2 update

  • Improved inventory navigation by removing a tiny amount of rightward bias that existed in the inventory selection.
  • Enhanced survivor item selection key control. The selections are now hardwired to eliminate the rare case where item selection lags behind.
  • Enhanced survivor item selection with mouse control. Simply making any mouse motion within the box will now highlight the item choice box, eliminating the need to exit the box and re-enter for mouse-only selection.

  • Shadows from the spells also receive the spell visibility slider's effect.
  • Fixed a case in which damage number or hit effects could linger from the previous scenes for a half second if the new scene was hub area (Root Chamber, Tree Branch Chamber, or Architect Chamber).
  • Slightly optimized the damage number objects. 

  • Fixed an issue where weapon information was not displayed correctly in survivor mode.
  • Corrected item descriptions for some artifact items.
  • Fixed typos in spell descriptions.

  • Mandrake's scream now has a jagged line to more clearly indicate its negative effect.
  • Corrected map boundaries in some instances, making it possible to see black bars beyond the walls.

Spell Disk 0.9.1b update

  • Fixed an issue Rogue Pants artifact was not updating the max stamina UI. Also fixed the typo in the item name.
  • Fixed an issue gem of 5 value was incorrectly being assigned with gem 1 sprites.
  • Fixed an issue multiple gem of 10 value wasn't spawning multiple times.
  • Removed blurred pixel from the spear's charge attack. Collider size and damage has not been adjusted, as it is only graphical change.
  • Improved the graphic of Laser Wyvern's attacks.
  • Auto Charge Gauntlet now activates charging-related items while passively charging the charge meter.
  • Removed faulty 'trap' tag from Ice Jaw Trap.
  • Made adjustment to dashing after images which may have caused certain visual errors in the game.