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Spell Disk News

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.

Spell Disk 0.6 Update Is Here!



Our next update, labeled as "Beyond the Gate" in our Early Access Roadmap, is finally here! We appreciate the players who participated in the beta to test the build early on.

  • Added stages beyond the gate. You can still choose to take the elevator to escape the dungeon after the third boss in the Citadel. Your run will still count as victorious, regardless of whether the gate was locked or not.

  • Reworked the base game mode danger level. The danger level will continue to be infinitely scalable. The new danger level modifiers are as follows:
    0: Standard.
    1: More elite enemies.
    2: More modified stages.
    3: Disks start with zero mana.
    4: The gate is unlocked.
    5: More traps appear.
    6: Deadlier bosses and enemies.
    7: Modifiers are more difficult.
    8: Multiple modifiers may appear.
    9+: Stronger enemies.
  • Only after danger level 4 or higher can you begin interacting with the final gate and access the area beyond it.
  • As part of the "more traps appear" modifier, we significantly optimized the traps and enemy behaviors around them. Enemies will now mostly ignore the presence of traps because trap-avoiding behavior sometimes caused errors that made them idle or broke their player-seeking behaviour.

  • Added the new boss: The Dungeon Architect. The new boss can be encountered at the end of the area beyond the gate.
  • Defeating the Dungeon Architect will reward you with the following:
    A new weapon.
    A new outfit.
    A new accessory.
    Access to a secret location called the Architect's Chamber.
  • Added the Architect Chamber, where most of the new 0.6 features will be implemented. Inside the Architect Chamber, you can review your previous runs and load the build. Right now, you cannot do much except for spawning dummies to measure your damage score, but more game modes will be implemented soon. At the moment, we're limiting the number of recent runs that can be saved because we're working on a new save system. We'll patch out the new save system to permanently save your runs as soon as we're ready.
  • In the 0.6.1 version update, the endless dungeon mode will be added.
  • In the 0.6.2 version update, the survive-with-your-build mode will be added.

  • Optimized the BGM memory management. Due to this change, the BGM won't pause and unpause at the pause scene, but will instead be silent upon entering the pause scene.
  • Adjusted the base luck of the headband accessory.
  • Fixed a bug where un-equipping the headband accessory did not disable its negative effect (the shop dice not showing up).
  • Fixed a bug with an interaction between the cryomancer outfit and the gem slime accessory. Also adjusted the gem slime accessory to have a limit to spawn a slime per frame.
  • Reworked the enemy summon effect to make the progress more visible at a glance.
  • Adjusted the player's 2D light to avoid the zig-zag tile map squares over the wall, which would no longer be visible.
  • Fixed an issue where the game setting panel would not receive any input from the mouse in the setting menu.
  • Fixed an issue where the buttons behind the game settings panel or the key configuration panel could be clickable with mouse control.
  • Added a color indicator for the availability of a button in the main menu scene.
  • Added mouse control (hover and select) for some UI objects.

    Since 0.6 beta version, the following adjustments have been made:
  • Adjusted the difficulty of the Dungeon Architect Boss. The boss will attempt to move out of the danger more frequently.
  • Adjusted the strength and rarity of the Triplet Shield Artifact. The item was proving to be too powerful in certain modes that will be coming in future updates, so we are preemptively adjusting its power scale so that it doesn't feel like you must find this item to have a good shot at the new game modes.
  • Added the functionality to save and delete memories in the Architect's Chamber.
  • Adjusted various UI inside the Architect's Chamber.

Spell Disk 0.5.7b hotfix

  • Addressed an issue where the run history was not saved on certain computer configurations, and made the game softlocked at the end of the game (through the gate, game over, etc). Although it was not reproducible on our end, it seems that the new Queue to save the data was incompatible with some computer configurations. This fix should resolve the softlock issue you may have been experiencing since the 0.5.7a update. We apologize for any inconvenience caused by this bug.

Spell Disk 0.5.7a : New save file beta

  • Implemented a new save system to store your previous runs in a separate file (up to 5). In the alpha version of Spell Disk, the history of all your runs was recorded in your save file. However, we noticed that playing the game too many times, resulting in massive save data, could lead to frame drops each time the save data was accessed. So we removed the history entirely so far, until now. We are now storing the limited history of your runs in a separate data log file and only accessing it when frame drops are not likely to be an issue. We are introducing this new system now to test its stability before implementing additional features in our next major update, version 0.6.
  • Currently, within the game, you should not observe any visible differences due to this change. If you encounter any unexpected results or behaviors related to the save data, please let us know.
  • Made internal changes to save shield values from artifacts.
  • Fixed an issue where pressing Right on the language selection panel before the options were open would cause you to get stuck in the settings menu.