1. Spell Disk
  2. News

Spell Disk News

Demo hotfix 1.13a

A small hotfix has been implemented for the demo version of Spell Disk.
  • Adjusted knockback impact of icicle fan.
  • Adjusted stun rate of mushroom man's attacks.
  • Removed some internal, invisible test objects from the game scenes. It will make the game load a bit faster.

Thank you for playing Spell Disk!

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!

Spell Disk Demo 1.12b Update

Hi, all! I hope you are having fun at Steam Next Fest! We have a quick small update for our demo version of Spell Disk. Thank you for your valuable feedback!
  • Improved direction control of charge attack. In the older version, the character locked in the direction they were aiming at as soon as they press charge attack button. In the updated version, the character will aim toward player's movement direction.
  • Changed numeric value display for disk items. Time based disks will have per second indication and stat-scaling disks will have percentage indication. (example. Time Flow Disk: +14 Mana Produce / Second; Spell Damage Disk: 60% Mana Produce for each spell damage dealt). We hope to bring more clarity on disk's relative value compared to instance-based disks.
  • Adjusted wall hit-boxes for gem spells.

Thank you for playing Spell Disk!

Spell Disk Demo 1.12a



I hope everyone's having fun with Spell Disk. We've got a small hot-fix and some updates for some spells for our demo.

Spell Disk Demo 1.12a
  • Added "Alpha" Text in the app version indicator.

  • Adjusted balance of Charging Disk.
  • Adjusted balance of Overheat Disk.
  • Adjusted balance of Gem obtain Disk.
  • Adjusted balance of Gem spawn Disk.
  • Adjusted balance of Spell Time Disk.
  • Adjusted balance of Stationary Disk.
  • Adjusted balance of Time Flow Disk.

  • Updated visual on Arctic Shock.
  • Updated visual on Boiling Beam.
  • Updated visual on Shockflame Laser.
  • Updated visual on Spark Ray.
  • Updated visual on Lava Tread.
  • Updated visual and increased size of Roundfire.
  • Reworked Volatile Shell mechanism to be more effective.

Thank you for playing Spell Disk!

Demo Version 1.12 and Steam Next Fest



I hope you are having a blast at Steam Next Fest! Thank you for checking out Spell Disk. Anyways, here's the patch notes.

Spell Disk Demo 1.12:
  • Katar, the second weapon accessible in Demo, is unlocked by default. Players no longer have to defeat the boss to try it out.

  • Fixed an issue certain sound effects could not be silenced after setting the SFX volume to 0.
  • Volume bar in the settings menu scales their respective volume linearly, instead of exponentially.
  • Readjusted volume level of BGM, SFX to be more consistent as whole.

  • Upgraded knock-back physics of enemies and objects.
  • Knock-back is calculated in accordance with Unity's physics engine, and should be more efficient.
  • Fixed some path-finding issues on flying enemies (Drake, Moth).

  • Adjusted strength of some items.
  • Fixed a gap between tiles that can happen on certain resolutions.

Thank you for playing!