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Darkblade Ascent News

Hotfix v0.951

  • Fixed an issue with a button not being selectable on controllers
  • Fixed the "Seal of Trust" achievement not triggering when having maximum reputation with the Trader in Hideout.
  • Pre-loading of assets are now done in the Main Menu instead of on game-start.
  • Reduced number of ranged enemies in Undead Prison arena in Hideout.

The Hideout: Survivor-Extraction & Combat Revamp update NOW LIVE!

[h3]We are very excited to announce that our biggest update yet, The Hideout, is NOW AVAILABLE![/h3][p][/p][p]We are always trying to push the boundaries of what Darkblade Ascent offers. Being a small team of 2 developers we have the freedom to explore not-so-conventional ideas and implement player feedback in creative ways.[/p][p][/p][p]With this Major Update we are introducing The Hideout and a Complete Combat Overhaul.[/p][p][/p][previewyoutube][/previewyoutube][p][/p]
The Hideout: Survive + Extract
[p][/p][p][/p][p]Once you hit level 5 you’ll unlock access to The Hideout: brand-new game mode that blends survivor-like gameplay with extraction mechanics.[/p][p][/p][p]With this mode we are toying with the idea of risk vs reward. At the heart of most roguelikes is the classic push-and-pull of risk vs. reward… but we are taking it a step further.[/p][p][/p][p]After seeing how many people enjoy the Abyssal Rift we decided that it deserves its own mode. We envisioned this mode in our Roadmap (Endless Mode). Initially, on paper, this mode was just an extension of the Abyssal Rift, but as we were developing it ideas started to flow and we saw it as an opportunity to not just expand on the mode but to create something entirely new and deep while also implementing player feedback all-in-one.[/p][p][/p][h2]Survive[/h2][p][/p][p]When you first enter the hideout you will see 3 portals with only one unlocked initially. Entering a portal will transport you to a completely different area where you have to survive for a certain period of time battling increasingly more powerful waves of enemies.[/p][p][/p][p]Surviving until the time is over gives you the option to challenge the arena’s boss. It’s not just the enemies that become stronger, but also the player. Each kill grants a soul; reach the number of souls required threshold and you can choose from 4 weapons and 3 crystals. On top of that Abyssal Enemies can appear that, when killed, offer a boon choice[/p][p][/p][h2]Extract[/h2][p][/p][p]For an extraction mode/game to be fun and engaging, players not only have to risk something but also be able to leave with that something when they see fit… or decide to stay longer and risk it all. Enemies that you defeat drop items that you can equip at any point to enhance your build or extract before the timer runs out to stash them for a later run. Dying means losing your weapon, ALL items equipped and ALL items in your inventory.[/p][p][/p][h2]Items, Inventory, Stash[/h2][p][/p][p]Item rarity and their potency increase as the areas get more difficult. Uncommon items have a single stat, and they go up to 4 stats as the rarity increases. With 9 equipment slots, you will have the freedom to mix and match items to create “that” perfect build for your next run.
[/p][p]If you manage to extract from the area you can either place the items you found in your personal stash or sell them to the trader.[/p][p][/p][h2]The Trader[/h2][p]Unwanted items can be sold at the trader for extra gold. The trader offers randomized items based on your reputation with him. Unlocking a new reputation level requires a lot of gold. Having a bit of gold “in the bank” means you can buy a new set of items for your next run so you won’t have to go in naked and afraid. If you’re looking for a specific item for your build, the trader can also reroll the items in his shop… for a price.[/p][p][/p][h2]Risk only what you can afford to lose[/h2][p]We know that losing your hard-earned loot can sometimes feel harsh, but we believe that having something on the line enhances the fun and adrenaline of every fight. It’s no longer just a “back to main menu” but it’s more meaningful and personal. We will closely monitor how many items enemies drop so that it won’t feel like an uphill battle to get a full set of items, but also not so common that items become an expendable commodity.[/p][p]Being in Early Access we will be looking for feedback on all fronts: difficulty, number of items, their potency, prices, and everything else.[/p][p][/p]
Complete Combat Overhaul
[p]With this update we are taking the action to the next level![/p][p][/p][p]We've completely revamped combat to be faster, more responsive, with cleaner animations, reduced cooldowns and amplified abilities.[/p][p][/p][h2]Full Patch Notes:[/h2][p][/p][h3]Weapons[/h3]
  • [p]Changed all melee animations.[/p]
  • [p]Increased default attack speed.[/p]
  • [p]Reduced cooldown between attacks significantly.[/p]
  • [p]Increased range on all weapons.[/p]
  • [p]Weapon abilities can no longer be interrupted by regular attacks.[/p]
  • [p]Attack Speed buffs from crystals and weapons have been reduced by 70%.[/p]
  • [p]Attack Speed capped at 130%.[/p]
  • [p]Player can no longer be interrupted when taking damage.
    [/p]
[h3]Dagger Ability[/h3]
  • [p]No longer resets when killing an enemy.[/p]
  • [p]Damage is now AOE around the targeted enemy.[/p]
  • [p]Damage increased by 200%.[/p]
[h3]
Axe Ability[/h3]
  • [p]Increased range.[/p]
  • [p]Damage increased by 20%.
    [/p]
[h3]Spear Ability[/h3]
  • [p]Increased range.[/p]
  • [p]Damage decreased by 50%.
    [/p]
[h3]Sword Ability[/h3]
  • [p]Increased range.[/p]
  • [p]Damage increased per hit by 200%.[/p]
[h3]
Boons[/h3]
  • [p]Arcane Annoyance. The Imp now attacks much faster.[/p]
  • [p]Sanguine Renewal reduced healing amount from 5% to 1% per enemy killed by weapon ability.[/p]
[h3]
Enemies[/h3]
  • [p]More impactful hit reactions.[/p]
  • [p]Increased the number of enemies in the Campaign.[/p]
  • [p]Enemies will no longer initiate combat immediately after seeing the player.[/p]
  • [p]Increased time between enemy attacks. [/p]
  • [p]Reduced enemies chance to parry or dodge from 33% to 7%.[/p]
  • [p]Parry animation on enemies is now much shorter.[/p]
[p][/p][h3]Visuals & UI[/h3]
  • [p]Removed VFX and SFX when hitting non-enemies.[/p]
  • [p]Toned down on-screen effects when taking damage.[/p]
  • [p]Adjusted all combat related camera-shakes & hit-stops.[/p]
  • [p]Added UI highlight on Weapon Inscriptions.[/p]
  • [p]Boons screen appear animations is much faster.[/p]
  • [p]Salvaging weapons is now instant. Button no longer needs to be held down.[/p]
  • [p]Removed VFX and SFX on hitting non-enemies.[/p]
  • [p]Added on-screen indicators for enemies behind the player and for spell casters.[/p]
[h3]
Other[/h3]
  • [p]Increased amount of experience needed for leveling up.[/p]
  • [p]Slightly increased gold cost on chests in campaign.[/p]
  • [p]Performance optimizations on all enemy animations.[/p]
  • [p]Added 5 achievements that can be completed in The Hideout.[/p]
  • [p]Added key binding for opening Inventory.[/p]
[p][/p][h3]Thank you for being here with us during Early Access for all the amazing support and feedback we received![/h3][p][/p][p]See you in The Hideout![/p][p][/p]

The Hideout Update coming JUNE 20!

[p]We're thrilled to announce that our biggest update yet is coming on June 20!

Check out this explainer video on what to expect when the update goes live.
[/p][previewyoutube][/previewyoutube][p]For more details you can read our previous news post: [dynamiclink][/dynamiclink]
See you in The Hideout on June 20![/p]

Update Preview: The Hideout

We are making a lot of progress towards the next major update and today we want to give you a preview of what’s to come.

With each update we are trying to push the boundaries of what Darkblade Ascent offers. Being a small team of 2 developers we have the freedom to explore not-so-conventional ideas and implement player feedback in creative ways.


[h2]Introducing…[/h2]

The Hideout: Survive + Extract


Once you hit level 10 you’ll unlock access to The Hideout: brand-new game mode that blends survivor-style gameplay with extraction mechanics.

With this mode we are toying with the idea of risk vs reward. At the heart of most roguelikes is the classic push-and-pull of risk vs. reward… but we are taking it a step further.

After seeing how many people enjoy the Abyssal Rift we decided that it deserves its own mode. We envisioned this mode in our Roadmap (Endless Mode). Initially, on paper, this mode was just an extension of the Abyssal Rift, but as we were developing it ideas started to flow and we saw it as an opportunity to not just expand on the mode but to create something entirely new and deep while also implementing player feedback all-in-one.

[h2]Entering The Hideout[/h2]

Survive

When you first enter the hideout you will see 3 portals with only one unlocked initially. Entering a portal will transport you to a completely different area where you have to survive for a certain period of time battling increasingly more powerful waves of enemies.

Surviving until the time is over gives you the option to challenge the area’s boss. It’s not just the enemies that become stronger, but also the player. Each kill grants a soul; reach the number of souls required threshold and you can choose from 4 weapons and 3 crystals. On top of that Abyssal Enemies can appear that, when killed, offer a boon choice




Extract

For an extraction mode/game to be fun and engaging, players not only have to risk something but also be able to leave with that something when they see fit… or decide to stay longer and risk it all. Enemies that you defeat drop items that you can equip at any point to enhance your build or extract before the timer runs out to stash them for a later run. Dying means losing your weapon, ALL items equipped and ALL items in your inventory.



Items, Inventory, Stash

Item rarity and their potency increase as the areas get more difficult. Uncommon items have a single stat, and they go up to 4 stats as the rarity increases. With 9 equipment slots, you will have the freedom to mix and match items to create “that” perfect build for your next run.

If you manage to extract from the area you can either place the items you found in your personal stash or sell them to the trader.



The Trader

Unwanted items can be sold at the trader for extra gold. The trader offers randomized items based on your reputation with him. Unlocking a new reputation level requires a lot of gold. Having a bit of gold “in the bank” means you can buy a new set of items for your next run so you won’t have to go in naked and afraid. If you’re looking for a specific item for your build, the trader can also reroll the items in his shop… for a price.

Risk only what you can afford to lose

We know that losing your hard-earned loot can sometimes feel harsh, but we believe that having something on the line enhances the fun and adrenaline of every fight. It’s no longer just a “back to main menu” but it’s more meaningful and personal. We will closely monitor how many items enemies drop so that it won’t feel like an uphill battle to get a full set of items, but also not so common that items become an expendable commodity.

Being in Early Access we will be looking for feedback on all fronts: difficulty, number of items, their potency, prices, and everything else.

When will the update go live?

We can’t make any promises but we are aiming for mid-late June. As you might imagine this update modifies a lot of the core of the game and it requires a lot of careful restructuring and testing.

A big thank you for being with us on this journey and we’re really looking forward to your thoughts about this update!

Price Drop & Community Update

Hey everyone,

Since the launch of Darkblade Ascent, we’ve been blown away by the support, feedback, and excitement from all of you. Thank you for helping us shape the game into something fun, polished and full of content.

After listening to the community and reviewing how players are engaging with the game, we’ve decided to lower the base price of Darkblade Ascent to $10.99.
We want to explain why.

[h2]Why the Price Drop?[/h2]

We are building Darkblade Ascent with a lot of passion and dedication, but we’ve come to realize that our original pricing may have created a barrier for some players. We want to make the game more accessible, grow the community, and bring more players into the game as we continue to develop it during Early Access.

As gamers ourselves, we understand how important it is for developers to listen to the community. We want the players to guide us in delivering a fun and memorable game in all aspects and with a lower permanent price we feel that we can grow the community, have more valuable feedback and at the end of the day have more players enjoy our work and dedication and ultimately deliver a more fun and engaging game.

[h2]What’s Next?[/h2]
We’re actively working on new content, performance improvements, and very soon we will be revealing details about our biggest update yet: Endless Mode (name pending) which we are sure will add A LOT of replayability with some very new and unique systems to keep you engaged (Hint: we heard you would like items in the game not just weapons).

[h2]A Huge Thank You to Early Supporters[/h2]
If you bought the game before this change: thank you. Your support means the world to us, and we wouldn't be here without you!