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Sephiria News

Update 0.5.0

(Machine translation may not translate proper nouns correctly. We appreciate your understanding.)

Hello! This is TEAM HORAY.
It's been 3 months since our last patch. While we wanted to update more frequently, we were busy improving existing content and adding new features. We're very happy to finally show this to you.
We are currently in the final stages of preparing for the Early Access release.
This patch serves as the foundation for the upcoming Early Access version, resulting in many system additions and changes. Since we couldn't include all changes in this announcement, we've omitted minor changes. We appreciate your understanding.
While many previously reported bugs have been fixed, new features might introduce new bugs. If you find any bugs, please feel free to report them in our community.
Talent System Changes
  • The existing talent system has been removed and replaced with a new one.
  • The new talent system allows players to invest talent points in various key attributes to become stronger, with unique effects unlocked at levels 5, 10, and 20. Find the talents that suit your playstyle.
Destiny Imprints
  • The unlock order of various destiny imprints has been changed, and new destiny imprint elements have been added due to talent system changes.
Costumes
  • Several new costumes have been added.
  • Some existing costume stats have been modified.
  • Some costumes can be unlocked through achievement completion.
  • The list of initially unlocked costumes has been adjusted.
Weapons
  • The enhancement options for weapons have been expanded beyond the previous 3 choices per weapon.
  • Weapon enhancement UI has been simplified.
  • Players can now change weapon enhancement lists using dice.
Items
  • Over 10 new artifacts have been added.
  • Various artifact stats have been adjusted.
  • Visual effects and impacts for several item builds like #DarkCloud and #IceArmor have been enhanced.
  • Existing tablet placement effects have been simplified, and 12 new tablets have been added.
Miracles
  • Some miracle effects have been adjusted, and 1 new miracle has been added.
Interface
  • HUD map now indicates combat status through border colors.
  • In Combat: Flashing red
  • Combat End: Blue
  • Item tooltips have been enhanced to show more useful information.
  • Rarity indicators have been added to the top right of items.
  • Added UI indicators for off-screen enemies.
  • Two languages (Spanish and Russian) have been temporarily added.
Steam Cloud
  • Steam Cloud functionality is now supported.
  • After review, we've decided not to support demo version save files in Early Access. We appreciate your understanding.
Multiplayer Lobby
  • Players can create public lobbies to play with other Sephiroth players.
  • Note: Gameplay may be unstable in high-latency situations, so we recommend playing with friends/players in nearby regions.
  • Private lobbies can be joined through Steam friend invites or codes.
  • Codes can be viewed by interacting with tablets in the lobby.
  • Clipboard copying functionality for codes will be added soon.
Multiplayer Improvements
  • Destiny imprint progress is now individualized.
  • After version 0.5.0, various aspects like stats and unlocked items will be individualized, unlike the previous version where sessions were based on the host's progress.
  • Players now gather in the 'Assembly Space' for multiplayer.
  • Icons indicate when other players are using UI elements.
  • Chat can be accessed by pressing Enter.
  • Other players' damage numbers are disabled by default for better visibility (can be enabled in options).
  • Added option to toggle other players' effects (experimental feature, may have lingering effects. Development ongoing).
  • Modified difficulty scaling in multiplayer: instead of just increasing monster HP based on player count, the number of monsters increases for more spectacular battles.
  • Other players' experience points are no longer displayed in multiplayer.
  • Character names are now displayed for other players in multiplayer.
Bug Fixes
  • Fixed tutorial text display issues.
  • Fixed boss-kill related artifacts not functioning properly.

[h3]Quick Save bug fixes:[/h3]
  • Fixed decreasing HP bug when repeatedly loading quick saves
  • Fixed quest progression issues with quick saves in town
  • Fixed enchant information not being saved

[h3]Multiplayer bug fixes:
[/h3]
  • Fixed physics push not applying to clients
  • Fixed other players' dice not displaying properly

[h3]Item bug fixes:
[/h3]
  • Blood Stone Ring: Fixed death count not checking on boss kills
  • Fixed Shield Earring stats applying incorrectly
  • Fixed Blue Ring not functioning properly
  • Fixed Balance of Opposition not working correctly

[h3]UI bug fixes:
[/h3]
  • Fixed movement speed display errors


-------
2025.02.18 KST 17:06 Hotfix fix (0.5.1)
Items
- Red Snake's Eyes: Fixed so that the effect only triggers during combat
- Blizzard Hammer: Fixed the hammer not recharging during non-combat and upon death
- Helena's Stairway Model: Fixed figures to look correct

Talents
- Wrath Level 20: Fixed an issue where the cooldown was not being applied
- Fixed an issue where previous talent equip information was left in the save data, and the talent would be equipped

Costumes
- Added 1 new costume
- Minor adjustments to unlock conditions for each costume

UI
- Localized the Potion Swap UI
- Added tutorial for engraving slabs

Weapons
- Carrot Caliber: Fixed an issue where the last attack would not activate the crown effect

First Devlog : The Journey to Developing Sephiria

Welcome to TEAM HORAY's Sephiria Devlog! ːdungreedogː

Haven't played Sephiria yet? Let me give you a light introduction to the game.

Sephiria is an action roguelite with an inventory building system. In a small rabbit village perched atop a doomed tower, you must descend to escape impending destruction. You can become stronger by cleverly placing artifacts with various effects. Enjoy the meticulously crafted pixel art, encounter unique characters in each region, and defeat the enemies before you as you make your way down!

The topic of our first development journal is "The Journey to Developing Sephiria". As this is our first entry, we wanted to share our experiences from various project development processes and the journey to creating Sephiria, rather than focusing on the game's content. From the next development journal onwards, we'll bring you Sephiria's in-game systems and our development challenges. Stay tuned!




[h2]The Team's First Release, Dungreed[/h2]

We released Dungreed, our first game, in 2018. ːdungreedː



It was the first release by complete novices, and our inexperience was quite evident. Nevertheless, we received love and support far beyond our expectations after the release.

Driven by a desire to repay this love, we consistently worked on patches. As a result, Dungreed was continually improved and expanded with various content from its release in 2018 to 2023.




[h2]New Game Development, First Failure[/h2]

After releasing several updates for Dungreed, we decided to create a new game and pondered deeply about what kind of game to make.

During this process, we developed an action adventure game called Fairylights, but due to numerous internal issues, we ultimately abandoned the project.

(I've brought a short image of the game from back then. Although the project was scrapped, the art was truly awesome!)




[h2]Repeated Failures[/h2]

Let me continue the story of Sephiria. We began developing Sephiria in 2021. This time, we decided to try a top-down perspective.



Long before it became known as Sephiria, the early prototype was closer to a 'strategy game'. Players couldn't attack directly and instead used subordinates to attack. However, as we developed it, our team encountered various insurmountable problems, and this plan was eventually scrapped.

In the early stages of development, we had made a roguelite game with Dungreed, and we were full of desire to try a new genre.

Looking back, it was truly a foolish idea. We were naively trying to discard the experience we had built up through our previous service.

After several attempts ended in failure, we began to worry that 'at this rate, we won't even be able to properly release a single game, let alone complete a project'. Eventually, we decided to return to the roguelite genre of our previous game.




[h2]And now, Sephiria[/h2]

After deciding to embark on roguelite genre development, we set the goal of the Sephiria project as 'improving the disappointing aspects of our previous work and further strengthening the good parts'.



As a result, we were able to implement more intuitive and diverse actions, greater build diversity, and add new systems like inventory building and multiplayer.

We released the demo version of the game through Steam Next Fest in 2024, and thanks to the passionate feedback from everyone, we were able to further improve the game. I feel that the game has developed tremendously since the June 2024 Next Fest. These achievements would have been absolutely impossible without the help of players.




[h2]In Closing[/h2]

Our team is currently adding content beyond the demo version while gradually refining systems that were lacking in the existing demo.

We are doing our best to aim for an Early Access release in the first half of 2025. While the specific release plans are still under discussion, we will announce them via Steam once decided!

We will bring development journals whenever possible when time permits. Have a happy end of the year!

Update 0.1.27

If you have any bugs or comments after playing our content, please leave them in the [https://discord.gg/g7AaeBuyMV]Community.
Your feedback is very helpful for our development.
Thank you as always.

Content Additions
Fate Engravings have been added, allowing players to obtain dice upon defeating bosses.
Added nodes where players can acquire dice.

Content Changes
The appearance logic for potions other than HP potions has been updated.
[Original] 30% chance of appearing at nodes
[Updated] 5% chance for a random potion to appear at nodes

[h3]Artifacts[/h3]
Golden Maple Leaf: Rarity changed (Common -> Rare)
Wind Sheet Music: Rarity changed (Common -> Rare)
Water Elemental’s Paw Wax: Rarity changed (Legendary -> Rare)
Exciting Custard Pastry: Improved the range at which it can be acquired.

Shield Earrings: Stats have been changed.
[Original] HP Increase: 6/8/10/12
[Updated] HP Increase: 6/12/18/24

Charm of Intelligence: Stats have been changed.
[Original] Ice Damage: 1/2/4/6
[Updated] Ice Damage: 3/4/6/8

Chalcedony Key: Stats have been changed.
[Original] Lightning Damage: 2/3/5/7/9/11/14
[Updated] Lightning Damage: 1/2/3/5/7/9/11

Magic Carrot: Stats have been changed.
[Original] Ice Damage: 1/2/3/5/7
[Updated] Ice Damage: 3/4/6/9/13

Improvements
Panels (Sapphire Collection, Shop, Enchant, etc.) can now also be closed with the V key.
Inventory will now automatically close when exiting the shop.
Added a function to skip boss cutscenes after defeating the boss once.
Current events and threats are now displayed on the HUD map.
Fixed an issue where HP regeneration did not occur in the training ground.
Moved the positions of certain NPCs.
The prologue can now only be played with the default costume.
Modified spawn ranges so that monsters do not spawn close to walls.

Bug Fixes
Fixed an issue where the attack power increase option for special attacks was being applied incorrectly with the Sword and Shield.
Fixed an issue where weapons were not saved correctly under certain conditions.
Fixed an issue where the number of dice held was not properly saved in the mid-game saves.
Fixed an issue where the inventory window was not displayed correctly when interacting with the shop.
Fixed an issue where companions did not move correctly during cutscenes.
Fixed an issue with the collision range of the Enchant Altar.
Fixed an issue where the magic casting toggle function did not work properly on the keyboard.

Known Issues
Artifact: There is an issue where the Rapier does not function correctly. This will be fixed in the next patch.

Update 0.1.26

If you have any bugs or comments after playing our content, please leave them in the Community.
Your feedback is very helpful for our development.
Thank you as always.

Added content
0.1.23 Missing: Altars now appear in Enchantment nodes with a chance to enchant 3 times.

Content Changed
Changed physics so that units are pushed away from each other instead of overlapping.
Changed the duration of the dash attack after a dash (0.33 seconds → 0.17 seconds)
Changed the position of the health bar on mini-bosses.
Changed the spawn formula for potion chests.
[List]
(old) 25% chance to spawn 1 on every node
(Changed) Based on 2 players or less: 1 spawns every 2 nodes
(CHANGED) For 3+ players: 1 spawns per 1 node


[h3]Artifacts [/h3]
Seren's Rushed Letter: Rarity changed (Uncommon to Rare)
Six-leaf Clover: Changed effect (Barter → Luck)
Bicorn Pipe: Changed artifact level and effect.
[List]
(Old) Level 0 reduced by 50%, Level 1 reduced by 25
(Changed) Level 0 reduced by 75%, Level 1 reduced by 60%, Level 2 reduced by 45%, and Level 3 reduced by 25%.


[h3] Miracles [/h3]
Added 1 new Miracle, renamed 1 new Miracle.
  • (Old) Assassin: +15% Critical Chance, -20% Critical Damage
  • (changed) Rogue: +15% Critical Chance, -20% Critical Damage
  • (Add) Assassin: +15% Critical Chance, +10% all Damage Gain, -30% Cooldown Recovery, -30% Attack Speed


Improvements
Added intermediate save function
  • When entering the next node, the progress of the previous node is saved.
  • There is currently no guidance for intermediate saves, we'll try to add it in a future patch or something.
Changed UI so that inventory is visible in the shop UI.
Improved sound for some spells.
Added a gauge for the Greatsword's special attack.
Fixed some missing tiles in the Bunny Village.
Fixed unnatural prop positioning in vegetation areas to be more natural.
Changed the player's invulnerability time after defeating a boss (10 seconds → 30 seconds)
Changed the dialog of certain NPCs to be more natural.
Changed the tiles in the Grassland Village.
Improved bosses so that when they are defeated, monsters summoned by the boss are also defeated.
Added the respawn time of summoned units to the artifact description.
Changed the Return button to be active when saving after imprinting Fate at the end of a run.
Added UI for unlocking items.
Fixed wording for artifact effect range. (타일,tile,セル,格)

Bug Fixes

[h3] UI [/h3]
Fixed an issue where the Meteor Shower icon was not displaying properly in the stats.
Fixed an issue where the area of effect for certain slabs was not displaying correctly.
Fixed an issue where image fonts could appear small in certain languages.
[Fixed an issue where poison and erosion damage was not being counted in damage stats.

[h3] Units [/h3]
Fixed an issue where the Healing Stream was consuming MP even after the run ended.
Fixed an issue where leaving the Training Center during the Weapons quest could prevent players from obtaining the weapon.
Fixed an issue where destroying a probe in a dungeon during the Greatsword Fatefulness quest would cause the quest to progress.
Fixed an issue where the HUD would not display correctly after a successful dagger parry.
Fixed an issue where the Oink boss would continue to perform a pattern even after the game ended.
Fixed an issue where leaf prime number fate imprints were not working correctly.
Fixed an issue where the Greatsword and Dagger Fateseeker quests would progress first if the Dagger quest was done at the same time.
Fixed an issue that prevented shop NPCs from using patterns while tracking players.
Fixed an issue where teleporting from certain rooms could cause you to walk into walls.
Fixed an issue where ranged magic could kill bosses before the boss battle.
Fixed an issue where Cold Forging would trigger its effect after a dash.
Fixed an issue where holding down the move button after starting a game would prevent the game from progressing normally.
Fixed an issue where dashing while casting magic would cause you to dash in the direction you were aiming.
Fixed an issue where traps would trigger in non-combat under certain circumstances.
Fixed an issue where certain bosses could be moved to the edge of the map without combat.
Fixed an issue where selling potions in the shop could cause them to become invisible in the shop.
Fixed an issue where it was not possible to progress through the prologue in certain costumes.
Empowered Potion Lid: Fixed an issue where equipping it after discarding an artifact would increase the final damage.

[h3] Multiplayer[/h3]
Fixed an issue where cutscene dialog would output the host's language instead of the client's language.

Update 0.1.23

If you have any bugs or comments after playing our content, please leave them in the Community.
Your feedback is very helpful for our development.
Thank you as always.


Add Content

[h3]Artifacts[/h3]
  • Adds 8 artifacts.
    • Kunai
    • Green Gi
    • Stone Tablet 'Entrance'
    • Bunny Village Guard Helmet
    • Enhancement Potion Cap
    • Firefly
    • Stone Tablet 'Preparation'
    • Ice Bolt


Content Changes

[h3]Units[/h3]
  • Reduced delay time for MP regeneration to take effect after using MP (1.2 seconds -> 0.85 seconds)


Improvements

[h3]UI[/h3]
  • Changed minimap icons to disappear immediately when a monster is killed.
  • Added HUD icons for some magic effects (Sharpeye, Haste)
  • Added modifiers for final HP and final MP to the stat description window.
  • Fixed the talent window to also show in stats.

[h3]Operation[/h3]
  • Changed to only auto-lock on when using magic during controller play.


Bug Fixes
  • Fixed combo effect text being printed incorrectly when changing languages during gameplay.
  • Fixed an issue where the Oink Shaman's attack announcement and actual attack location were different.
  • Fixed an issue where the location would display as ??? on game over.
  • Fixed an issue where the glyphs in the artifact tooltip effect were not displaying correctly when using a controller.



0.1.24 Update

Fixed a bug where the inventory UI would intermittently not function properly in multiplayer environments.