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Sephiria News

Update 0.5.3

Weapons
  • Bone Greatsword: Fixed buff duration stat to be affected by the buff duration stat
  • Lightning Dagger: Fixed a bug that prevented the electric shock visual effect from being applied correctly


Worlds
  • Woodlands: Added some grass shading visuals
  • Fixed lighting brightness in some spaces


UI
  • Fixed bug where color potion mode was also applied to artifact icons
  • Bonus chance to get rare and above items based on luck stats is now displayed


NPC
  • Valter: Fixed a dialog error
  • Collin: Fixed a bug where money could still be obtained from Collin in certain situations


Other
  • Changed various text wording


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.

Update 0.5.3

[h2]Items[/h2]
  • Fixed a bug that allowed other players to pick up items that were attributed to the player when discarded (e.g., items earned through Talents and Costumes)
  • Exciting Custard Pastry: increased bread drop range

[h2]Weapons[/h2]
  • Fixed an issue where some weapons were missing their name

[h2]Costumes[/h2]
  • Hid two unlockable costumes to avoid confusion

[h2]Talents[/h2]
  • Wisdom lv 10: Fixed an issue where items could not be taken from the steal UI even after being equipped
  • Fixed a bug where the Mole Costume could be unequipped after equipping and still give you the starting item

[h2]UI[/h2]
  • Fixed an issue where the tooltips for some stats, such as MP regeneration, were misplaced in the character stats UI

[h2]Other[/h2]
  • Fixed an issue where you could still cast magic after falling off a ledge
  • Fixed an error with Experience Objects: Visuals
  • Changed several text wording

0.5.2 Update

Item
  • Thunderstorm Tracking Compass: Fixed an issue where the 'Thunderstorm Tracking Compass' appeared as the 'Lightning Rod' icon
  • Scabbard of Exorcism: Fixed an issue where it had a direct attack resolution


Destiny Inscription
  • Fixed a bug that allowed players to purchase more than one
Talent (Passive Wisdom)
  • LV 10: Fixed a bug where duplicate items could not be purchased or picked up after being equipped
  • LV 10: Fixed an issue where items would remain merged after unlocking a level 10 puck after equipping the Mole Costume


Costumes
  • Winged Ear Rabbit: Fixed a bug where buff magic cost was not increased by 50%.
  • Skeleton: Fixed a bug that caused players to respawn instead of dying immediately when abandoning the game
  • White Wolf: Fixed bug where bosses would not unlock after 5 defeats


UI
  • Talent(Passive) UI: Fixed an issue where the screen was cut off in 21:9 resolution
  • Fixed bug where some item keywords were not displayed properly
  • Added Inventory Slab Color Potion Mode (can be set in Options, when turned on, level increments will be displayed in blue/yellow instead of green/red)


Other
  • Various text improvements

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!