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2.5.0 Update

Hi everyone!

I've been silently updating the demo to address a few issues, but I'm going to announce this 2.5.0 version just in time for Next Fest next week!

Aside from a lot of bug fixes (and bug additions, and fixes, and additions...), a few changes, mostly visual:
  • Reworked start menu. Looks cleaner and should be easier to navigate.
  • Portals and interactables now give a visual feedback when the cursor is on them.
  • Enemies' Countdown value will now pulsate when at 2, to help you focus on the fact that they're close to act.
  • Changed Defense and Great Defense's icon, since it was too similar to Block's. I used the icon that was used for Physical Resistance (the Slime's status that I removed a while back).
  • A reward system, similar to StS, where you'll get a reward at the start of a run if you've reached at least the first boss.
  • Italian localization.



Now, to the actual game's release.
If you check the Store Page, you may notice that I have updated it with screenshots that are not from the demo.
I am pleased to say that, regarding content, the game is basically ready to be shipped!

The first Early Access release will contain:
  • The two classes that are in the demo, with some new cards and mechanics for both classes.
  • New blessings.
  • Four different levels.
  • Many new enemies, mini bosses and bosses.
  • 65 Achievements, all linked to unlocking something in the game (cards, blessings, pets and more)
  • A Challenges system: each class will be able to unlock five Challenges to make the game more difficult and unlock even more things.
  • An Easy Mode where enemies will be weaker. Getting Achievements will be locked in this mode.


For an experienced player this should keep you entertained for more than 30 hours.

The plan after the first release is to gradually update the game at least monthly, but likely more often. There will be two big updates that will add a new class and two more sets of levels, bringing the game to a total of 9 different levels when everything is ready. I will post a more in-depth roadmap in the future.

Now to some not great news, my plan was to release by the end of the year, but I'm discussing with the publisher, and it may be a better logistic choice to wait for the beginning of next year. Nothing has been decided yet.

Finally, together with Next Fest I will soon launch a second try for a Kickstarter campaign. I hope that the two events will bring interest to each other!
I've recently reached 3000 wishlists, and I really hope this Fest will bring me closer to the magic 7000.
In case you're not following it yet, here is the Kickstarter Campaign Page.
Whoever backs to buy the game will gain access to the Beta for the Early Access release. Basically you'll be able to start enjoying the game a few months in advance, and you'll be able to see it grow and change with your help.

As always, thank you everyone for following the project and the support!