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Whispers of the Eyeless News

Whispers of the Eyeless – Hotfix

[p]General [/p]
  • [p]Leftover Sanity lowered to 30 (down from 80). [/p]
[p]Bug Fixes [/p]
  • [p]Various missing texts bugs fixed.[/p]
  • [p]Several Common Blessings effects not working bugs fixed.[/p]
[p][/p][p]
🌀 Steam Community Hub – Discussions, updates, and official announcements.
💬 Discord – Real-time chats, dev insights, and questionable choices.
📜 Reddit – Share your journey, tactics, and cult aesthetics.
🐦 Twitter/X – Official updates, highlights, and cursed thoughts.
📘 Facebook – News, discussions, and the occasional ominous post.
🌤 Bluesky – For those who prefer their whispers in the wind.

[/p]

Major Update #3: VALOUR District and Combat Rework

[p]The long-awaited Combat Rework is here. This update overhauls major core systems — combat logic, Blessings, Archetypes, and enemy design – and introduces a new Tale location: the district of Valour. It also redefines how progression and customization play out both inside and outside of battle.
[/p][p]Disclaimer: Due to significant changes to the game’s code, saves from previous versions will be deleted upon launching the game with the new update.
[/p][p]Whispers has been out for a little while now, and we’ve been reading everything you’ve shared.
[/p][p]Steam reviews do more than just show up on the store page. They help us understand what’s working, what needs fixing, and what might be missing. They also tell Steam’s systems that the game is worth showing to more people, which helps more than you might think for a small team like ours.
[/p][p]If you’ve played and feel like sharing your thoughts, we’d really appreciate it. Honest feedback helps guide our decisions and shape future updates.
[/p][p]Thanks again for playing, and for taking the time to be part of this.
[/p][h2]Major Update #3 Changelog - Version 0.6.0[/h2][h2]General[/h2]
  • [p]Adjusted Valour district Influence bonus to Protection +4 (previously +8), due to broader combat balance changes.[/p]
Sanctum
  • [p]Chamber Renovations fully reworked.[/p]
    • [p]New options now allow players to reroll, banish, remember, or empower Blessings.[/p]
  • [p]Renovation tabs redesigned with icons instead of text buttons for improved readability and clarity.[/p]
  • [p]Item crafting costs rebalanced:[/p]
    • [p]Tier 2 items now cost 5 Supplies[/p]
    • [p]Tier 3 items now cost 10 Supplies[/p]
Tales
[h2]Combat System Rework[/h2]
  • [p]Previous Actions system (Attacks, Utility Actions, and Passives) replaced with:[/p]
    • [p]Attacks - core abilities selected per Tale.[/p]
    • [p]Stances - persistent buffs affecting stats and tactics.[/p]
  • [p]Enemy behavior updated to match player logic.[/p]
    • [p]Passives removed.[/p]
    • [p]Enemies now use Attacks and Stances just like the Prophet.[/p]
  • [p]Enemy tier structure clarified:[/p]
    • [p]Common Enemies: 1 Special, no Traits or Abilities[/p]
    • [p]Minibosses: 1 Special, unique Abilities[/p]
    • [p]Bosses: 1 Special, Traits, 2 Abilities, and strong Stances[/p]
[h2]Progression and Encounters[/h2]
  • [p]Minibosses and Bosses now drop new Attacks and Stances when defeated for the first time.[/p]
  • [p]Minibosses can grant new Actions, or upgrade current Actions, mid-Tale.[/p]
  • [p]Prophet base Health reduced to 100 (from 200); now gains +2 Health per Level.[/p]
  • [p]Combat speed increased, especially in early encounters.[/p]
[h2]Archetypes[/h2]
  • [p]Archetypes now require Renovation unlocks, and are one-time bonuses selected before each Tale (at a cost).[/p]
  • [p]Each Archetype also has unlock conditions tied to specific Actions.[/p]
  • [p]9 new Archetypes added (13 total now).[/p]
[h2]Item and Blessing Changes[/h2]
  • [p]Item affixes reduced from 8 to 5 for improved clarity and to allow targeting specific builds.[/p]
  • [p]Trinket effects fully reworked.[/p]
  • [p]Blessing changes:[/p]
    • [p]Common Blessings now strictly boost Prophet stats with no conditional effects.[/p]
      • [p]12 per God (up from 10)[/p]
    • [p]Rare Blessings rebalanced to support distinct build strategies.[/p]
    • [p]3 new Rare Blessings per God added–exclusive to Gods Renovations and will not appear during Tales.[/p]
    • [p]Common Blessings chosen during Attributes selection no longer appear during Tales.[/p]
[h2]Abilities and Enemies[/h2]
  • [p]Gifts renamed to Abilities and rebalanced for more strategic depth and scaling power.[/p]
  • [p]Enemy stat panels redesigned:[/p]
    • [p]Now show all stats and lore.[/p]
    • [p]Traits moved to icon slots near the Health bar.[/p]
  • [p]All enemy stats, traits, and abilities reworked.[/p]
  • [p]9 new enemies added, including new Bosses at the end of each Tale.[/p]
  • [p]Raids now only grant Rare Blessings, increasing their difficulty and value.[/p]
[h2]Visual & Audio Improvements[/h2]
  • [p]All characters now receive colored sprite variants when victorious in combat.[/p]
  • [p]Updated Blessing artwork for clarity and color consistency.[/p]
  • [p]Updated Dungeon and Event visuals with richer color palettes.[/p]
  • [p]Enemy sound effect volumes rebalanced.[/p]
  • [p]Monitored Grounds event updated:[/p]
    • [p]Now appears in select Tales only.[/p]
    • [p]When triggered, players must answer a lore question about the Caretakers—or face combat.[/p]
[h2]Other Changes[/h2]
  • [p]Gods’ Aspect effects rebalanced.[/p]
  • [p]God Channeling during combat now has a chance to trigger additional effects when attacking.[/p]
Valour
[p]Valour district added to:[/p]
  • [p]Fate’s Mirror[/p]
  • [p]Campaign mode-unlocks after completing the Old Town arc.[/p]
Bug Fixes & Miscellaneous
  • [p]Fixed various missing text issues.[/p]
  • [p]Fixed old save files causing gameplay bugs.[/p]
  • [p]Resolved issues with enemy sound volumes across several encounters.
    [/p][p]🌀 Steam Community Hub – Discussions, updates, and official announcements.
    💬 Discord – Real-time chats, dev insights, and questionable choices.
    📜 Reddit – Share your journey, tactics, and cult aesthetics.
    🐦 Twitter/X – Official updates, highlights, and cursed thoughts.
    📘 Facebook – News, discussions, and the occasional ominous post.
    🌤 Bluesky – For those who prefer their whispers in the wind.[/p]

Major Combat Overhaul Preview, More Player Choice, And a New District

[p]Dark greetings fellow Cultists… a long-awaited transformation is upon us and will be out tomorrow![/p][p][/p][p]With the next update to Whispers of the Eyeless, we’re delivering the long-promised combat rework, along with new systems, enemies, and a fresh corner of Aranthor to explore: the High City district of Valour!
[/p][p]If you’ve spent time with Whispers of the Eyeless and have something to say, a Steam review can go a long way. It doesn’t need to cover everything. Just whatever feels worth sharing.
[/p][p]Steam reviews affect how the game is rated, how often it shows up in recommendations, and how new players come across it. They also help us understand what’s working, what’s unclear, and what might need to change.
[/p][p]If you’ve been meaning to write one, now’s a good time. If not, that’s fine too. Thanks for playing, and for spending time our eldritch world.
[/p][p]A Rework Rooted in Your Feedback[/p][p]This overhaul focuses on what you’ve been asking for most: [/p]
  • [p]More control in combat[/p]
  • [p]More options during Tales[/p]
  • [p]Better progression[/p]
  • [p]Simplicity, without losing depth
    [/p]
[p]Control: Our Combat System Redesign[/p][p]The original combat design leaned heavily on configuring Passives and choosing the “best” utility Actions. But in practice, most fights boiled down to repeating the same attacks–utilities felt underwhelming, and Passives often failed to make an impact. Abilities (then called “Gifts”) were too situational to be relied upon.[/p][p]We’ve restructured the system from the ground up: [/p]
  • [p]Utility Actions have been removed. Combat now focuses solely on Attacks, giving us tighter control over pacing.[/p]
  • [p]Passives are gone, replaced by Stances–Offensive, Defensive, and Supportive–that actively shift your Prophet’s stats and tactics.[/p]
  • [p]Enemies now use the same systems as the player. No more hidden % chances or vague effects. What you see is what they do.[/p]
  • [p]Abilities have replaced Gifts, with clear effects, scaling power, and bigger impact. Minibosses and Bosses now wield their own Abilities too, which you can counter…if you’re clever.[/p]
[p][/p][p][/p][p]Options: More Meaningful Choices in Your Tale[/p][p]Outside of combat, Tales used to feel a bit static. We have given the Chambers Renovations a major upgrade, letting you:[/p]
  • [p]Reroll, banish, remember, or empower Blessings.[/p]
  • [p]Choose from 13 new Archetypes–each with unique effects that unlock as you play.[/p]
  • [p]Upgrade or gain new Actions mid-Tale as rewards for defeating Minibosses.[/p]
[p]The result? More impactful choices, and more variety between Tales.[/p][p][/p][p][/p][p]Progression: Become the Prophet You Want To Be[/p][p]In our previous system, Actions were locked to Items, which limited build diversity. That link is now severed.[/p][p][/p]
  • [p]Actions are now independent, and freely chosen from those you’ve unlocked.[/p]
  • [p]Defeating Minibosses and Bosses unlocks new Stances and Attacks for future runs.[/p]
  • [p]Existing progression systems–Leveling, Items, God Ascension–remain, but are now less restrictive and more rewarding .
    [/p]
[p][/p][p]Simplicity: Clarity Without Compromise[/p][p]In the past, we have been guilty of chasing “cool” over clarity. Effects were overloaded, Blessings were too conditional, and enemy designs blurred together. We’ve cleaned house Sanctum: [/p]
  • [p]Common Blessings now focus on simple stat boosts.[/p]
  • [p]Rare Blessings are more complex, but powerful, when paired with the right build.[/p]
  • [p]Enemies are tiered:[/p]
    • [p]Common foes (like Old Town Citizens) are simple, sharing core Actions.[/p]
    • [p]Minibosses have Abilities with cooldowns.[/p]
    • [p]Bosses combine top-tier stats, unique Traits, Specials, and multiple Abilities.[/p]
  • [p]The overall pace of combat is now faster, especially against common enemies, so you can spend more time on the fights that matter.[/p]
[p]Every combat encounter is now clearer, punchier, and more distinct.[/p][p]
[/p][p]Welcome to Valour[/p][p]Last but not least, this update introduces our first High City district: Valour. This new Tale destination includes:[/p]
  • [p]A full enemy roster.[/p]
  • [p]New events and unique mechanics.[/p]
  • [p]District-specific challenges and rewards.[/p]
[p]It’s a significant step forward, and just the beginning of what’s to come.[/p][p][/p][p][/p][p]We at Evil Gingerbread Studio thank you from the bottom of our cold, dead hearts, as it is thanks to your feedback that we have been able to make these improvements and deliver our third major update.

🌀 Steam Community Hub – Discussions, updates, and official announcements.
💬 Discord – Real-time chats, dev insights, and questionable choices.
📜 Reddit – Share your journey, tactics, and cult aesthetics.
🐦 Twitter/X – Official updates, highlights, and cursed thoughts.
📘 Facebook – News, discussions, and the occasional ominous post.
🌤 Bluesky – For those who prefer their whispers in the wind.[/p]

Patch #6 - Accessibility with Custom Difficulty Settings

[p]Greetings Cultists! The Dead Gods have commanded us to release a small but meaningful update aimed at making the game more accessible to a wider range of players. With this patch, we've introduced Custom Difficulty Settings that allow you to tailor your gameplay experience to better match your needs and preferences.[/p][p][/p][h2]Combat Difficulty Settings [/h2][p]You can now modify the Prophet's stats as well as your enemies'.[/p][p][/p][p][/p]
Cult Management Settings
[p]Daily income of the Cult's secondary resources can be adjusted to your liking.[/p][p][/p][p][/p][p]Previous difficulty presets remain unchanged. Stay tuned for more news and sneak peeks of our next major update...[/p][p][/p][p][/p][p]Evil Gingerbreads[/p][p][/p][p][/p][p]🌀 Steam Community Hub – Discussions, updates, and official announcements.[/p][p]💬 Discord – Real-time chats, dev insights, and questionable choices.[/p][p]📜 Reddit – Share your journey, tactics, and cult aesthetics.[/p][p]🐦 Twitter/X – Official updates, highlights, and cursed thoughts.[/p][p]📘 Facebook – News, discussions, and the occasional ominous post.[/p][p]🌤 Bluesky – For those who prefer their whispers in the wind.[/p]

Whispers of the Eyeless – Hotfix

General

- Improvements to resources showcase when selecting a Tale.
- Improvements to Blessings selection after combat and rewards shown there.
- Resources lost when Tale is lost changed to -75% (up from -50%) but tier rewards were moved to Minibosses so they are not fully lost anymore when losing a Tale.
- Resources reward from Tales increased by +20%.

Bug Fixes

- Monitored Grounds rng fix. (reported by helltenant)
- Blasphemy of the Living Gods missing texts and typos fixed. (reported by Terran)
- Placeholder Spanish translations have been properly updated.
- Raids missing tooltips bug fixed.
- Fixed rare crash happening with older saves.



🌀 Steam Community Hub – Discussions, updates, and official announcements.
💬 Discord – Real-time chats, dev insights, and questionable choices.
📜 Reddit – Share your journey, tactics, and cult aesthetics.
🐦 Twitter/X – Official updates, highlights, and cursed thoughts.
📘 Facebook – News, discussions, and the occasional ominous post.
🌤 Bluesky – For those who prefer their whispers in the wind.