Whispers of the Eyeless Patch #4: The Arrival of Mini-bosses and Battle Changes!
The path to the exit has changed — two foes now stand in your way, while a miniboss guards the threshold, holding its ground at its former strength. Combat is no longer a race to kill before being killed; enemy damage has been lowered while their resilience grows, forcing a shift from raw aggression to tactical adaptation.
Miniboss fights demand focus, while the journey allows breathing room — less about immediate survival, more about the choices you make between blows. Adjustments to enemy stats, skills, and economy ensure the challenge remains sharp but measured. Adapt, endure, and carve your way forward.
[h3]Thank You So Much![/h3][hr][/hr]We are so close to 50 reviews!
Your Steam reviews and community discussions mean the world to us. As a small indie team, knowing what resonates with players helps guide our decisions. Your feedback shapes our priorities, and we’re grateful for every insight you share. We are so close to 50 reviews!
[h3]Enemy Power Level Changes[/h3][hr][/hr]
[h2]Build 0.40.4 Changelog[/h2]

🌀 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.
Miniboss fights demand focus, while the journey allows breathing room — less about immediate survival, more about the choices you make between blows. Adjustments to enemy stats, skills, and economy ensure the challenge remains sharp but measured. Adapt, endure, and carve your way forward.
[h3]Thank You So Much![/h3][hr][/hr]We are so close to 50 reviews!
Your Steam reviews and community discussions mean the world to us. As a small indie team, knowing what resonates with players helps guide our decisions. Your feedback shapes our priorities, and we’re grateful for every insight you share. We are so close to 50 reviews!
[h3]Enemy Power Level Changes[/h3][hr][/hr]

We have changed the system of enemy power levels. Previously, they were divided into levels depending on the Tales tiers. With the new system, you will find two weaker enemies on the way to the exit. At the end, you will meet a miniboss, which will be at the level before the changes.
We want fights with minibosses to be more engaging while reducing the possibility of death on the way. Additionally, the damage of all enemies has been reduced and their life increased. This change shifts the emphasis in fights away from pure damage output. Previously, the best tactic was to kill the enemy as quickly as possible.
Now, players will have more time to change tactics and adapt to the situation.
[h2]Build 0.40.4 Changelog[/h2]
[h3]General Updates[/h3]
- Tutorial Tale: Players no longer can die in it.
- Congregation Task: Required Cultists to obtain changed to 3 from 4.
[h3]Dungeon Enemy Adjustments[/h3]
- Horde of Rats (Tier 1): Damage -2 (14), Critical Chance -20% (10%), Evasion -10% (0%), Special Cooldown -2 (6).
- Scavenger (Tier 1): Damage -2 (10), Evasion -5% (5%).
- Leftover (Tier 1 Miniboss): Sanity Damage +2 (6), Health +50 (125).
- Fly Keeper (Tier 2): Damage -2 (8), Health +25 (150), Critical Damage -6 (6), Evasion -5% (5%).
- Lunatic (Tier 2): Damage -8 (12), Health +25 (150), Evasion -5% (5%).
- Candleman (Tier 2 Miniboss): Damage -4 (10), Health +50 (200), Evasion -5% (5%), Special Cooldown -2 (4).
- Pain Vessel (Tier 3): Damage -6 (18), Health +25 (200), Evasion -5% (5%).
- Pain Vessel (Tier 3 Variant): Damage -8 (10), Health +25 (225).
[h3]Old Town Enemy Adjustments[/h3]
- Wild Dog (Tier 1): Critical Chance -10% (10%), Critical Damage -6 (6), Evasion -10% (0%), Special Cooldown -2 (6).
- Refugee (Tier 1): Evasion -5% (5%).
- Thief (Tier 1 Miniboss): Damage +2 (12), Health +25 (100), Evasion -10% (10%).
- Drunk (Tier 1): Damage -2 (10), Health +25 (150), Evasion -5% (5%).
- Smuggler (Tier 1): Damage -6 (10), Health +25 (150), Evasion -5% (5%), Special changed to loot stealing from increased evasion.
- Refugee Mob (Tier 1 Miniboss): Evasion -5% (5%).
- Murderer (Tier 3): Damage -4 (18).
- Marauder (Tier 3): Evasion -5% (5%).
[h3]Raid Guards Adjustments[/h3]
- Enforcer: Damage -3 (22), Health +25 (225), Evasion -5% (5%).
- Defender: Damage -2 (18), Health +25 (225), Evasion -5% (5%).
- Commander: Damage -3 (22), Health +25 (300), Evasion -5% (5%).
[h3]Raid Sons of Valour Adjustments[/h3]
- Interrogator: Damage -3 (22), Health +50 (300), Evasion -5% (5%).
- Judge: Damage -3 (22), Health +50 (300), Evasion -5% (5%).
- Monument: Damage -4 (26), Health +75 (400), Evasion -5% (5%).
[h3]Combat & Economy Adjustments[/h3]
- Prophet: Base evasion chance lowered to 5% from 10%.
- Reckless Attack Action: Damage bonus changed to +8 from +5. Evasion and Special effects removed.
- Savage Brand Action: Counter bonus changed to +5 from +4.
- Maddening Inculcation Action: Sanity replenished changed to +10 from +8.
- Item Sell Prices: Adjusted to 10/20/30 gold based on tier, down from 25/50/75. Due to increased item sources, the previous system led to infinite gold exploitation.

🌀 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.