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Boons & Burdens News

Patch 0.15: Release Window Update

I'll keep this post brief, so I can get back to work.

Patch 0.15 is coming along nicely, and should release March 27th or 28th at the latest.

I had originally intended to get it out later today, but a few annoying bugs slowed me down. Now fixed, things are back on track, but I'm taking my time to polish a few more bits up.

The full patch notes will arrive with the patch, but here's what to expect:

  • 30 unlockable rings to equip and upgrade between rounds
  • 8 alternate pieces of equipment to unlock. 4 for each class.
  • Difficulty Level 2, featuring 4 new enemy types
  • A variety of balance changes to existing boons and equipment




A followup patch (0.20) will bring a few requested quality of life changes, achievements for the new content (once I'm sure everything is working as intended), and some additional surprises. That patch won't take as long as this one.

Patch Preview 0.15

For those of you that prefer your rogues to be more "lite" and less "like", patch 0.15 brings a ton of meta progression and unlockable options to play with.

Today's patch preview only covers one aspect of this massive update, with many surprises to come! And while the fine details are subject to change, everything is on track for release later this month (fingers crossed).

[h3]Rings of Power[/h3]
You'll finally have something to spend your Infernicite on when 30 new magical rings are added to Boons & Burdens. But how do they work, you ask? Well young wizard, stay awhile and listen...

Key Features
  • 30 Unlockable Rings
  • 5 Categories of Rings, each focused on a different aspect of gameplay
  • Equip up to 5 rings total, with a maximum of 2 per category
  • Each ring can be upgraded once, to unlock more power


Once unlocked, every gem collected, demon slain, burden completed, and boss defeated adds experience to your equipped rings. When the experience bar (not pictured) is full, you can pay a little more of your Infernicite gems to master the ring. Mastery can improve the ring's base effects or even add brand new effects.



I'm keeping this preview brief because I have a lot of work to do, and I want to save some surprises, but expect an update that does a lot more to freshen up and broaden your gameplay experiences!

Until then, if you've been enjoying your time with the game, please leave a positive review, it helps immensely as an independent developer. Strong word of mouth is the best way to help this game grow into the best version it can be!

And if you're not ready to leave a review, no worries, I'll keep working my butt off to make this game even better. Until next time!

Patch 0.13 - Controls and Balance

A little followup on Saturday's big 0.12 patch. Some balance adjustments based on community feedback, finally fixed the Gamepad trigger issues, and a couple other issues.

I'll probably release another update to polish up the Infested Pyromancer and final boss, Polymaw a bit more, and update some sounds, but I am now fully immersed in the meta upgrade systems for patch 0.15.

[h3]Gamepad Control[/h3]
  • Left and Right Trigger rebinds now available


[h3]Balance[/h3]
  • Qrystles (Diamond, armored enemies) can no longer be frozen while invulnerable to damage
  • Burden of Many - The mini portals now charge a little faster, and lose charge at half their previous speed
  • Sacrifice Vitality - Now reads: "Lose 10/12/14 health. This can not bring you below 1 health."
Infested Pyromancer Boss Updates
  • Higher threshold for damage before teleporting away
  • Fewer mortar attacks before reappearing, and the mortars are a bit faster
Polymaw (Final Boss) Updates
  • (Base Form) Slightly more health
  • (Final Form) Slightly less health
  • (Base Form) Slightly fewer spike mortars fired per state activation
  • (Base and Final Form) Higher threshold for damage before becoming invulnerable


[h3]Bugs[/h3]
  • High Beams Achievement will now properly trigger.
  • Polymaw (Final Boss) will always be forced back onto the battlefield at the end of his tornado and spike mortar attacks, even if he wanders off screen like a complete and utter fool
  • Fixed a bug with mouse controls that could cause menu selection in the Controls menu to become desynced/misaligned

Hotfix 0.12b

In my haste to hotfix the boss soft lock before leaving to help friends for the day, I left the boss debug health on. I made an emergency trip back to fix this, but hopefully nothing else happens between now and Monday, haha. Sorry about the inconvenience, but I hope you all enjoy the new update!

  • Final boss health in the first form should be correct now

Hotfix 0.12a

  • Fixed a soft lock on the final boss. Hopefully no more issues until im back tomorrow.