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Godslayer Arena News

06-23 Dev Update

[p]Hello hello everyone![/p][p][/p][p]Paolo here and I'd like to let you know what's next for Godslayer Arena. Before I get into that though, I just want to thank each and every one of you for supporting the game and for leaving so much valuable feedback. It really means a lot to me to see so many people playing through the game and I feel more motivated than ever to keep improving it. From the bottom of my heart thank you to everyone of you![/p][p][/p][p]This post will be a bit disorganized and I do not have any concrete dates for any of the changes I'm about to list, but I just want to keep you all in the loop for what I'm working on at the moment. Keep in mind that these are all subject to change, and if you all have any other suggestions please feel free to let me know! [/p][p][/p][h3]Immediate Attention[/h3][p]Many of you are expressing that the Huntress currently feels very underpowered when compared to the Bloodlord. I will be releasing a patch very soon to address her strength. This patch will focus mostly on number adjustments, and once time permits I will look into making more functional adjustments as necessary. [/p][p][/p][p]There is currently a game breaking bug where minions fail to despawn. This results in them attacking for the rest of the run and will eventually cause intense lag. Until I can get this figured out I recommend completely quitting out of the game and continuing your run from where you left off.[/p][p][/p][p]I am also currently working on performance improvements to the game.[/p][p][/p][p]The very first arena can feel impossible to pass without losing a life on the higher difficulties and will address this alongside the upcoming balance patch.[/p][p][/p][h3]Next Up[/h3][p]The current curse system is a poorly designed system that feels very frustrating and not fun at all. I will be scrapping the system entirely and replacing it with something completely new. While I can't say the specifics yet, This new system will have true bosses that are not just elites, and is focused more on empowering enemies rather than debuffing your build.[/p][p][/p][p]The mastery spell system will receive the following adjustments:[/p]
  • [p]Introduce a preferred mastery system that allows you to select 4 or more masteries before you start each run. One of your initially offered masteries will always be a preferred mastery.[/p]
  • [p]Move the mastery selection to right after the first arena, and move the first gem selection to where the mastery selection currently is.[/p]
  • [p]Use 2 fateweavers to reroll all 3 mastery options, compared to the current system that uses 1 fateweaver to reroll 1 option.[/p]
[p]
The non-arena combats will get some new mechanics to make them more in line with the strength of arena combats. The goal will be to make them more engaging and be a better test of your build strength before you enter the arena.[/p][p][/p][p]Many people are leaving feedback that the run lengths are too long for their tastes, so the run lengths will be reduced 25 combats down to 20 combats. [/p][p]I will also adjust the econ, exp, and all relevant shop values to make sure you still get to the same power level, just in a shorter amount of time.[/p][p]After receiving feedback on this I have decided to explore other options instead. Maybe only gate 0 will have 20 combats and gate 1 increases it to 25 to ensure new players aren't spending too long in their introductory run.[/p][p][/p][h3]After That[/h3][p]Once you all feel that the base game is in a good state, I'd love to try out some alternate game modes. I'm still in the process of designing what these new modes will look like, but if you have any ideas I'm all ears! [/p][p][/p][h3]Much Later[/h3][p]The third Godslayer will arrive after the base game's experience has been settled and after the new game modes are implemented.[/p][p][/p][p]New items and gems will also be added to the game! If you all feel that adding new items and gems dilutes the pool too much then I have no problem with adding a system to allow you to pick which gems and items can show up in your runs.[/p][p][/p][h3]As Time Permits[/h3][p]Sometime during Early Access I will be implementing a proper tutorial experience that slowly introduces the game's mechanics rather than the current system that shows a short text summary every few combats.[/p][p][/p][p]There will also be the usual balancing, bug fixing, and polish passes that you can expect throughout Early Access.[/p][p][/p][h3]Closing Out[/h3][p]That's it for this update. If you have a second to leave a review that would go a long way to help support the game. Thank you all again![/p][p][/p][p]-Paolo[/p]

v0.6.2.5 - UI Changes and Bug Fixes

[h3]Gameplay[/h3]
  • [p]Reduced the effect of spell shop weights. Weighting is now only applied after wave 12.[/p]
[h3]UI[/h3]
  • [p]The main menu panel animation has been changed to a sliding animation.[/p]
  • [p]The open codex button has been moved to the pause menu.[/p]
  • [p]Fateweaver and curse modifier panel now only appear after the first combat.[/p]
  • [p]The damage tracker panel has been redesigned.[/p]
  • [p]The equipment panel has been removed. You can now always see your equipment at the top left.[/p]
  • [p]The level and resonance panel has been redesigned.[/p]
  • [p]The gem inventory now only appears if you have an unequipped gem or if you are currently moving a gem.[/p]
  • [p]The spell card has been redesigned.[/p]
  • [p]The main menu hero selector buttons have been redesigned.[/p]
  • [p]Added a tooltip to clarify that pets are purely cosmetic.[/p]
[h3]Localization[/h3]
  • [p]Changed the Chinese font.[/p]
[h3]Other[/h3]
  • [p]Selecting a pet type now automatically selects the highest variant of that pet you have unlocked.[/p]
[h3]Bugs[/h3]
  • [p]Fixed a bug where the axiom gem would cause extreme lag after having it equipped for a few combats.[/p]
  • [p]Fixed the number of pets that are tracked on the main menu pet counter.[/p]
  • [p]Fixed the summon wasp tooltips.[/p]
  • [p]Fixed the hemoglobe enraged upgrade to accurately show that it grants 2 rage instead of 8.[/p]
  • [p]Fixed a bug where Shapeshift and Everlast would not count as an activated trait.[/p]
  • [p]Fixed a bug where certain mastery spell upgraded transformations would not apply correctly.[/p]

v0.6.2.4 - Spell Shop Changes

  • [p]The spell shop now offers you 5 spells per refresh instead of 3.,[/p]
  • [p]The spell shop is now slightly weighted to make it more likely that you find spells you have the traits for. Spell weights Increase based on how many of their traits you have active (up to 2 traits). Breaker, enigma, and bulwark traits need 2 spells equipped for it to count as a weighted trait.,[/p]
  • [p]The shop tiering has been modified to accomodate the changes to the spell shop.,[/p]
  • [p]Increased the overall volume of the game.[/p]
[p][/p][p][/p]

v0.6.2.3 - Minor Adjustments

  • Reduced enemy hex visual effects.
  • Added a toggle for vfx lighting systems.
  • Added a toggle for screen effects.
  • Fast forward is now on by default.
  • Fixed a bug where Judgement Flail's refill was not being granted.

Godslayer Arena Is Out Now!

[p]Hello hello everyone! [/p][p][/p][p]Godslayer Arena is out now in early access! It's been an amazing journey creating this game and I'm so excited to finally be able to share it with you all.[/p][p][/p][p]The game is available for $14.99 with a launch discount of 10% off for the next 2 weeks. Your feedback is very important to me so please leave an honest review.[/p][p][/p][p]If you have any questions or run into any issues please let me know over on the steam discussions and I'll try to help out as soon as I can! Thank you all for your support and I hope you all have fun with the game![/p][p][/p][p]-Paolo[/p][p][/p][p][dynamiclink][/dynamiclink][/p]