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To Kill a God News

New Demo, New Trailer, New Publisher!

[h2]Hello, Guardians. Welcome back to the Death Spiral.[/h2]

The time has come: we have a few pieces of news to share. First things first, we have a new demo now playable here on Steam! We’ve been hard at work adding new systems, new characters, gamepad support, a nice tutorial and much more to the game. So, if you want to be an acolyte grab it here and jump in now into the Death Spiral.

Don't forget to tell us what you think and consider leaving a review on the demo store page! You can also join our Discord to give us feedback. The same link is available on the initial menu of the demo. If you can share some ideas, thoughts, frustrations, or even how many times you died, it will mean a lot to us and will help us to shape this epic adventure!

We’ve also just dropped a new trailer at the OTK Games Expo, check it out:
[previewyoutube][/previewyoutube]
Finally, we’re excited to share that we’ve teamed up with a publisher: Mad Mushroom. They've been a massive supporter of the game and will be helping us with things like marketing, QA, localization, and more. We can’t wait to bring you the absolute best version of the game possible!

We’re aiming for a winter launch, and we’ll have more to share between now and then. To stay informed on all things To Kill a God make sure to:

[h3]Break the Cycle. Kill a God. [/h3]

What We’ve Been Working On

If you played our first demo back in November, welcome back, guardian! We’ve been busy since then, here’s what we’ve been working on and what’s new in the new demo:
  • New playable character (melee): meet Morwenna!
  • New system: Totem of Immortals
  • New skills for the ranged playable character (Ghassan)
  • Experimental gamepad support
  • More varied, procedurally generated levels
  • Unknown Events nodes added to the map skill tree
  • Enemies now have a chance to drop a new item: the Battle Remnant
  • A smoother and more interactive tutorial
  • Bug fixes, optimizations, polish, and more.
What we’re working on in the background for the full game (some of these might come to the demo later!):
  • Complete redo of the UI/UX
  • Full gamepad support
  • Meta-game progression system:
    • Research System
    • World Knowledge
    • The Collector
    • The Vault
    • Blacksmith
    • Recipe Unlocks
  • Game progression system:
    • Guardian’s Arcane
    • Quest system
    • Special Place
    • Cursed Location
    • End Game System
  • New playable characters:
    • New cycle enemies
    • New cycle bosses
    • End game boss
  • Story and lore elements

We want your feedback, too. Community input will be super helpful as we continue to develop To Kill a God. You can leave it here on Steam or in the Mad Mushroom Discord server.

Thanks a ton for checking out our game!

Hotfix 16/10

Hotfixes 16/10:
  • Fixed a bug where relics gave way more than the intended values for specific skills.
  • Fixed bug with relics and enhancing skills. (Also works for Sucellus)
  • Fixed a bug where triggers would not properly work.
  • Changed visuals for the poison puddle left by the Throw Poison Flask skill to better reflect the actual damage area of the skill.
  • Fixed a bug where increases to AOE cause by enhancers would not reflect to a skill's visual effect.
  • Put sound effects into the SFX bus. (No more loud noises that don't respect the volume settings)
  • Adjustments to portal looks.
  • Added a new item as a reward for players who manage to beat the boss in this version of the demo.


Hotfixes 14/10: (Was only posted on discord)
  • Fixed a bug that allowed players to start multiple rooms by repeatedly clicking the travel button.
  • Players are now invulnerable once a room ends
  • Changed the level that the boss comes for the player from 20 to 30.
  • Added joystick deadzone settings internally to hopefully solve issues with the character automatically walking for some players.

Q&A / Roadmap

To celebrate the launch, we're hosting a special livestream where we'll discuss our roadmap for the game's development and answer all your burning questions. Come hang out with the devs, share your feedback on the demo, and get an exclusive look at what's coming next!

Today at 21:00 UTC

Steam Page Discord Server

We can't wait to see you there!

The Steam Next Festival Update

Patch Notes:
  • Once a room is cleared, a portal will appear, allowing players to return to the skill tree. You can interact with this portal at your own pace, giving you time to collect any loot left behind from the fight.
  • Notable and Active Skill nodes now have local modifiers that apply only to the room associated with that node.
  • Support Skills are now called Skill Enhancers to better fit the game's context. As a result, all descriptions of enhancers have been updated to reflect this change.
  • Many enhancers have been buffed.
  • All notable skills have been reworked. There are now 419 notables available in the drop table.
  • Enhancers that previously provided reduced damage now apply decreased damage instead. (Reduced damage subtracts from base damage, while decreased damage only affects increased multipliers.)
  • Added a new exotic bow.
  • Added a new active skill.


Bug Fixes:
  • Fixed Riyadh's behavior; he was missing his projectile phase.
  • Fixed Elite Archers not dealing damage.
  • Fixed damage calculation for increased damage applied by enhancers.