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To Kill a God News

Small Demo Update - Patch Notes v0.0.6.9

[h2]Hey, Guardians![/h2][h3]We've just pushed a quick hotfix for To Kill a God, smoothing out a few critical issues, especially for our players running ultrawide monitors.[/h3][p][/p][p]These fixes should definitely improve your experience! Check out the details below. [/p][p][/p][p]Huge thanks for all the feedback and bug reports! We're still grinding to make sure everyone gets an epic journey! Make sure to keep an eye out for more news as we get closer to our Early Access launch. And join the Discord to stay in touch! [/p][p][/p][p]- Glitch Factory [/p][p][/p][p]Patch Notes - v0.0.6.9: [/p]
  • [p]Ultrawide resolution issues fixed:[/p]
    • [p]No more black screen after selecting a character.[/p]
    • [p]Main Menu is now fully playable.[/p]
    • [p]UI size is now readable and scales correctly.[/p]
  • [p]Added a warning pop-up flow when clicking on the "Wipe Data" button, to prevent accidental data loss.[/p]

Small Demo Update - Patch Notes v0.0.6.7

[h2]Hey, Guardians![/h2][h3]We've just pushed a small update to To Kill a God demo to address a few things and improve your experience.[/h3][p][/p][p]Nothing massive, but these tweaks should make your journey feel a bit smoother! Check out the details below.
[/p][p]Thanks again for all your support and feedback! Keep an eye out for more news as we get closer to our Early Access launch. And join the Discord to stay in touch! [/p][p][/p][p]- Glitch Factory [/p][p][/p][p]Patch Notes - v0.0.6.7: [/p]
  • [p]Added input bind text for mouse side buttons.[/p]
  • [p]Added version label on the bottom left corner permanently. [/p]
  • [p]Added an option to turn on/off VSync in the Settings UI.[/p]
  • [p]Adjusted some in-game texts.[/p]
  • [p]Fix: Input bind text.[/p]
  • [p]Fix: Precise Skill Support values. [/p]

Demo Update - v0.0.6.6

Hey Guardians!

We've just rolled out a quick hotfix to address some immediate issues you might have encountered and to implement a few small but important tweaks. Thank you very much for your ongoing feedback and support – it helps us iron out these wrinkles quickly!

We believe these changes will improve your gameplay experience. As always, please continue to share your feedback with us on the Steam Forums or Mad Mushroom Discord.
- Glitch Factory

Here’s what’s included in this update:

[h3]Patch Notes - Hotfix v0.0.6.6 - June 1st, 2025[/h3]

Tutorial System:
  • Replaced the old tutorial with a comprehensive in-game glossary for easier reference.
Enemy Adjustments:
  • The explosive enemy has been temporarily removed (don't worry, they'll be back with a vengeance soon!).
NPC Interaction:
  • Added a popup notification for NPCs that are currently unavailable.
Economy:
  • Implemented Gold as the primary in-game currency.
  • All item prices have been updated to use Gold for purchases.
User Interface (UI) / User Experience (UX):
  • Reworked the merchant UI for better clarity and fixed several UX issues.
  • Fixed an issue where the "Back to Main Menu" button would incorrectly send players to the hub area after their first death.
  • Resolved a bug where the "Quit" button was not properly exiting the game.
  • Corrected the "Defeated" screen UI, which was not displaying all player stats.
Gameplay:
  • Fixed a huge random change to hardlock trying to enter the boss node.
  • Fixed the Fierce Support Skill.
  • Fixed losing Battle Remnants when the player beat the demo.

Major Demo Update - Patch Notes v0.6.5

[h2]Greetings, Travelers![/h2]
[h3]We’ve been hard at work on a huge update to the To Kill a God demo that just went live.[/h3] Your feedback has been incredibly useful, and we hope that this update addresses much of your feedback.

The two biggest things we wanted to address in this update were difficulty and duration. To these ends, we have slowed boss aggro and extended the length of the demo from 20 rounds to 40. We’ve also made adjustments to level maps, boss stats, skill modifiers and crafting, and more to up the general difficulty.

That’s in addition to tons of fixes and tweaks to gameplay, systems, the SkillMap, and UI. Check out the full list of changes below.

Thanks a ton for all of your feedback here and on the Discord. Please keep it coming!
- Glitch Factory


Gameplay Fixes & Balancing
  • Fixed incorrect damage progression for melee character (was gaining extra passives due to a bug)
  • Skill: Arrow Rain damage reduced by 50%
  • Removed strike VFX from Imbued Strike
  • Adjusted how the game applies Armor, Evasion, and Energy Shield
  • Fix: Explosive Enemy was immortal
  • Fix: Explosive Enemy behavior improved; increased Battle Remnant drop chance
  • Fixed stun animation getting stuck when enemy was stunned twice
  • Enemy shard drop chance increased (from 0.2 to 0.4)
  • Battle Remnant drop weight increased (from 80 to 500)
  • Battle Remnant description added
Totem of Immortals System
  • Fixed the Totem of Immortals gameplay flow – now integrates with the run loop more meaningfully
  • Totem buttons fixed for smoother navigation
  • Completed the buff list for the Totem (WIP)
Skill & Recipe Creation System
  • Reworked skill creation:
    • Now unlocked via a character in the hub using Battle Remnants (persistent currency)
    • Players can only create skill supports (not skills themselves)
  • Fixed skill creation flow:
    • Buttons now work with controllers
    • Prevents resource loss
  • Adjusted recipe creation list to handle melee character skills
Inventory & Item Drops
  • Fixed inventory UI for better controller support
  • New feedback system for unlocking inventory items:
    • One in the proper intel
    • One in the skill tree
  • Fixed item drop UI:
    • Drop name only appears when player is far
    • Text now appears behind characters on the ground layer
  • Items now move toward the player on room clear
  • Added "Wipe Save" button to settings screen
Combat & Battle Systems
  • Fixed “Unknown Event” bug that led to a battle without hiding the map
  • Fixed Battle Remnant counter
  • Fixed skill binder behavior with mouse
  • Fixed buff icon behavior (now shows at the right time)
  • Fixed buff UI not showing
  • Hold interaction now used for skill cutscene trigger
Map & Progression
  • Map generator changed: progression increased from 20 to 40 levels
  • Removed the merchant node
  • Adjusted descriptions of tree nodes
  • Fixed demo ending flow:
    • Game no longer forces ranged character selection on Retry or Hub access
  • New Save Game and Continue button on main menu (for clean saves)
UI & UX Overhaul
  • Complete UI revamp for:
    • Totem of Immortals
    • Skill Enhancer
    • Skill Creation
    • Recipe Creation
  • Added flask counter to HUD
  • Fixed pre-alpha UI warning sound being triggered during gameplay
  • A lot of UI gamefeel improvements
  • Skill tree nodes now have hover and click feedback for mouse
  • PlayerCam snap added at the start of battle
  • Returned a small area map to the flow
New Features & Improvements
  • New Character Selection Screen
  • Added camera confiner to the HUB
  • Improved inventory usability: easier to move and place items
  • Added feedback for unlocked items
  • Added proper skill point availability text UI




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]