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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