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To Kill a God News

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.

Demo Update Patch Notes

Hey everyone,

We've been working hard this week and are finally ready to bring you this update! Our team is thrilled with all the love you've shown us on Discord and the Steam Community Hub. Thank you!

Here's the changelog for the latest build:
  • Improved energy shield display on enemy UI.
  • Merchant items now reset only when reentering the HUB.
  • Enhanced flasks system.
  • Resized UIs for Inventory and Skill Map.
  • Added colorblind options.
  • Riyadh's Burst and projectiles now deal 50% physical damage and 50% lightning damage, allowing players to better utilize armor.
  • Rebalanced various items.
  • Updated shard icons.
  • Added 20+ new items to the game.


Bug Fixes:
  • Fixed a bug where settings would not persist after exiting the game.
  • Resolved issues with Inventory and Skill Map UI on resolutions other than 1080p.
  • Fixed flasks tooltips not displaying correctly in the HUB.
  • Addressed an issue where the game could incorrectly complete after the first room when the boss was not defeated.
  • Renamed characters internally to address naming inconsistencies.
  • Fixed Riyadh's Lightning Call targeting issues.
  • Improved spawn location issues when entering a room. These issues now occur much less frequently.
  • Fixed a bug where reduced area of effect would unexpectedly remove skill cooldowns.
  • Resolved an issue where Crossroads connections would disappear over time.
  • Fixed a soft lock caused by the Trigger On Kill ability.
  • Corrected disappearing world modifier text in the node info panel.
  • Fixed an issue where the game would not properly return to the main menu.
  • Added missing flask descriptions.


Known Issues (Under Investigation):
  • An issue where removing items from the crafter and enhancer by exiting the screen can cause the items to get stuck on the cursor.
  • VFX layering issues.