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Lone Soul - 0.9 Demo Update

[p][/p][p]Hello Conquerors,[/p][p]It’s been a while since our last update. That’s because we’ve been quietly working on a massive set of improvements and design changes, based on all the feedback you shared with us after the previous version.[/p][p]Update 0.9 is the biggest transformation to the game so far. It’s a strong step toward what we plan for the full release, coming later in Q3 2025. Of course, this is not our final word. We’ll keep improving and refining everything in the months to come, this time focusing more on QoL, balance, and optimization improvements.[/p][p]We highly recommend starting with a fresh save. Too much has changed to continue smoothly from older ones.

[dynamiclink][/dynamiclink][/p][p]Here’s a quick summary of what’s new:
[/p][p]Combat feel overhaul
We’ve made a wide range of improvements to make combat more responsive and satisfying. Animations were reworked, particle effects improved, and hit timings adjusted. The biggest change, however, is the addition of input queueing.[/p][p]No matter how fast you press buttons, you’ll be able to build your own combos reliably. The combo system now displays icons for each hit. Enemies have better spawn and attack indicators. We also added a brand new set of sound effects to enhance the feel of each strike.

No more mana, shield and health system instead [/p][p]We removed the mana and connection bars. In their place, we introduced shield and health as your main resources. Shields regenerate after each room and from orbs dropped by enemies. Health can only be upgraded in a special chamber after each boss. If your health drops to zero, you are removed from the tower. The new system should feel simpler, faster, and more enjoyable to play.[/p][p][/p][p][/p][p]No cooldowns on skills
There are no cooldowns on skills anymore, except for the ultimate. You can use your abilities freely. However, using the same skill repeatedly will slow down your combo gauge significantly. Mixing your abilities is still the most effective and rewarding way to play.[/p][p][/p][p]Items, runs, and progression
Previously, items dropped from enemies. Based on your feedback, deciding between them didn't fit the general flow of the design. Now, enemies drop runes instead. These can be placed in special slots to level up the items you selected before the run. As you progress, your bond with your Patron also grows. That can change how your abilities behave or even unlock new ones.[/p][p][/p][p][/p][p]New prophecy system
We added a new risk and reward system. Prophecies give you passive bonuses that shape your run and offer new build options. It will be up to you to risk chambers with more deadly modifiers in exchange for a huge bonus to one of your stats.
[/p][p]Between-run progression
After finishing a run, you will unlock permanent upgrades by using the Constellation Liaison. You can also use the Creation Cubes you found during your journey to unlock new items. These will shape your ability set at the start of future runs.[/p][p][/p][p][/p][p]More variety
The mystic forest biome is still the only one available in the demo, but we’ve introduced changes to the visuals of different chambers. These include dozens of new assets, updated lighting, new skyboxes, and reshaped islands. We’ve also added new types of chambers, including tower fragment destruction, control zones, and timed enemy waves.
[/p][p]New bosses and reworked guardians parade
This demo update includes 3 new forest-biome-specific bosses. Each now features a unique passive trait and 3 new abilities, one added with each boss phase. Fighting 3 bosses at once now includes 2 projections that continue attacking you while remaining invulnerable, further increasing combat intensity. We also hope you’ll have a ton of fun chasing the goldkeeper for extra currency.[/p][p][/p][p][/p][p]Reworked tutorial
We’ve updated the tutorial section to reflect all the gameplay changes introduced in this demo. There is also a new option to show only the essential prompts. If you’ve played games in this genre before, this is the optimal way to go through it.
[/p][p]Full gamepad support
This demo patch includes full gamepad support, with reworked UI elements to match your input of choice. We’re still planning further improvements to this feature.[/p][p][/p][p][/p][p]Added 6 new languages
In addition to English, this demo now supports 6 new languages: Simplified Chinese, Polish, French, German, Brazilian Portuguese, and Spanish. These are also the languages we plan to support in the full release.
[/p][p]There are tons of changes in this update, so if you want to catch up on everything, check out the changelog below:[/p][hr][/hr][h3]Gameplay[/h3]
  • [p]Added queueing system for performed attacks[/p]
  • [p]Reworked combat animations[/p]
  • [p]Reworked animation timings for better responsiveness[/p]
  • [p]Removed mana and connection points, introduced shield[/p]
  • [p]Repeated abilities now improve the combo bar slower[/p]
  • [p]Added new forest-specific bosses with new abilities[/p]
  • [p]Introduced new mechanic: guardian projections[/p]
  • [p]Reworked progression system, now based on lootable runes[/p]
  • [p]Reworked items, now unlocked at the base[/p]
  • [p]Introduced new progression currencies: power crystals and creation cubes[/p]
  • [p]Removed cooldowns from all skills except the ultimate[/p]
  • [p]Reworked game tutorial to incorporate new changes[/p]
  • [p]Added full gamepad support[/p]
  • [p]Added new prophecy system, a risk-and-reward mechanic[/p]
  • [p]Added NPC behavior patterns at the base[/p]
  • [p]Removed chamber intros, now you jump straight into the fight[/p]
  • [p]Reworked game balance to fit the design changes[/p]
  • [p]Added localization support for Polish, Simplified Chinese, French, German, Brazilian Portuguese, and Spanish[/p]
[h3]Visuals[/h3]
  • [p]Reworked the base with tons of new assets and floating elements for more depth[/p]
  • [p]Reworked the tutorial area[/p]
  • [p]Reworked the boss arena[/p]
  • [p]Reworked the forest biome with new visual styles across locations[/p]
  • [p]Added floating islands[/p]
  • [p]Added movable plants and trees[/p]
  • [p]Improved lighting across the whole game[/p]
  • [p]Reworked particle effects[/p]
  • [p]Improved skybox transitions across scenes[/p]
  • [p]Added visual changes for chambers with modifiers[/p]
  • [p]Reworked skill icons[/p]
  • [p]Reworked various UI elements to incorporate new systems and improve UX[/p]
  • [p]Improved dialogue screen visuals[/p]
  • [p]Added UI animations for upgrades, backgrounds, and more[/p]
  • [p]Reworked chamber icons for clearer indicators[/p]
  • [p]Reworked boss cutscenes[/p]
  • [p]Added a game intro explaining the main story arc[/p]
  • [p]Added Revelia cutscene at the start of the tutorial[/p]
  • [p]Improved HUD and added auto-hide option during combat[/p]
  • [p]Added models for Patron monuments[/p]
  • [p]Added volumetric fog for more atmospheric lighting[/p]
[h3]Sound & Audio[/h3]
  • [p]Reworked skill sounds[/p]
  • [p]Reworked UI sounds[/p]
  • [p]Added new music[/p]
  • [p]Improved music fade-ins and fade-outs[/p]
  • [p]Adjusted volume balance for voiceovers[/p]
  • [p]Adjusted dialogue content for the new design changes[/p]
[p]...and tons of bug fixes, optimizations, and QoL changes compared to the previous demo.[/p][hr][/hr][p]You can also expect some hotfixes in the coming days that will iron out any remaining issues. We've also compiled a list of known issues we plan to address soon:[/p][p]Known issues[/p]
  • [p]Options menu is sometimes unresponsive when using a gamepad[/p]
  • [p]Minos section in the tutorial is unclear for some players[/p]
  • [p]Low graphics settings reduce base brightness more than intended[/p]
[p]We’d love to hear your thoughts on the new demo. Join us on Discord and leave your feedback. And if you haven’t already, make sure to wishlist Lone Soul on Steam.[/p][p]

[/p][p]Express yourself in battle! Laughing Fox Games


[/p]

Lone Soul - Demo 0.4 Update



Hello Conquerors,

Steam Next Fest and recently finished Baltic Showcase helped us a lot gathering feedback from you, and today's update address two of the most common shared requests!

[h3]Gamepad support & optimization improvement[/h3]
The first of which is gamepad support. This is the first implementation though, focusing on combat, and Ui during a run. For the options menu, you still need to use a mouse and keyboard, but we will of course fix it in the near future.

The first wave of optimizations is also here - improving the games load on your hardware up to 50% on certain configurations. If yo ur game runs below 60 FPS on 1080p resolution, please keep sharing your feedback with your hardware config - we will take a look and look for solutions.

[h3]New enemy visuals[/h3]
We keep introducing new enemy visuals, completing the set for the forest biome:





[h3]Known issues[/h3]
  • We are still working on queueing system for combos
  • We are looking into improving the indicators for the combo attacks timings
  • We are working on improving lighting across the scenes

We've just released the biggest update yet to our demo, reworking the overall balance and skill colliders! This is the third update during the last few days, and you can expect more down the line, including the gamepad support and more fixes.

So grab the fresh new demo, and don't forget to share your feedback and add Lone Soul to your wishlist!

https://store.steampowered.com/app/3445960/Lone_Soul_Demo/

Demo v.0.4 changelog
[h3]Design changes:[/h3]
  • Added Xbox and PlayStation controllers support (without the options menu for now)
  • Rebalanced mana costs
[h3]Visual changes:[/h3]
  • Added new enemy character models for spearman, healer and archer archetypes
  • Added new particle effects for tier 1 rock spells
  • Added new particle effects for dash
  • Added new visuals for some enemy attacks
[h3]Bug fixes and rebalance:[/h3]
  • Fixed bugs with dash directions
  • Fixed various UI bugs

This is just the beginning—we’re planning to participate in the upcoming Steam Next Fest, and you can still expect more updates. Consider following us and joining our Discord to stay up to date!



Express yourself in battle!
Laughing Fox Games


Lone Soul - Demo 0.3.2 Update



Hello Conquerors,

We've just released the biggest update yet to our demo, reworking the overall balance and skill colliders! This is the third update during the last few days, and you can expect more down the line, including the gamepad support and more fixes.

So grab the fresh new demo, and don't forget to share your feedback and add Lone Soul to your wishlist!

https://store.steampowered.com/app/3445960/Lone_Soul_Demo/

Demo v.0.3.2 changelog
[h3]Design changes:[/h3]
  • Reworked skill collider shapes to improve the combat feeling
  • Added shake camera effect on hit
[h3]Visual changes:[/h3]
  • Included skill pentagon
  • Improved shaders for chaos and elemental enemies
  • Added icons for unique abilities with combo meter
  • Added embodiment of tower
  • Added enemy hit numbers being red or white depending on the correct damage dealt
  • Added new types of destructibles
[h3]Audio[/h3]
  • Improved music mix
  • Fixed missing audio VO
[h3]Bug fixes and rebalance:[/h3]
  • Improved the game balance
  • Improved music & VO mix
  • Fixed issue with the connection points being 0 and not triggering return to base
  • Fixed bug with the connection points vare
  • Fixed bug with wrongly counted playtime on the current save
  • Fixed bug with HP recovery timer
  • Fixed bug with various skill descriptions

This is just the beginning—we’re planning to participate in the upcoming Steam Next Fest, and you can still expect more updates. Consider following us and joining our Discord to stay up to date!



Express yourself in battle!
Laughing Fox Games


Lone Soul - Demo 0.2.2 Update


Hello Conquerors,

We keep updating the demo ahead of Steam Next Fest, this time with new enemies and some visual upgrades. Have fun!

https://store.steampowered.com/app/3445960/Lone_Soul_Demo/

Demo v.0.2.2 changelog
[h3]New content:[/h3]
  • Added 3 new enemy types to a forest biome: Boar (charger), Imp (Trapper) & Mushroom (Giant)
[h3]Visual changes:[/h3]
  • Improved particle effects for various attacks and spells
  • Fixed various enemies materials
[h3]Performance improvements[/h3]
  • Tweaked lights on floating islands for an improved performance
[h3]Audio[/h3]
  • Improved music mix
  • Fixed missing audio VO

This is just the beginning—we’re planning to participate in the upcoming Steam Next Fest, and you can still expect more updates. Consider following us and joining our Discord to stay up to date!



Express yourself in battle!
Laughing Fox Games


Lone Soul - Demo 0.2 Update



Hello Conquerors,

Since our 0.1 demo release, we've received a ton of constructive feedback, which has helped us prepare a massive update that we've been working on for the past five weeks. Expect new content, tons of QoL changes, and overall polish improvements!

https://store.steampowered.com/app/3445960/Lone_Soul_Demo/


Here are the three key areas we’ve focused on for this update:

[h3]More Meaningful Gameplay Systems[/h3]



Lone Soul uniquely blends the ARPG formula with traditional action roguelike mechanics while introducing a combo system for a more engaging combat experience. This creates exciting design challenges, many of which we’ve addressed since the last demo.

Expect more meaningful itemization, better visual clarity, a much stronger sense of control, and clearer explanations of how the game’s systems work.

[h3]Increased Visual Clarity[/h3]



Since the last demo, we’ve fine-tuned particle effects, lighting, shadows, indicators, enemy attacks, and camera work to ensure you can always position yourself effectively and react quickly to in-game events.

[h3]Reworked Tutorial[/h3]



We’ve completely revamped the tutorial to provide more context and a smoother introduction to the game’s mechanics, balancing necessary information with clear objectives. It should take just a few minutes to complete.

Please keep sharing your feedback. It helps us immensely in crafting the next big action roguelike!

Now, let’s dive into all the changes for those who like to go in-depth:

Demo v.0.2 changelog
[h3]Design Changes[/h3]
  • Added a combo meter that grants bonus damage for performing unique combos
  • Each enemy now has three origins—Towerborn, Chaos-Corrupted, or Elemental—each with its own strengths and vulnerabilities
  • Spells now deal bonus damage based on their type
  • Dramatically improved loot viability by increasing clarity on bonuses and adjusting drop rates
  • The trader is now available after each chamber, allowing for upgrades and rune management
  • Runes have been redesigned—you can equip them by visiting the trader upon completing each chamber
  • The tutorial has been completely revamped, streamlining the experience with more gameplay context and in-game popups featuring short clips showcasing key mechanics
  • Room blessings and higher difficulty variants have been removed to improve balance and difficulty progression
  • Boss fights have been reworked, introducing new attack patterns at each stage to increase battle intensity
  • Damage indicators are now visible, letting you feel the impact of powerful combos
  • Basic attack speed and movement have been adjusted
  • Added attack indicators to make it easier to avoid getting hit
  • Adjusted dozens of attack timings for a more refined combat experience
  • The camera movement is now an optional feature, disabled by default
[h3]New Content[/h3]
  • Added Sorana, Patron of Rock, with new dialogue and the ability to unlock her skills and blessings
  • Added Minos, Patron of Lightning, with new dialogues and the ability to unlock his skills and blessings
  • Introduced new chamber layouts to increase level variety
  • Added new mission objectives and directional arrows to guide players to the next step
[h3]Visual Changes[/h3]
  • Improved particle effects for skills and spells to enhance clarity
  • Enhanced lighting throughout the base and floors
  • Reworked Arana’s room at the base
  • Added grass and new environmental objects across levels
  • Improved player movement animations
  • Upgraded particle effects for loot
  • Enhanced the HUD and various UI windows
  • Improved inventory screen character animations
  • Added new icons for skills, chamber types, keys, and various UI elements
  • Introduced visual effects for masks
[h3]Audio Changes[/h3]
  • Adjusted combat and UI sounds
  • Added new music for the main menu, base, combat, and exploration
  • Introduced dozens of new sound effects

And that's not all!

We also made a patch 0.2.2 with some additional tweaks:
https://store.steampowered.com/news/app/3237360/view/534342772300187916?l=polish

This is just the beginning—we’re planning to participate in the upcoming Steam Next Fest, and you can still expect more updates. Consider following us and joining our Discord to stay up to date!



Express yourself in battle!
Laughing Fox Games