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Steel Judgment News

Demo v1.1 Patch Notes


[h2]Hello again![/h2]

We're back with another pretty substantial patch to the game's demo with the addition of a new weapon, a pretty big relic overhaul (as well as some new ones), and the new Soul Orb mechanic. Please let us know what you think through the community hub or on Discord!

What's New?

[previewyoutube][/previewyoutube]
  • Excalibur, the Trenchant Minigun has been added to the arsenal.
  • Many existing relics have been revamped together with the addition of the Infernal Engine, Ethereal Magnet and Soul Furnace. More detailed info can be found below.
  • Enemies will now drop Soul Orbs on death that can be destroyed to steal their essence (which was previously only accessible by countering enemies).
  • A random vendor (relic trader, relic upgrader, gun muncher or refuel station) now appears at the end of each floor.
  • 2 large rooms have been redesigned to feel less awkward to play in.
  • Various balance adjustments (mostly buffs) to some existing weapons have been made.
  • Various bug fixes and QoL improvements have been made.
Weapons

[h2]General[/h2]
  • The Combat Data cost to unlock weapons now decreases with the amount you earn while using them during a run. This means the more you use a weapon, the less it will cost to unlock (it will eventually become free).
  • You can now view tips on how to use every weapon in the details section of the loadout station.
  • All weapons with alt-fires that recharge over time will play a sound when becoming fully charged.
[h2]Excalibur (New!)[/h2]
  • Fires a volley of swords while primary fire is held down.
  • Alt-fire summons swords to juggle enemies around you and can be redirected towards enemies as well.
[h2]Vajra[/h2]
  • Projectiles from other sources can now also trigger alt-fire’s absorption effect.
[h2]Gungnir[/h2]
  • Increased projectile speed to make the gun more effective at longer ranges.
[h2]Faust[/h2]
  • Added a Meteor to alt-fire’s item pool that rains down on nearby enemies, damaging and igniting them.
  • Faust’s display now shows which item alt-fire will fish out so you know what’s coming beforehand.
[h2]Muramasa[/h2]
  • The overheat bar now goes down instead of up to hopefully avoid confusion with alt-fire’s charge display.
  • Overheat threshold has been slightly increased (meaning you can fire the gun for longer before it overheats).
Relics

[h2]General[/h2]
  • Added more visual and sound effects to relic effects for better clarity and feedback.
  • Updated relic descriptions to hopefully be clearer.
  • Examining a relic in the tab menu now tells you what collecting more stacks of it does.
  • Hephaestus’ unlock store now tells you what the unlockable item does so you can make a more informed purchase/reservation.
[h2]Infernal Engine (New!)[/h2]
  • Grants a small chance to ignite enemies on hit. Hitting an ignited enemy grants you a small bonus to fire rate.
[h2]Ethereal Magnet (New!)[/h2]
  • Increases your pickup range for health packs.
[h2]Soul Furnace (New!)[/h2]
  • Hitting an ignited enemy has a chance to spawn its soul orb.
[h2]Lightning In A Bottle[/h2]
  • Chain Lightning has been replaced with a Shock debuff that zaps another nearby enemy whenever the shocked enemy is hit.
[h2]Dodge Cape ⇒ Afterburner Cape[/h2]
  • Now ignites the next enemy you hit after dodging through an attack instead of doing bonus damage. The number of hits the buff lasts for increases with stacks.
[h2]MP3 Player[/h2]
  • Now provides a small heal and is triggered everytime you earn a certain amount of style points.
[h2]256 Volt Battery[/h2]
  • Improved visibility of the battery and made it automatically fly towards the player like a regular health pack.
[h2]Steel Jetpack ⇒ Propulsion Jetpack[/h2]
  • Stack effect changed from lower charge threshold to extra stackable charges of the air jump.
[h2]Seismic Soda[/h2]
  • Now has a chance to spawn cluster bombs on explosions instead of a critical explosion.
[h2]Unstable Matter [/h2]
  • Now triggers an explosion around you after gaining an essence from any source, not just countering.
[h2]Sadism [/h2]
  • Now grants a burst of movement and attack speed after killing an enemy. The buff lasts longer with more stacks.
[h2]PG’s Fidget Spinner ⇒ Beano’s Spinner[/h2]
  • Is now a rare relic because it’s pretty strong.
[h2]Shattering Mallet[/h2]
  • Is now a rare relic and lets you do bonus damage to enemies for as long as the debuff’s duration, which scales with stack count.
Miscellaneous
  • Enemies now have an extra visual effect when they are defeated.
  • All stun effects on normal enemies have had their duration increased from 1s to 1.5s.
  • Reduced the Relic Constructor’s relic cost from 5 to 4.
  • The Immolator’s fireball attack now has a sound cue while it’s charging up.
  • The game’s music now loops seamlessly (at least I hope it does).
  • All essence-related style actions now reward more style points than before.
  • The tutorial now has a short portion near the end to teach the player about Essences and Soul Orbs.
  • The game’s intro scene now has background art.
  • Improved the model used for weapon pickups.
  • Core Augment pickups now remember how much charge you had if you dropped one from swapping it.
  • Orpheus’ melee hitboxes now come out immediately and linger for a short grace period to make them feel more lenient.
  • Added equip sounds for more weapons.
  • The first reward choice of 2 weapons at the end of Floor 1 now always tries to give at least 1 locked weapon if possible (so you can use it and make it cheaper to unlock).
  • Adjusted the short descriptions for every weapon.
  • Various minor fixes and changes that I can't remember anymore and you probably don’t care about.
What's Next?


Moving forward, we'll be releasing one more patch of demo content for Yggdrasil before we shift our focus fully towards the game’s second zone, Yomi (which will only be featured in Early Access).

We plan to add another zone boss that may appear instead of Tiamat and make adjustments to some of the enemies in the game. We also want to continue tackling the game’s general lack of information which players have feedbacked to us about, and there’ll most likely be some kind of codex to read up about enemies and items in the hub world on the table that currently says “Work in Progress”.

Thanks again for playing!

Demo 1.03 Patch Notes

Hey everybody,

We’re putting out a balance patch to address a pretty major exploit that trivialized the game, big thanks to everyone who let us know about this! We've also received feedback that healing feels a bit too weak, so we're introducing some buffs to make it feel better and are also planning to add more items with healing effects in the future. As always, please feel free to send us feedback through our Discord.



[h3]Balance Changes & Improvements[/h3]
  • Taunt stamina cost increased from 1 to 2 - This was the original cost up until very recently because we wanted to see how it would feel, but it turned out to be way too mashable so we're changing it back.
  • You can no longer counter if you do not have enough stamina to perform a taunt - More of a bugfix because it allowed you to just mash the taunt button while at 0 stamina and counter anything
  • Countering now has a 0.5 second buffer after each attempt - This just prevents mashing and should not affect regular gameplay.
  • Uppercut (taunt-cancel jump) extra stamina cost lowered from 1 to 0 - we don't want to make this move too costly so players can use it more often.
  • Charge (Taunt-cancel dash) extra stamina cost lowered from 2 to 1 - we don't want to make this move too costly so players can use it more often.
  • Dash Jump total stamina cost lowered from 4 to 3 - We feel this should match Charge’s stamina cost as they provide similar horizontal mobility, so we’re lowering the cost for now unless it proves to be problematic.
  • Health Pickup lifetime increased from 6 to 10 seconds - This makes picking up health more lenient, especially at higher difficulties or against the Immolator where health tends to drop into unsafe areas.
  • Healing factor for all style ranks above D increased slightly - This will give a slight buff to overall healing unless you are stuck at D rank, which is meant to feel punishing.
  • You can now see relic and core augment names in their pickups - We still plan to keep descriptions hidden until you pick one up, but this will make it consistent with weapons and hopefully easier for players to remember what they do.
  • Stamina regeneration delay will reset if you attempt to use a stamina-consuming action too many times while out of stamina - More anti-mash measures that will not affect regular gameplay.
  • (Addendum) Added mouse inversion. - We forgor, what do you want me to say


[h3]Bug fixes[/h3]
  • The essence release animation no longer has a delay when you immediately release an essence after countering.
  • (Addendum) Fixed a bug where mashing on some buttons that cause a scene change would break the game.


We may continue to fine-tune the game's balance down the line as we get more data, but for now this should help to prevent or at least significantly weaken the cheese strats found by our players. Thanks, and have fun!

Demo 1.02 Patch Notes

Hi again everyone,

We're putting out another patch to address another bug one of our players found, as well as some very minor improvements and tweaks to the game's balance. As always, please reach out to us on our Discord if you encounter any other issues.



[h3]Balance Changes & Improvements[/h3]
  • Taunt-cancel fire/alt-fire now resets the stamina regen delay - We received feedback that this taunt-cancel option might be a little too strong, we're still considering increasing its stamina cost but that would require more time on our end to implement and test due to some spaghetti code, so for now we've made it less spammable with this change.
  • The info section on taunting in the tab menu has been updated to include info about countering.
  • Tiamat's health pool has been buffed slightly - A good number of players seem to be able to defeat her without seeing her full moveset, so we've made her slightly beefier to extend the fight's duration by a bit.


[h3]Bug fixes[/h3]
  • Fixed a bug where taunt-cancel melee attacks would trigger pickups twice, allowing you to dupe some items.


Have fun!

Demo 1.01 Patch Notes

Hello gamers,

We've just released a small patch to fix 2 bugs, this shouldn't affect anything else and your save data should remain intact, but if you run into any issues please notify us through our Discord.



[h3]Bug fixes[/h3]
  • You can no longer slide while exiting the tutorial and enter combat during the game's intro sequence.
  • The dummy in the tutorial stage no longer slowly drifts to the side.


Have fun!

Steel Judgment's Demo is OUT NOW!!!

[h2]Steel Judgment's 1.0 demo has arrived, featuring its first zone, Yggdrasil Citadel![/h2]



[h2]What the demo contains:[/h2]

  • 3 floors consisting of 12 randomly chosen rooms.
  • 4 enemy types, 2 mini-bosses and 1 zone boss.
  • 5 weapons.
  • 18 relics with unique passive effects and 5 core augments with unique active effects.
  • An unlock system to unlock new items and weapons for your runs.
  • An addicting and replayable combat loop!


[h2]How to get it:[/h2]
The demo is FREE and can be downloaded directly from the game's store page below.

https://store.steampowered.com/app/3394690/Steel_Judgment/

[h2]Feedback & Technical Assistance[/h2]
If you have any feedback to share about the game or want to report a bug/need technical assistance with something, you may contact us via our Discord server!

[h2]Future Content[/h2]
We intend to release a few updates to the demo and add more content to Yggdrasil while working on the rest of the game till it's ready for an Early Access release! Here's what we have planned at the moment:
  • 1 more Zone boss
  • 1 more enemy type
  • 1 more weapon
  • 1 more small batch of relics/core augments


You can follow us on our social media to keep up with the game's development progress.

Thank you very much for trying our game!!!