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Souls End News

The Demo has been Postponed

[p]It pains me to say but the demo will be postponed for an indefinite amount of time. I've recently been in contact with a publisher and also haven't prepared well enough for the demo launch as I'd like, so it just makes the most amount of sense to delay the launch until the path forward is clearer.[/p][p][/p][p]BUT FEAR NOT, if you'd like to see what a demo launch would have looked like, try out the playtest![/p][p]It's got a test build for the demo you can try out right now, so let me know your feedback on it. If you'd like to tell me how annoyed you are about this please direct your yells and angry pitchfork(s) to the Discord![/p][p] Anyways, thanks for your understanding and patience. I really want Souls End to be as awesome as it can be and hopefully this postponement will help me deliver on that.[/p][p][/p]

Bi-Weekly Update #17 - The Demo is Almost Here!

[p]The demo for Souls End will be coming out Nov 28th! [/p][p]I've been putting off releasing one, trying to chase some perfect idea of Souls End but it's frankly high time I just send it, and get more people playing the game. [/p][p][/p][p]As for the work that's been done over the past two weeks it's mostly been bugfixing, polishing, and a few balance changes. Most notably I've added some variety to the Act 2 encounters, with more "mixed" encounters now being fightable. I'm currently also working on making one last "big" change to the amount of units both player unit groups and enemies will spawn, hopefully making battles bigger and more of a spectacle![/p][p][/p][p]There's still a lot of work to be done to get the game ready for the demo so here's the patch notes for the past two weeks. See ya soon![/p][p][/p][p]New Content [/p][p]✦ Added variety to Act 2 encounters. [/p][p]Balance Changes [/p][p]✦ Witch Doctor Mask chance to activate 30% -> 20% (This relic was bugged and wasn't even working for some patches...) [/p][p]✦ Fleet Footing Stack MS 10% -> 15% [/p][p]✦ Muckling Overwhelm Upgrade 20% -> 35%[/p][p]✦ Time for Fog/Mist to appear 35s -> 55s [/p][p]✦ Mist/Fog tick rate Every 0.35s -> 0.5s [/p][p]✦ Carcass Flinger Area Damage 0.5 -> 0.7 [/p][p]✦ Fire Resist and Poison Resist DMG Mod -50% -> -30% [/p][p]✦ Implosive Soul On Fire Stack Amt 3 -> 10 [/p][p]✦ Implosive Soul and Cold Soul Explosion Range 1 -> 1.5 [/p][p]✦ Chalice Poison Stack Amt 10 -> 15 [/p][p]✦ Lich Hand Tick Rate Multiplier 1.15 -> 1.2 [/p][p]✦ Elder Scale On Fire Stack Amt 2 -> 4 [/p][p]✦ Dragons Breath On Fire Stack Amt 2 -> 4 [/p][p]✦ Poisoned Dagger Poisoned Stack Amt 2 -> 3 [/p][p]✦ Hoblin Chainmail Poisoned Stack Amt 1 -> 2 [/p][p]✦ Hoblin Chainmail + 1 Poisoned Stack Amt 2 -> 4 [/p][p]✦ Rotten Meat Poisoned Stack Amt 10 -> 15 [/p][p]Bug Fixes [/p][p]✦ Fixed original affected areas triggering when rotating a dragged item away from their original spot. [/p][p]✦ Fixed Compendium upgrade button infinite hover bug. [/p][p]✦ Fixed a bug where the relic chest skip button would become unusable when hiding the relic screen. [/p][p]✦ Fixed a soft lock that occurred when trying to abandon a run early. [/p][p]✦ Fixed Earth Wyrm icon. [/p][p]✦ Fixed (hopefully) bug related to items bumping when unit groups are placed nowhere near them. [/p][p]✦ Fixed bug related to pooled items rotating on spawn. [/p][p]✦ Fixed starter relics not being seen in the compendium. [/p][p]✦ Fixed multiple tooltip descriptions. [/p][p]✦ Fixed Grob Dusted upgrade not working properly. [/p][p]✦ Fixed spell upgrade Compendium descriptions.[/p][p]✦ Fixed various issues with spell UI buttons and sell text. [/p][p]✦ Fixed shop objects showing wrong affected locations. [/p][p]✦ Fixed Die is a Lie event that allowed players to gamble without correct amount of funds. [/p][p]✦ Fixed Witch Doctor Mask not functioning properly.[/p][p]✦ Fixed a UI bug with encounter pillars spazzing out when hovering over other tooltips contained within the pillar. [/p][p]✦ Fixed some UI issues with the tutorial and compendium screens. [/p][p]✦ Fixed being able to rotate groups in the shop and lock slots.[/p][p]Other Changes [/p][p]✦ Also made shop items tween when rotated. [/p][p]✦ Added middle mouse to rotate. [/p][p]✦ Added auto cast toggle, for now it's keybinding is C. [/p][p]✦ Added coin earned amounts to encounter tooltip. [/p][p]✦ Adjusted descriptions to fit include MMB rotation. [/p][p]✦ Adjusted playtest box description. [/p][p]✦ Adjusted a tutorial description [/p][p]✦ Adjusted shop text for choices. [/p][p]✦ Added a rune husk status effect. [/p][p]✦ Added tooltips to empty lock slots and the battle speed button.[/p][p]✦ Updated the tutorial with new footage, UI, and other slight description changes. ✦[/p][p] Added a level cap. [/p][p]✦ Added a gradual change in rotation when rotating items.[/p]

Bi-Weekly Update #16 - An Update Update!

[p]It's been around a month and a half since the last update but it's finally here, hope you enjoy it! [/p][p]My plans for next week involve working on a new tutorial and address any concerns that pop up from this update (balance and bugs). After that I will push for a demo build (maybe sometime within the next two weeks?). [/p][p][/p][p]Well I'll let the update speak for itself and get straight into the patch notes, but as always if you'd like to talk about the game and share your opinions/totally busted army, join the Discord! ːsteamhappyː[/p][p][/p][p]New Content[/p][p]✦ Changed a lot of the games UI and the color scheme used in tooltips.[/p][p]✦ Added a 2x speed button![/p][p]✦ Level unlocks have been added up to level 3 for each Soul. This includes 3 new items, 3 new relics, 3 new unit groups and 6 new spell upgrades.[/p]
  • [p]VERY IMPORTANT NOTE: Your saves will be reset for this patch but I will try my best to preserve saves from demo to launch.[/p]
[p]✦ 3 new events have been added that are in both Act 1 and 2, resulting in 4 new relics being added into the game.[/p][p]✦ Unknown encounters have been buffed, they no longer count towards the overall encounter counter (Gotta figure out a better name for that). This means Unknowns can be traversed into for free, but you wont be able to see what the store will include nor the encounters it will lead into.[/p][p]✦ The mist is here! After around 35 seconds of battle, if a winner is still not decided, a mist will appear and start damaging all units, this damage increases over time.[/p][p]✦ Added the Smoke Bomb Item.[/p][p]✦ Added various new tags to traits, such as magical, buff, and debuff.[/p][p][/p][p]Balance Changes[/p][p]✦ Lock costs are now cheaper across the board.[/p][p]✦ Buffed Ragnarra.[/p][p]✦ Buffed Grob.[/p][p]✦ Changed Corin's relic to now give damage rather than attack speed.[/p][p]✦ Valkyries have had their healer upgrade swapped out for a new one.[/p][p]✦ Improved Looter chance from 20% -> 25%.[/p][p]✦ Slightly nerfed Heartache amulet.[/p][p]✦ Reduced Blood Stones applied dmg (buff).[/p][p]✦ Improved Soul Jar.[/p][p]✦ Green Dragon Brazier Heal 15 -> 10.[/p][p]✦ Improved Withering duration.[/p][p]✦ Buffed Thunderous Runewarp Bolt upgrade.[/p][p]✦ Nerfed Swift Scimitar attack speed upgrade 15% -> 10%.[/p][p][/p][p]Bug Fixes[/p][p]✦ Fixed a lot of bugs related to upgrading.[/p][p]✦ Fixed items not being interactable over Sobek's River.[/p][p]✦ Fixed a handful of bugs related to the Ice Tear.[/p][p]✦ Added missing icons to some effects recorded in stats.[/p][p]✦ Fixed various trait descriptions.[/p][p][/p][p]Other Changes[/p][p]✦ Adjusted/added new particles to units when they die.[/p][p]✦ Added a small easter egg.[/p][p]✦ Adjusted how Jermaine looks (The reaper dude)[/p][p]✦ Debris now stay longer on screen.[/p][p]✦ SFX now play when moving around audio setting levels.[/p][p]✦ Added spell upgrades to the compendium.[/p][p]✦ Particles now play when your spell has it's cooldown reduced.[/p][p]✦ Improved score gain from encounters won.[/p]

Bi-Weekly Update #15 - There's Levels to this

[p]Hellooo! it's been another bi-week and although I've been busy recently with things besides Souls End I still have been grinding away at the game, trying to get a demo build done. I'd say I'm getting very close to pushing said build onto the playtest, with all that's really left for me to do being some more work on UI (yay...ːsteamsadː), a few new events and obviously ironing out any bugs I can find. I really apologize on the lack of playtest updates recently but this next build should contain enough to make the wait worthwhile. Here's a lil sneak peak at some of the content that will be able to be unlocked by leveling each soul.[/p][p][/p][p]One of the new items that'll be unlocked are the Fleet Footsies. They are a niche item for dodge builds, that synergize very well with the Boar Riders unit group. They're also the only item to give flat movement speed so far![/p][p][/p][p]The Seers unit group fills the role of a healer, they've also got some unique upgrades such as the one pictured above. It was an interesting challenge to implement positional related effects for unit groups but now that I've got it working, the doors are open for a lot more ideas. To make both the Seer's and Valkyrie's more unique, the Valkyries have lost their Healer upgrade in favor of another, which you'll just have to wait and see.[/p][p] [/p][p]This relic is basically the Bitten Fruit but for spell power/damage. I see it being very useful no matter which soul you end up synergizing it with, Corin and Ragnarra especially though make good use of it.[/p][p][/p][p]Well that's all for now, I hope to finally get the demo out by the end of October and begin the last leg towards the release of Souls End! As always if you'd like to talk about the game and share your opinions/totally busted army, join the Discord! See ya soon! [/p]

Bi-Weekly Update #14 - Visually Visual

[p]Hello, hello! It's been another bi-week and the updates have slowed down, but worry not I've been cooking-to the best of my ability-some visual overhauls to the game. [/p][p]Art really isn't my forte but I've recently spent a lot of time in the game design and code aspects of Souls End and really have neglected the visuals for quite a while. So, the past two weeks I've been both trying to improve the games overall "vibe" and improve my art skills/eye. [/p][p]I've been honed in on improving the UI as I felt that was one of the most lacking parts of the game and the most efficient use of my time. Here's a few different screenshots of the changes I've made so far.The wooden arch you see here is my pixel art rendition of a Lichgate/Lychgate. They serve as the entry ways to hallowed grounds, a space between life and death.[/p][p][/p][p][/p][p]Here you can see the all new game UI. I wanted to go for an old stony vibe, similar to the one seen in act two and also took inspiration from Roman/Greek architecture. I might've also added some easter eggs to it as well ;).[/p][p][/p][p]Here's the way the games UI looks like during battle. The stats list is now hideable with one of my favorite pieces of UI I've cooked up, the rope. I really enjoy adding small details to the work I do and I hope these little aspects of the game give you as much of a smirk as they do when I add them. Oh and that little 1x you see in the bottom is the long awaited time adjustment function![/p][p][/p][p]There's been a few more changes but those will have to wait. If you've read this far I really appreciate your support of the game! If you'd like to share your thoughts on the game or the upcoming UI changes, join the Discord, I'd love to hear your thoughts. Until next time! ːcozycrashfishː[/p]