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Souls End News

Bi-Weekly Update #13 - Rotation, Rotation, Rotation

[p]A lot has been added to the playtest these past two weeks! We've got rotations, new shop dragging placement, a new lock system and the decision-making branch has been merged into the main version. We've also got some more QOL changes including showing the stats of unit groups and effects during battle. It's been quite a lot of work implementing these new systems but I think the game, at least for me, has been a lot more fun recently, especially when it comes to creating new builds with the rotated items.[/p][p][/p][p]As for the status of the demo I have been considering one more big change regarding Will, but I'd still like some more feedback before making a decision! If you have any thoughts on how the game plays or if there's something you'd like to see dont hesitate to join the Discord. Thanks for reading this update, here's all the new content from the past two weeks.[/p][p][/p][h2]New Content[/h2][p]✦ Item rotation has been added! Use R or RMB to rotate bought items! [/p][p]✦ Shops and encounters have changed with a new system. (Decision making branch has been merged into the main playtest) [/p][p]✦ You can now drag units and items directly from the shop onto your board. [/p][p]✦ New lock slot system, either drag shop items to lock slots or right click them![/p][p]✦ Lock slots now cost 15% of the shop item/groups cost to use. [/p][p]✦ Damage and healing of unit groups and various relic/item effects is now tracked and shown during each battle! The visual representation is rough but it works for now. [/p][p]✦ Upgrades can be canceled now! [/p][p]✦ You can now hide the relic chest screen to take a look at your army. [/p][p]✦ Pause menu now contains the compendium (only usable outside of battle). [/p][p]✦ Wishlist and Discords buttons have also been added to pause menu.[/p][h2]Other Changes[/h2][p]✦ Removed decision-making beta branch and added V2 beta branch for those who want to see how the game played before.[/p]

Bi-Weekly? Update #12 - Core Changes

[p]As you might've noticed last week there was no weekly update. I'll be frank... I forgot![/p][p]Last weekend was a bit hectic for me so it completely slipped my mind, however this gives me an opportunity to split updates into the more manageable frequency of bi-weekly ones.[/p][p]So with this in mind, what have I been up to?[/p][p][/p][p]The past week I've been testing out some core changes to the game, tweaking how the shop works, how rewards work and laying the ground work of a mechanic I've been debating on adding for a long time. Of course this is all not set in stone but so far I've enjoyed the changes I've made and those who've joined the Discord have been able to try it out early. It's still a bit wonky and incomplete, even for the level of quality I want from the playtest, so if you'd like to try it out you'll find it under the beta versions for the playtest.[/p][p][/p][p]The changes were made to help bring more variety, decision-making, and hopefully get the game ready for it's demo and release. So try out the beta branch and tell me what you think![/p][p][/p][p][/p][p][/p][p]P.S. If you read this far, the mechanic I spoke about earlier is....ROTATING items. A staple in inventory management I know, we'll see if it has merit or not! [/p][p]P.P.S Don't tell anyone I said this! ːd2tidehunterː[/p]

Weekly Update #11 - Thank You!

[p]This week has been uneventful from me in terms of updates, but in terms of the games popularity it's been an awesome one! This weekend we just reached 500 wishlists, 600 unique playtesters, and a median playtime of 1 hour! These stats might not mean much to some, but Im really happy to see so many people get to experience Souls End! It really means a lot.[/p][p][/p][p]From what I can tell it seems many of the new players are German and found the game through a German youtuber, so Hallo und vielen Dank fürs Spielen! (I dont speak German so please tell me if that's right lol)[/p][p][/p][p]On the development side, I've been away from home but managed to get some work done on the enemies for Act 3. I'm still debating on how much content I want to include in the demo but here's a peek at some unfinished art for the enemies you might see in Act 3.[/p][p][/p][p][/p][p][/p][p]Again, thank you to everyone who has played the game and a big thanks as well to those who have given feedback.[/p][p][/p][p]If you'd like to be more in the loop or share some thoughts on the game don't forget to join the Discord![/p]

Weekly Update #10 - More Score

[p]This week I implemented achievements, some secret score challenges and a system for unlocking Souls. I also spent some time thinking about how I want progress towards the demo and will hopefully have some more interesting content next week![/p][p][/p][p]If you'd like to be more in the loop or share some thoughts on the game join the Discord![/p][p]Here's all the patch notes![/p][h2]New Content[/h2][p]✦ Added 7 different "secret" score challenges. [/p][p]✦ Added 3 achievements.[/p][h2]Bug Fixes[/h2][p]✦ Fixed Death Tag rest choice not making the tag be seen in the compendium. [/p][p]✦ Fixed Conduit +1 not properly showing its stack amount in its status effect. [/p][p]✦ Run time should no longer tick on the run end screen. [/p][p]✦ Fixed some odd edge case UI bugs. (Tooltips are still cooked.)[/p][h2]Other Changes[/h2][p]✦ Now Grob and Ragnarra are locked behind victorious runs. Any previous stats you had earned will be kept even when they are locked.[/p]

Weekly Update #9 - Stat Check

[p]This week I worked on adding the statistics screen, improving autocasting and a much needed change to Ragnarra's spell. There's also been some balance changes made to what I consider the "best" items in the game. Expect more balancing and "unlockable" content next week! [/p][p][/p][p]If you'd like to be more in the loop or share some thoughts on the game join the Discord![/p][p]Here's all the patch notes![/p][h2]New Content[/h2][p]✦ Added the Statistics screen that now shows you various stats from your runs.[/p][p]✦ Ragnarra's spell has been changed to provide an attack speed buff rather than heal.[/p][p][/p][h2]Balance Changes[/h2][p]✦ Corin & Grob[/p]
  • [p]Base reroll cost 2 -> 1[/p]
[p]✦ Red Fog Event [/p]
  • [p]Follow Max Will Cost 35% -> 25%[/p]
[p]✦ Stinky Mucklings[/p]
  • [p]Overwhelm Crit DMG per Unit +10% -> +20%[/p]
[p]✦ Aghani[/p]
  • [p]Base Attack Radius 1 -> 0.7[/p]
[p]✦ Sobek[/p]
  • [p]Slam Damage 40 -> 30[/p]
[p]✦ Peasant Crown[/p]
  • [p]Connected Base Spell CDR -0.1 -> -0.05 seconds[/p]
  • [p]Connected Base Spell CDR -0.35 -> -0.12 seconds[/p]
[p]✦ Cold Heart[/p]
  • [p]Current Health % Dmg 2% -> 1.5%[/p]
[p]✦ Lich Hand[/p]
  • [p]Withering Tick Rate +20% -> +15%[/p]
[p]✦ Everflame Torch[/p]
  • [p]Heal 15 -> 10[/p]
[h2]Bug Fixes[/h2][p]✦ Fixed Elder scale tooltip incorrectly naming the trait it gives.[/p][p]✦ Poison cloud now properly shows the poisoned trait tooltip.[/p][p]✦ Deadshot no longer applies itself on battle start.[/p][h2]Other Changes[/h2][p]✦ Improved auto casting. It now checks from the center of every unit (rather than just three attempts) for the most optimal cast spot. Still means a player can cast more optimally but generally auto cast is a lot better than before.[/p][p]✦ Slightly improved infinite cast build performance.[/p][p]✦ Removed SFX for the Connected trait.[/p][p]✦ Deadshot now has a status effect icon.[/p]