1. Devil Spire Falls
  2. News

Devil Spire Falls News

The Flora Update is LIVE

[p]As chosen by the Update Poll, and still on schedule, the first part of the Flora Update is complete. It focuses mostly on addressing more of the major issues reported by our community, specially crashes and other physics bugs. Of course, it also comes with all new gather spots, such as new, twisty savannah trees, ored rocks, mounds of sand (and glass), and most importantly: Glowshrooms![/p][p][/p][p]CHANGELOG[/p]
  • [p]Glowshrooms![/p]
  • [p]New Branched Tree, for the Savannah![/p]
  • [p]Rocks and Boulders now have their Ores, if any, embedded in them[/p]
  • [p]Fixed positioning of Wheat and Carbon grasses[/p]
  • [p]Lv1 Rocks/Boulders (without ores) now have a 50% chance of generating anywhere[/p]
  • [p]Improved Ground Leveller to ignore GatherSpots (grasses can spawn below trees)[/p]
  • [p]Fixed pressing the E or Q keys when typing the name of a created spell or enchanted equipment finishing the process[/p]
  • [p]Added Virtual Keyboard for gamepads, from Character Creation, to Spell Creation and Equipment Enchantment naming[/p]
  • [p]Fixed other workstation types being active while only one is being used[/p]
  • [p]Greatly improved what item gets re-selected when doing Inventory actions[/p]
  • [p]Fixed negative Body Ailments (resistance) not showing up properly in the Status menu[/p]
  • [p]Added higher and lower limits (negative for resistance) to Ailments, based on your respective Body/Mind Resistance. Mostly for limiting Cure Body/Mind Enchantments[/p]
  • [p]Spread the new Jump Or Not path-avoidance code from NPCs to Animals and Monsters[/p]
  • [p]Increased the upper limits of the physics engine before it just kills itself or crashes the game[/p]
  • [p]Fixed more needlessly expensive transparency mode for plant materials[/p]
  • [p]Renamed Empty Bottles to just Bottles, made them a level 3 item, changed their damage type to Smashing, and made their price 5 coins[/p]
  • [p]Added new Glass Shards material item, to make bottles![/p]
  • [p]Added new Sand material item, to make glass![/p]
  • [p]Made all Bottle-based items create Glass Shards on destruction[/p]
  • [p]Added Crafting recipes for the new sand and glass, using the Furnace[/p]
  • [p]Added sand and glass to Peasantry Digging Perk's random finds, and Crates[/p]
  • [p]Added Mound Gather Spots, for now found in the Desert Biome to get sand and sometimes glass![/p]
  • [p]Adjusted the Underwater filter to cover closer meshes, like your own limbs and chest[/p]
  • [p]Made Repairing and Upgrading items give more Crafting and Smithing XP based on their level[/p]
  • [p]Nerfed Disposition gain from feeding animals, once more[/p]
  • [p]Fixed bug with loading a save with a non-animal/npc character in your party[/p]
  • [p]Fixed craft tables being duplicated in dungeons[/p]
  • [p]Further improving characters leaving houses without pilling up[/p]
  • [p]Fixed minor issue that might've been causing falling through the overworld[/p]
  • [p]Manual LOD with fake, inactive "Paper" GatherSpots[/p]
  • [p]Optimized GatherSpot Texture Materials[/p]
  • [p]Optimized Effects ticking, specially for Devil Spire Falling's One Year Later[/p]
  • [p]Previous Devil Spire will only be destroyed if a new one was generated successfully[/p]
  • [p]New Rock and Boulder destruction sound effect[/p]
  • [p]Increased the amount of gems needed to create spells to 5, and to enchant equipment depending on their slot->power[/p]
  • [p]Fixed a bug with showing the current enchantment of an equipment in Enchanting[/p]
  • [p]Disabled Regen effects (HP, MP and SP) from Enchanting[/p]
  • [p]Removed MP Regen from the Spell effects table, and thus from Creation and Enchantment[/p]
  • [p]Fixed a bug with Upgrading that allowed you to keep upgrading an equipment past the max level, with no effect[/p]
  • [p]Added extra info to Upgrading when it rejects a selected item[/p]
  • [p]Changed the way subattribute bonuses (like from Accessories) show up, now displaying the exact value changed[/p]
  • [p]Fixed last item of know effects list not showing up if scroll is active, and that list's borders[/p]
  • [p]Added hints to when NPCs don't know where a character is[/p]
  • [p]You can now correctly strip equipment from K.O.d NPCs[/p]
  • [p]Fixed the Aiming subattribute not perfecting your Aim at its maximum value[/p]
  • [p]Fixed hitting objects not costing double durability from weapons, and dealing self-damage when unarmed[/p]
  • [p]Fixed a rare issue when stepping on the ground to create a footstep at the exact same time you enter a building[/p]
  • [p]Parrying with your hands now plays a unique sound, and fixed the sound made when hitting a wall[/p]
  • [p]Fixed a bug with all movement Skills that gave them negative Experience when moving back[/p]
  • [p]Added sound cue to when you cannot stand up from a crouching stance[/p]
  • [p]Disabled being able to mount characters while inside[/p]
  • [p]Mounting and dismounting now stops all current actions[/p]
  • [p]Fixed bug where leaving a house would play the dungeon gate sound effect instead[/p]
  • [p]Fixed a bug that caused ranged weapons to use the Shielding Perk instead of the Two-handing one for Defend-Kicks[/p]
  • [p]Nerfed Dress To Impress, again[/p]
  • [p]Severely optimized multiple effect ticks when passing time (most notable on passing a year after ending F)[/p]
  • [p]Fixed out of order potion ids causing the Fillup effect to use the wrong one[/p]
  • [p]Fixed a bug with non-two-handed weapons having lower enchantment power[/p]
  • [p]Added Console Commands[/p]
  • [p]Added Re-Generate World button to title Screen[/p]
  • [p]Better code to check if Light Sources are lit or not based on position, water and fuel[/p]
  • [p]Fixed bug where the boss room is permanently locked if you die to it[/p]
  • [p]Fixed bug with lamps' expiration time not synching with their fuel, and added safety nets[/p]
  • [p]Torches, like Lamps, can now stack, even if their fuel isn't he exact same[/p]
  • [p]Other minor fixes and adjustments[/p]
[p]Some of the content introduced in updates won't show up in your game world, or at least won't be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it![/p][p][/p][p]Thank you for your suggestions and bug reports! Please let me know what you think of this update and if you ran into any issues.[/p][p][/p][p][/p]

Hotfix for the Exploration Update pt1

  • Fixed built structures in the overworld being glued to the player
  • Fixed loose Collision box in the Lamp model
  • Fixed Tutorial Window messing with the Game Over screen
  • Added Lamp to Crafting recipes
  • Made Lamp switch its position when used by characters that are too short
  • Removed faulty fallback code for files moved to other directories

The Exploration Update is LIVE

[p]As chosen by the Update Poll, and right on schedule, the first part of the Exploration Update is complete. It focuses mostly on addressing the major issues reported by our community, but it does feature much-requested features such as Roads, connecting nearby villages, and Lamps, which can be tied to the waist for hands-free illumination![/p][p][/p][p]CHANGELOG[/p]
  • [p]ROADS! Automatically generated between close villages. Require no world-regeneration![/p]
  • [p]LAMP! A new Gadget which can be tied to your waist, illuminating the area without taking a hand slot![/p]
  • [p]New sheathe sound, playing when items are unequipped and sheathing weapons[/p]
  • [p]Fixed Items clipping outside the borders in Materials lists[/p]
  • [p]Enlargened Confirm Forget Spell window[/p]
  • [p]Added Level/Name above Characters setting to the Options menu[/p]
  • [p]Added FPS Cap setting to Options menu[/p]
  • [p]Improved checks for invalid/not-present/incomplete config.json file, and now you won't lose settings when they're updated[/p]
  • [p]Added explanation label to Difficulty settings in the Options menu[/p]
  • [p]Interaction prompt with bodies now includes their status as either Dead or KOd[/p]
  • [p]NPCs now give you directions in Imperial or Metric units as chosen[/p]
  • [p]Disabled the Put All button when in the Container menu for temporary inventories (like when using tools to harvest)[/p]
  • [p]Fixed recipe for smelting Silver Coins into Silver Ingots[/p]
  • [p]Characters labels now only appear when less than 50 meters away[/p]
  • [p]Animals now also eat items dropped near them when low on Health and in your Party[/p]
  • [p]Added a HUD message to when you try to get up from Crouch or Climb and there's not enough space[/p]
  • [p]Fixed the Disarm, Trip and Turnover Effects for Spells and Enchantments[/p]
  • [p]Slightly optimized Fast Travel code, and fixed issues when doing it Mounted[/p]
  • [p]Tripled Unsheathing Attack's damage and doubled its impact[/p]
  • [p]NPCs now gain Disposition if they see you dying, which means they'll be less likely to attack you on sight again[/p]
  • [p]Made NPCs way less jump-addicted[/p]
  • [p]Increased the time before sound is enabled for the rocks dropped when breaking boulders[/p]
  • [p]Added Durability to Equipment comparing texts[/p]
  • [p]Fixed several issues with wrong items spawning with Create and Shoot Effects[/p]
  • [p]Fixed a bug that added duplicated Effects to your list of Known ones[/p]
  • [p]Increased the time between NPCs leaving a house, and made them all walk away from it[/p]
  • [p]Fixed World Generation music not following volume settings[/p]
  • [p]Doubled the amount of experience needed for levelling up overall[/p]
  • [p]Nerfed the amount of Disposition gained when feeding animals[/p]
  • [p]Limited the distance Kill quests could set their targets to 1 km[/p]
  • [p]Fixed The Devil Spire's Fall achievement on Steam[/p]
  • [p]Set the FPS cap from 15 to 480, default 60. Disabled uncapped framerate because of GPU drivers being BAD[/p]
  • [p]Better organization of overworld nodes, specially chunks and decals (footprints)[/p]
  • [p]Separated the Tools into their own Directory, and added failsafes for future re-structuring[/p]
  • [p]Traded X Coins Worth text no longer appears in Bartering if you don't have the Know Exact Prices Bartering Perk[/p]
  • [p]New, less harsh, sound for breaking throwing knifes and hatchets[/p]
  • [p]RAM Counter now also shows the percentage[/p]
  • [p]Added Manual Save button to Pause menu[/p]
  • [p]Fixed Steel crafting recipes using Iron instead[/p]
  • [p]Fixed Armor Skills training disregarding the damage received[/p]
  • [p]Fixed Party Member reaction to being hit by you outside combat[/p]
  • [p]Fixed NPCs taking longer than usual to change actions on time passing[/p]
  • [p]Nerfed Dress to Impress Speech Skill Perk by half[/p]
  • [p]Fixed Invert X&Y Controls Options not being activated on restarting the game[/p]
  • [p]Nerfed Omnivore to not recover absuird amounts of HP, MP and SP[/p]
  • [p]Fixed Invert X&Y Controls Options not working on Gamepad Analog Sticks[/p]
  • [p]Fixed Crafting Tables not being saved inside dungeons[/p]
  • [p]Revised Material items' prices, mostly reducing them for light ones and adjusting for heavier ones[/p]
  • [p]Fixed Created Spells with the Fillup Effect[/p]
  • [p]Fixed using Scrolls with the Transform Effect[/p]
  • [p]Fixed Compare window in Inventory blowing up with Interface Scaling[/p]
  • [p]Added Exclusive Fullscreen and Borderless Fullscreen to Graphics Options' Window Mode[/p]
  • [p]Reorganized the Graphics Tab of the Options menu[/p]
  • [p]Changing Window Mode and Main Display now resets the window size and position[/p]
  • [p]Fixed being able to distribute stat points while Transformed[/p]
  • [p]Fixed several visual issues with enchanted armor and clothes when equipping and loading them[/p]
  • [p]Buffed Night Vision to be more perceptible and useful[/p]
  • [p]Fixed Night Vision when in the Overworld[/p]
  • [p]Fixed several issues with AoE Spells[/p]
  • [p]Fixed several issues with Buff/Debuff and Transform/Hex Effects[/p]
  • [p]Fixed several issues with stacking Effects from equipment and spells[/p]
  • [p]Significantly optimized Devil Spire re-generation[/p]
  • [p]Other minor fixes and adjustments[/p]
[p][/p][p]Some of the content introduced in updates won't show up in your game world, or at least won't be readily available, if it was generated before the update. They should not corrupt world files, but if they do, please report it![/p][p][/p][p]Thank you for your bug suggestions and reports! Please let me know what you think of this update and if you ran into any issues.[/p][p][/p][p][/p]

Devil Spire Falls surpasses #1000 in top sellers!

We've gone over, even to 800, of top sellers on Steam!
[p]https://steamdb.info/app/3646460/charts/[/p][p][/p][h2]I am immensely grateful to our game's fans. The reception has been amazing, and so was your feedback![/h2][p][/p][p]And hope I can deliver on awesome weekly updates and bring the game closer and closer to the most complete procedurally-generated RPG experience! And hopefully fix all those pesky bugs and crashes!
[/p][p]See you in-game, talk with you in our community, and hope you have fun in the world of Devil Spire Falls![/p][p][/p][h3]Oh, and the winner of the first Update Poll was:[/h3][h3]ROADS! Plus more travel and overworld-related items and structures.[/h3][p][/p][p]Wish you had voted? Join us on Discord to help choose the next week's Update![/p][p]https://discord.gg/Rcq7dzQm5C[/p][p][/p]

Devil Spire Falls OUT NOW!

Devil Spire Falls is finally officially out on Early Access!
[p]And 10% OFF on top of the EA discount of $5![/p][p][/p][h2]No more pesky timer, no more world-ending meatballs (for now), and no more losing your progress![/h2][p][/p][h3]So dive in and enjoy the dark world of Devil Spire Falls to your heart's content![/h3][p][/p][p]And keep an eye out for future content updates, coming weekly, starting NOW, and voted by the community:[/p][p][/p][p]Join us on Discord to vote:[/p][p]https://discord.gg/Rcq7dzQm5C[/p][p][/p]