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The Labyrinth News

The Labyrinth leaves Early Access January 8th

Early Access is leaving us behind! The update to Version 1.0 will not contain much since the game is in a rock solid state right now. I'm continuing to test the game so stay tuned for the full release update where I'll go more in depth as to all the tweaks I've done!

For now check out the release trailer!

[previewyoutube][/previewyoutube]

Update: December 17th - Seeded randomness overhaul

Notes
  • This update contains a major update to the seeded randomness code as well as a new room and achievement! There's further details in the "Additions" section
  • This update is not compatible with old versions of the game since old saves rely on the old seed system. I really apologize for two updates in a row that have done this but I promise this is an outlier and will happen much less frequently moving forward


Bugfixes
  • Fixed the item swapping in the inventory lagging by up to half a second each time you swapped an item. There's still slight noticeable lag but it's not nearly as bad as before
  • Fixed the Shadow Walker's Shadow Strikes infinite throwing an error due to me mistakingly making the effect a buff instead of a debuff


Overhauls
  • Overhauled the seed system the game uses for pseudo-random numbers. The seeds before were very static. An example of this would be if you were in a room and had a choice of two different combat rooms for the next rooms. It didn't actually matter which combat room you chose, the way the seed worked meant both combat rooms would have the same enemies/spells/items in them
  • Continuing from above, the new seed system now assigns a unique value to each room and the rooms use that value to determine the random events. This means every combat room will have different enemies while preserving the seed aspect where playing a new game with the same seed will produce the same floors and rooms


Additions
  • Added health and mana bars in combat! I added these to make more visual clarity about where your characters are at a glance. The bars have differing lengths depending on their maximum values (so a 200 max health bar is longer than a 100 max health bar)
  • Added the Hermit Room! You meet a crazy hermit, how fun is that? You can buy his cane and robes off his body, which is not only morally questionable but also a way to get a unique weapon and armor that can be equipped by any party member!
  • There's a new achievement that goes alongside the Hermit Room, which requires you to purchase his smelly robes for a hefty fee!


Buffs
  • Increased the Elder Boss's unique Armor, Innervation, Damage Reduction to 75% from 50%
  • Changed the Master Archer Boss's unique Armor, Vendetta, to grant -25% Damage Taken from Archers instead of +25% Damage Taken from non-Archers


Known Issues
  • The Air Aspect armor seems to throw an error under specific circumstances. The circumstances are not fully known to me yet but I have seen a report of the issue occuring in a friend's run. I tried to isoloate the problem myself but could not recreate the issue, so this one goes unsolved for now. If you find the armor is throwing errors for you I suggest not wearing it or destroying it completely


To-Do
  • Final touches before full release! I'm slowing down adding more content so I can focus on making sure all the stuff in the game works properly

Update: December 2nd - Status effect description overhaul

Notes
  • This update has major changes to the status effect description code! I've condensed descriptions so that spells with multiple effects don't take up lots of space. In the end game there can be tons of effects applied back and forth so I wanted to condense them as much as possible so that the descriptions don't go off screen.
  • This update also contains some tweaks to classes to reduce the power of some strong classes (like the Templar) and grant more power to weaker classes (like most Rogues)


Bugfixes
  • Fixed the Very Mystical achievement from activating when it otherwise should have. I did not clear this achievement so if you've already gotten it then congrats you get to keep it!
  • Fixed the Templar's Cleanse first upgrade not restoring mana properly
  • Fixed the Blood Mage's Instability infinite not activating properly
  • Fixed the Duelist's Assault active not dealing increased bonus damage with multiple stacks
  • Fixed the attack description text in combat not aligning properly when you first launch the game
  • Fixed combat lagging if you spam click a character's icon


Overhauls
  • Overhauled the status effect description system. I built a framework to allow spells that apply multiple effects to be described with a single description. Now spells that apply many effects won't take up the entire buff/debuff list! I went through every spell in the game and updated them to adhere to the new framework. This effort unfortunately makes old saves incompatible with the new version, I apologize for that


Changes
  • Updated the combat backgrounds for the Turn Order/Log/Spell List/Items/Statistics to fit the darker and more pixellated look of the game and also to allow the brighter text to be easier to read
  • Made character selection quicker to get through. When you select a class 10 stat points are automatically allocated based on that class's stat priority. You can choose to reallocate these stats or leave them as they are
  • Tweaked the Berserker's abilities, overall buffing their abilities. I felt a few effects were underutilized or counteracted by spell cost (like how Channel Anger costs Health but gives you Health Regen) so I changed a few things around to keep consistency. Here's a breakdown of the changes:
    • Active: Raging Strike - Deals 75% Attack Damage, increased by 20% 25% of your Missing Health
    • Cost: 35 50 Mana; Cooldown: 3 Turns
    • Upgrade: +25% Initial Damage Instead deals Divine Damage if Cast below 50% Health
    • ----------
    • Active: Collateral Damage - Deals 250% Attack Damage (unchanged)
    • Upgrade: If this Kills the Target, surrouding Enemies take half Damage Instantly Resets the Cooldown if this Kills the Target
    • ----------
    • Active: Channel Anger - For 3 turns you gain 35% 50% Maximum Health and 100 Attention Steal 75% of each Ally's Attention
    • Cost: 15% Health (20 minimum) 75 Mana; Cooldown: 5 Turns
    • Upgrade: -2 Cooldown Heals by 25% Maximum Health after the Health Increase
    • Upgrade: Additionally grants 10% Health Regen for the duration Additionally reduces the Health and Mana Costs of your Spells by 50% for the duration
    • ----------
    • Passive: Numbness - +10% Damage Reduction when below 75% 80% Health
    • Upgrade: +15% additional Damage Reduction when below 50% 60% Health
    • Upgrade: +25% additional Damage Reduction when below 25% 40% Health
    • ----------
    • Infinite: Blinding Rage - +2.5% +2% Basic Attack Damage Dealt, but -1% Accuracy per level

  • Tweaked the Templar's abilities, overall nerfing their abilities. The Templar is a phenomenal late-game disruptor to the point of final bosses being laughably easy. I still want to reward the player for picking the Templar since the idea of the class is to disrupt the enemies and bosses from being able to cast spells and apply effects so the core abilities haven't changed much, just the resources spent
    • Active: Smite - Deals 75% 100% Spell Damage, increased by 15% 10% of the Target's Maximum Mana
    • Cost: 50 75 Mana; Cooldown: 3 4 Turns
    • Upgrade: +10% +5% Maximum Mana Damage
    • ----------
    • Active: Silence - Silences the Target for 2 3 turns
    • Cost: 15% Mana (15 50 minimum); Cooldown: 5 Turns
    • Upgrade: Additionally Steals 25% Current Mana reduces the Target's Maximum Mana by 25%
    • Upgrade: Additionally permanently reduces the Target's Maximum Mana by 25% +10% Mana Cost and +50 Minimum Cost, but the effects apply to each Enemy
    • ----------
    • Active: Cleanse - Self Casts remove all Debuffs from all Allies, Enemy Casts remove all Buffs from all Enemies (unchanged)
    • Cost: 35% 50% Mana (25 100 minimum); Cooldown: 5 6 Turns
    • ----------
    • Active: Blessing - Grants +50% Spell Damage Reduction to each party member for 3 turns (unchanged)
    • Cost: 65 100 Mana; Cooldown: 5 Turns
    • Upgrade: Additionally grants Debuff Reflection for the duration 1 turn, where any Debuff applied to a party member is also applied to its Source
    • ----------
    • Passive: Retribution - Silence for 1 turn on Basic Attack Drains 20% Mana on Basic Attack
    • Upgrade: Silencing additionally applies a 35% Blind for 1 turn Steals the Mana Drained
    • Upgrade: Silencing additionally deals Spell Damage equal to 10% of the Target's Maximum Mana Additionally deals Spell Damage equal to the Mana Drained

  • Slightly tweaked the Knight's ability costs. I feel the Knight is in a very good position with their abilities but shifted around resource cost to make things a little more interesting
    • Active: Forceful Impact - Deals 75% Attack Damage, increased by 15% of your Maximum Health (unchanged)
    • Cost: 15% Health (25 50 minimum); Cooldown: 4 Turns
    • ----------
    • Active: On Your Feet - Heals an Ally by 15% of your Maximum Health (unchanged)
    • Cost: 35 Mana 50 Health; Cooldown: 4 Turns
    • ----------
    • Defend the Flanks - Grants 20% Damage Reduction for 3 turns, increased by 5% per Alive Enemy (unchanged)
    • Cost: 35 50 Mana; Cooldown: 4 Turns

  • Slightly tweaked the Arcane Mage's abilities. The Arcane Mage is in a good position with their abilities I just though some effects needed some slight adjustments
    • Active: Arcane Form - For 5 turns you cannot Attack, cannot be Silenced, have no Spell Costs, and Spell Cooldowns are reduced by 2 (not affecting Arcane Form) (unchanged)
    • Cost: 100% Mana (100 200 minimum); Cooldown: 8 Turns
    • ----------
    • Passive: Arcane Training - While Silenced, Attack Damage Dealt converts to Spell Damage (unchanged)
    • Upgrade: Additionally Restores by 35% Missing Mana 25% Maximum Mana when Silenced

  • Changed the White Mage's Burst Heal. I gave it more functionality to make it more interesting. You can now upgrade it to cast it more than once each turn but multiple casts on the same turn reduces your Maximum Mana
  • Additionally on Burst Heal you cannot cast it on party members if the Heal is 0
    • Active: Burst Heal - Heals a party member by 20% 25% Missing Health, this can only be cast once per turn
    • Upgrade: +15% Healing Dealt Heals by Maximum Health instead if the Target is below 50% Health
    • Upgrade: Heals by Maximum Health instead if the Target is below 50% Health Can be Cast multiple times per turn, but subsequent Casts permanently reduce your Maximum Mana by 5%

  • Buffed the Shaman's Revive and tweaked the passive Life Dance. The Shaman is in a pretty good position though I feel Revive's usefulness is underwhelming so I've significantly increased its potency
    • Active: Revive - Revives a Dead Ally with 20% 50% Health
    • Upgrade: +15% Health Mult Spends up to 100 additional Mana (not affected by Mana Cost Reduction) to increase the Revive Dealt by 1% per 2 Mana Spent
    • ----------
    • Passive: Life Dance - At the end of Combat, all party members Heal by 15% of their Maximum Health (unchanged)
    • Upgrade: Additionally Restores 20% Maximum Mana equal to the current percent

  • Reduced the Cooldown of the Marauder's Laceration to 3 from 4
  • Increased the Healing Reduction of the Marauder's Infectious passive to 75% (50% initial + 25% upgrade) from 50% (30% initial + 20% upgrade)
  • Increased the secondary Damage of the Ninja's Shadow Strike to 250% from 200%
  • Buffed a few of the Assassin's abilities. They're in an okay spot compared to other Rogues but I felt they could use a little bit more power in certain areas
    • Active: Sharp Blade - Deals 75% 100% Attack Damage with 50% Pierce
    • ----------
    • Active: Pinpoint Focus - Grants each party member +30% +50% Critical Strike Chance and Critical Damagep for 3 turns
    • Upgrade: +20% Buff Multiplier Additionally grants +50% Critical Damage for the duration
    • Upgrade: Additionally grants +35% +50% Pierce for the duration
    • ----------
    • Mercy no longer restricts from being cast on Enemies with less than 95% Health. It now allows you to cast it on Enemies as long as it will deal at least 1 damage

  • Buffed a few of the Duelist's abilities. The Duelist is in an okay spot in the early game but late game I've noticed they deal significantly less damage than most characters so I've given them damage boosts in a couple areas to keep them viable in the late game
    • Active: Unfair Advantage - Deals 75% Attack Damage, increased by 1% per 1.5 1% of the Target's Current Health Percent
    • ----------
    • Active: Hack and Slash - Your next 2 Basic Attacks deal increased Damage equal to 15% bonus Divine Damage equal to 10% of the Target's Maximum Health
    • Upgrade: +10% +5% Maximum Health Damage

  • Increased the Minimum Cost of the Herbalist's Poison Cloud to 50 from 15
  • Increased the Minimum Cost of the Brewer's Burning Brew to 50 from 25, but decreased the Mana Multiplier to 25% from 35%


Additions
  • Active Spells in combat now show a blue X on spells that you can't cast for contexual reasons. For example the White Mage's Burst Heal has a cooldown of 0 but can only be cast once per turn, so when you've already cast it on your turn it'll show the X
  • Added Health Cost Reduction. This is a stat rarely used (only by the Berserker and Blood Mage) but I've added the functionality to prevent some headaches coding-wise that would crop up should the stat not exist. This also allows me to use the stat in the future if I want to


Known Issues
  • The Air Aspect armor seems to throw an error under specific circumstances. The circumstances are not fully known to me yet but I have seen a report of the issue occuring in a friend's run. I tried to isoloate the problem myself but could not recreate the issue, so this one goes unsolved for now. If you find the armor is throwing errors for you I suggest not wearing it or destroying it completely
  • The game can't run on 64-bit architecture. This is a restriction caused by the Steam API library I'm using. If I package the game with 64-bit architecture the API does not work at all, so it's unlikely I'm going to be able to solve this problem unless the creators of the API update it themselves


To-Do
  • Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
  • As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards

Update: November 12nd - Inventory sorting

Notes
  • This update officially completes the transition of the game's old version to the new version! Every thing in the old verison is now in the new version
  • The final piece was inventory sorting and quick-destroy buttons. Now I can safely say the game is extremely close to full release!
  • This stage of development is now fully dedicated to bugfixing. New things may be added if I get ideas, but for the most part I'm going to be playing the game myself and tweaking things as I come across them in conjunction with fixing any issues that crop up


Bugfixes
  • Fixed a hidden achievement activating when it shouldn't have. This required restting progress towards that achievement so I apologize if you've already gotten that achievement
  • Reduced the Deep Pockets achievement gold requirement to 100,000 from 250,000
  • Fixed a tutorial bug where tutorials would activate multiple times after you've completed them (I thought I fixed this already but apparently not!)
  • Fixed the first combat encounter of a run sometimes granting enemies with the exact same items as your starting ones due to the way the seeded randomness worked
  • Fixed an inventory bug that didn't show itself in the game until I started working on item sorting. The bug was related to the inventory not resetting properly when the main menu was entered


Changes
  • Slightly lowered the weight of the Cursed Room so it'll spawn a bit less often
  • Increased the minimum floor requirement for the Trap Room to spawn so that it no longer spawns on the first floor of a Short run


Additions
  • Added inventory sorting buttons. You can sort the entire inventory quickly now with many options to choose from, like rarity, gold value, level, weapons, etc
  • Added inventory quick-destroy buttons. These buttons let you destroy all items of their corresponding rarity (color coded to make it as easy to distinguish as possible), and you get the gold value from all of them
  • I added an achievement for the Trap Room: Trap Expert. This achievement is granted when you successfully pass a Trap Room without failing any obstacle


Nerfs
  • Reduced the Stat Points Offhand special gain to +1 per level from +2
  • Reduced the Spell Points Offhand special chance to 25% for +1 spell point per level from 50%
  • Redcued the Air Aspect unique armor's Maximum Health Damage Negation threshold to 10% from 15%


Known Issues
  • The Air Aspect armor seems to throw an error under specific circumstances. The circumstances are not fully known to me yet but I have seen a report of the issue occuring in a friend's run. I tried to isoloate the problem myself but could not recreate the issue, so this one goes unsolved for now. If you find the armor is throwing errors for you I suggest not wearing it or destroying it completely


To-Do
  • Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
  • As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards

Update: November 1st - New Rooms

Notes
  • This update brings some bugfixes as well as many more room types! There's now 3 more rooms that spawn in The Labyrinth: Repair Room, Cursed Room, and Trap Room! Each room is discussed in further detail below.
  • I wanted to start bringing some negative non-combat rooms into the mix to make traversing question mark rooms more treacherous. Now you're not guaranteed safety if you dodge combat!


Bugfixes
  • Fixed effects that grant a passive stat bonus (such as the Berserker's Berserk) improperly adding to your stat which would increase the stat more and more each time it activated
  • Fixed an issue with one of the final boss's win screen throwing an error once you cycled through all the text and went back to the main menu
  • Fixed an issue with one of the final boss's special items throwing errors in some cases due to the cleanup code not working properly
  • Fixed Instant Kill Immunity sometimes making Health go below 0
  • Fixed an issue with the Shield Wall's Overshield causing an error
  • Fixed the Sharpshooter's Keen Eye upgrades granting the wrong Crit Chance and Instant Kill Chance due to a rounding error when your accuracy was increased
  • Fixed the Dragon Slayer's Tunnel Vision second upgrade not reverting after combat which would allow you to cast it twice on your first turn in your next combat encounter
  • Fixed the Ninja's Shadow Strike not removing Shrouds when it otherwise should


Additions
  • Added an increment counter for the Enemy Roulette and Boss Roulette achievements. You'll now see popups every 4 enemy types and 2 boss types you kill, allowing you to see your progress in real time as you play the game
  • Added the Repair Room. This room is similar to the Enchantment Room in terms of functionality. It allows you to remove negative conditions on items as well as upgrading their rarity! This is useful because though the Enchantment Room allows you to scale items to your level, the actual item multipliers will not change unless you use a Repair Room to upgrade the condition/rarity of the item. Better multipliers will grant better stats on your items overall
  • I added an achievement tied to the Repair Room: Perfected! This is when you fully upgrade an item using the Repair Room
  • Added the Cursed Room. This room is the first room to actively harm you! A Cursed Room, when entered, places either a Debuff on your party or a Buff on each enemy for the next combat encounter. There are 22 total effects so this room has a lot to throw at you!
  • Added the Trap Room. This room puts your party to the test (and also tests how well you know your characters) by throwing 3 stat tests at you. You have to successfully pass each test or else you'll suffer a permanent stat loss!


Buffs
  • Buffed the Chronokeeper's Fast Forward. It's now on a 0-turn cooldown so it'll be able to cast Fast Forward to refresh its spell cooldowns and will be able to immediately cast another spell. I adjusted the Mana cost as a result of this buff, making it cost 50% of its Mana instead of 25%


Known Issues
  • (Potentially fixed) There seems to be an issue with enemy generation if you play the game for a long time. I've gotten reports of the game attempting to generate multiple enemies but there only being one in the combat room with the game throwing an error. I'm marking this as potentially fixed because I've changed the floor generation code slightly and I've gotten no extra reports of this issue popping up nor have I been able to recreate it on my end


To-Do
  • Run modifiers. I want to add some optional modifiers to make the game more interesting. Maybe something like permadeath or persistent buffs/debuffs to make any given run easier/harder for the player
  • Re-add inventory sorting and quick-destroy options
  • As I put in more enemies and more spells, I get a better understanding of what my code is capable of. I want to make spells that are extremely dynamic and unique for each class. I'd like to spend some time going through older classes I've made and see if they could use any sort of tweaking to bring them up to my current standards