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The Labyrinth News

Update 2.0.1 pushed to the beta branch!

This update for the beta branch includes a rewritten framework for status effects. They're more efficient and have had a few issues ironed out. If you're currently playing the game on the beta branch you'll have to start new games unfortunately since old status effects cannot migrate over properly with this rework.

There's also a few miscellaneous bugfixes with enemy spells that I ran in to and some end-game content fixes as well. I can't go into specifics without spoiling but just know if you ran into some issues that they're most likely fixed now (:

As always this beta branch version might contain further issues so any that you find feel free to let me know in the discussions here or on the game's Discord!

Beta branch updated to version 2.0.0

Hey all! Version 2.0.0 is now live on the beta branch! This update has a large amount of changes that I will go into more detail when I push the update to the default branch.

The main part of this update is much more accurate damage/heal numbers. When you have an attack/spell queued and hover over a valid target the game now gives you an accurate amount of damage/healing you're going to deal to the target, taking into account most modifiers that you or the target have that can alter these numbers. The only modifiers that aren't taken into account are ones that activate on a percent chance. This should take away a ton of micromanaging on what effects you and the enemies have before you determine which targets to focus on.

The second part of this update is major spell redesigns. Many spells in the game have been tweaked, some have been reworked, and some have been replaced entirely. I'll go into much more detail about the specific changes when the update is on the default branch.

To change to the beta branch:
  • Go to your library
  • Right-click The Labyrinth
  • Click Properties
  • Click Betas
  • On the dropdown menu select "beta"
  • Confirm and the update should automatically start downloading!


I'll leave the update in the beta branch for a little bit to iron out any issues that are found before I release it officially. Have fun!

Coming soon: Update 2.0.0

Hey all! I wanted to officially announce that, after a 4 month development period, I've finally reached the final steps of finishing the next major update to the game!

This update overhauls the stat modifier system. Stat modifiers are anything that alter the final value of a stat change. Damage reduction, healing increases, exposes, weakens, etc all fall under this category. Since practically every effect and spell in the game relies on this system I had to go through and update ALL of them, so this update has taken a long time!

Tests so far are promising and take away a huge portion of micromanaging in combat which is keeping track of effects that change how much damage/healing you deal. When you prepare an attack/spell and hover over a target it now tells you exactly how much damage/healing it's going to do, accommodating for all modifiers both you and the target have.

Once I do some more testing and ensure there's no more immediate issues with the game I'll push out an update onto the beta branch, and you'll be able to switch over at any time to try out the new update!

For now I just wanted to make this announcement so you didn't think there wasn't anything in the pipeline. Stay tuned!

The Labyrinth is 50% off for the Steam Summer Sale!

While the next update is being worked on you can nab the game at half off for the Steam Summer Sale!

Update 1.1.2

Notes
  • This update is coming out earlier than I wanted because I realized there's stuff missing in the game that was added 2 updates ago! This was because I stupidly reset the computer I'm using to code and forgot to upload the changes to github before resetting😂 I only lost a little bit of progress thankfully so this update is coming out now to restore the Total Defense, Defense Reduction, and updated Defense stat information on the statistics screen both out of combat and in combat.
  • This update also has nerfs to a few classes since in the late game these upgrade spells can render any enemy encounter pretty much harmless. The classes affected are the Berserker, Arcane Mage, and Brewer.


Bugfixes
  • Fixed an issue with the Shadow Walker's Shadow Retreat not reverting properly and making the Shadow Walker perpetually untargetable


Nerfs
  • Increased the Health Cost of the Berserker's Collateral Damage to 35% (50% initial - 15% upgrade) from 20% (35% initial - 15% upgrade)
  • Added a percent Mana Cost to the Arcane Mage's Melter. The base cost is still 100 but there's now a 25% cost as well
  • Reduced the Brewer's Burning Brew second upgrade Mana Drain to 35% from the current percent of the Health percentage (45% initial to 75% with first upgrade)
  • Increased the Mana Cost of the Brewer's Burning Brew to 35% (100 minimum) from 25% (50 minimum)
  • Increased the Cooldown of the Brewer's Full Rounds to 6 from 5
  • Increased the Minimum Cost of the Brewer's Full Rounds to 150 from 75


Known Issues
  • The Berserker's Berserk passive upgrades don't set/revert the Crit Chance and Lifesteal properly, I'm looking into the cause of this problem