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The Labyrinth News

Hotfix for Steam stat syncing

These notes are short but it's an issue I've been meaning to fix for a while!

I updated the code that syncs stats locally to Steam and vice versa to fix issues with some stats not syncing properly. This should fix another issue that may have made Enemy Roulette and Boss Roulette not activate when it should.

Update 1.1.1

Notes
  • This update fixes a few bugs in the main menu and changes the Skeleton Knight enemy a little bit. I've also condensed the code for a few enemies so it's easier for me to manage.


Bugfixes
  • Fixed the main menu still showing the pre-game settings if you started a new run and quit to the main menu
  • Fixed quick/beginner start settings not applying the seed properly
  • Fixed a description error on the Arcane Mage's Divine Blast active that showed an old description


Changes
  • Reduced the chances of higher numbers of enemies spawning on the easy and normal difficulties
  • Changed the Skeleton Knight's Bone Army infinite since it is effectively the same spell as the Thrall's Swarm passive. It now grants +1 Bonus Damage per Skeleton Knight per level instead of granting +1% Damage Dealt per Skeleton Knight per level
  • Changed the Skeleton Knight's Bone Mend passive's first upgrade from granting 25% Damage Reduction. It now grants +10 Constitution instead
  • Changed the Skeleton Knight's Soul Bound passive. The entire spell was changed so here's a rundown of the new ability:
    • Soul Bound - The Skeleton Knight Heals the Necromancer by 20% Damage Dealt If the Necromancer is Killed while the Skeleton Knight is Alive, Critically Kills this Skeleton Knight and Revives the Necromancer equal to 30% of the Health lost (1 activation)
    • Upgrade: +15% Heal Multiplier +20% Health Multiplier
    • Upgrade: On Death the Skeleton Knight Heals the Necromancer by 15% Maximum Health +1 Activation


Additions
  • You can now see the difficulty and run length in the settings during gameplay

Development hiatus and the future of the game

Hey guys, I wanted to put an announcement as to why there's been a lull in development for a short while and give you some news about the future of The Labyrinth.

Part of the reason is because I worked by butt off in January to get the game out of Early Access. I worked pretty much the entire month updating the game, fixing problems, and adding content to prepare it for its release. I also spent the time after release fixing release bugs, doing light marketing, creating videos, and putting together a website. Keep in mind I'm a solo developer so I was doing all this by myself with no additional help, and after a full month of working extremely hard I was burnt out.

Another reason is that I went on a 2 week vacation at the start of February. I didn't work on the game during that time and took my mind off things to relax and recuperate.

The last reason is that I was affected by the winter storm that hit Texas last week. My house is currently unlivable and I'm having to resolve my living situation. The stress from this has made it hard for me to get the desire to program. Once my living situation is resolved I feel I'll be ready to work on the game again.

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Now I want to talk about the future of the game. I've had a lot of time to think about it and I came to the conclusion that it's probably best that I stop working on additional content for the game. I love the game and love that there's so much possibility to expand, but I've been working on this for 4 years by myself and I really want to work on other projects. The game is also made in Flash which of course is not the programming language of choice nowadays, so I really want to start working in a different language for future projects.

I love the universe I've made here and I don't want to abandon it. I'm really happy with the world and ideas I've made and I can definitely see myself coming back to this world in future projects. Maybe not a direct sequel, but something with similar ideas. We'll just have to see what the future has in store, but I'm optimistic (:

I'm not halting development entirely, but I'm only going to focus on fixing bugs with the game. I'm so happy with the progress it's made over these past few years and I hope you understand my decision. Thank you all for sticking with me, I hope you enjoy my game as much as I've enjoyed making it
Follow my twitter for announcements on future projects!

Update 1.1.0

Notes
  • This is the first big update since release! This update adds additional features for newer players that aims to make the beginning experience easier for them!






Bugfixes
  • Fixed the Combat Sound Delay option not loading properly


Changes
  • Updated the tutorials with color coding on the words to make it more visually interesting


Additions
  • Added three new options before you start a new game: Custom, Quick Start, and Beginner Start! Custom start brings you to character creation as normal. Quick and Beginner Start automatically assigns you characters to get you through character creation even faster. You choose your names, difficulty, seed, and run length and you're immediately put in the game!
  • Quick Start randomly assigns you a party from the entire pool of 16 classes. You get one class from each of the main class types and are guaranteed to get a healer (either a Mage or Archer healer)
  • Beginner Start randomly assigns you a party from a pool of 8 classes. The classes in the pool are the simpler types that are easier to grasp as a new player. Beginner Start also automatically unlocks a recommended ability at the start of the game so you don't have to. Similar to Quick Start you get one class from each main class type and are guaranteed to get a healer
  • Added new Gameplay Options: Auto Stat Points and Auto Spell Points! These automatically allocate your Stat Points/Spell Points when you receive them based on your unique class's priority list. Auto Spell Points waits until you have enough points to allocate to the next-highest priority unlock/upgrade
  • Added a highlight in the Spell List to show you what the game recommends you unlock/upgrade next!
  • The attack text in combat now says when you have no valid targets, such as in the case all enemies are untargetable

1.0.4 Update - Item highlight coloring!

Notes
  • This update brings the new text highlighting system to items! Last update was a test to see how efficient highlighting text was and it proved to be very much so, so I extended its use to items.




Bugfixes
  • Fixed critical damage sometimes displaying decimal damage numbers
  • Fixed the level up reward from the Gambling Room not granting a level up if your experience multiplier is less than 100%
  • Fixed an Electric Aspect staff error caused by casting a spell and killing the last enemy with the same spell
  • Fixed an issue with the Chronokeeper boss Fast Forward active spell causing an error if it had the second upgrade but not the first


Additions
  • Added text coloring for items. Items now show green numbers on items that are better to the comparing/equipped item you're looking at, they show red numbers on items that are worse, and unique/special items have additional coloring to show off their uniqueness!


Nerfs
  • Boss: Elemental - Increased the minimum cost of each active spell to 75 from 50