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Aura of Worlds News

Update Set 0.93.X: More content for the New Year!

Hi folks!

We hope your feeling refreshed for 2021!
We have some more content for you!

[h2]New Opponents[/h2]

[h3]Snow Hare[/h3]

It may look cute and coy, but they are quite territorial and aggressive (with half their world destroyed or warped since by the cataclysm. who can blame them)? Unlike most enemies, they'll try to remain burrowed undercover, keeping their distance to strike at range.
[h3]Ice Mage[/h3]

Even though they've been asleep long in cryrgenic suspension, it won't take much to awaken these undead liches. They will zealously defend the remains of their frozen fortification. They employ phasing and an array of guided ranged magic to strike down intruders from all sides.


[h2]New Level Themes[/h2]
[h3]Shifting Winds[/h3]


It applies to the Gardens to...


[h3]Avalanche[/h3]

[h2]New Year Bonuses [/h2]


  • There's a present for you on the left side of the Hub:
  • All XP that you gain in game is increased by 12% during this time
  • Fireworks!

(This will run From New Years Day till the end of Chinese New Year)


[h2]Other Changes[/h2]
[h3]You can now hide in deep snow[/h3]
[h3]Accelerator Platforms [/h3]

These replace rail-bound platforms in Cold Crust Caverns.

[h3]World Tracing System[/h3]
The game now keeps track of seeds and other key values (e.g. biome, level themes) of previously generated levels; in the [Steamapps/common/AuraOfWorlds]data/PastWorldCache folder. Allowing us to reconstruct past procedural levels with a high level of accuracy.

This will allow us to hunt down any edge case anomalies with greater accuracy instead of simply relying on the log file.

[h3]Bug Fixes/Balance Changes[/h3]
  • Offscreen chandelier traps are better telegraphed.
  • Fixed bug where Enduring and Resourceful achievements would not trigger unless 4 worlds were completed during a run (instead of 3)
  • Improved Telegraphing of ranged cryogenic spikes from this guy:
  • Fixed bug with warning flavour text for level themes sometimes being hidden.
  • Fixed glitch where the unlock menu would not draw the number of tokens properly.
  • Fixed glitch where grenades didn't flash when the fuse was about to blow
  • Button mashing leads to breaking out of ice faster


[h2]Patch 0.93.7[/h2]
Fixed issues where Steam achievements where earlier achievements were not automatically unlocking for new players. Apologies for the inconvenience; the achievements shall unlock be set in your profile the next time you launch the game (and are online).


[h3]We wish you all the best for 2️⃣0️⃣2️⃣1️⃣![/h3]


Ice World Now Available ❄️! Merry Christmas 🎁🎄!

Hey everyone,

We hope you're keeping well during the festive season!

We are finally making the 4th area of the game available to play:

Cold Crust Caverns




[h3]Large open icy mountainous caves become intertwined with frigid ruins and shrines. What could possibly go awry in this wintery paradise?[/h3]

[h2]Currently Featuring:[/h2]
  • [h3]New ways to wield the environment![/h3] Things like exploding crystals and re-settable mechanisms present more opportunities to turn the tables on adversity (with more on the way)
  • [h3]Ice, snow, cold stone, and crystal[/h3] each with their unique properties, to make traversing the terrain more engaging and challenging.


  • [h3]Active development:[/h3]

    The area, while incomplete, has been thoroughly tested to be enjoyable to play.
    We plan on adding some more hazards, environmental quirks, some unique level themes, and a new boss going forward.
  • [h3]🎼 New Music 🎶[/h3]
    Here's a short sample of an older version (note only 30 seconds of a much larger composition looped):
    https://twitter.com/maskedsound/status/1210627326729428993


  • [h3]Ten New Enemies & Traps[/h3]

    Opponents will team up against you in larger groups than usual, each with unique attack patterns. A few of them can inflict debilitating frost (though there are ways to break out of this quickly)
  • [h3]And Much More...[/h3]


[h2]Festive Rewards 🎁:[/h2]
  • New achievement
  • Gain 12% extra XP per run when playing in December and early January.
  • There's a gift for you in the hub area.


[h2]Balance Changes Include: [/h2]
  • Various bug fixes
  • Rearranged world select shortcut menu so you can choose what path you take from mid and late-game areas.
  • Player Damage and knockback buffed slightly.
  • Level layout enhancements
  • Implemented additional ways for the player to break out of ice; +prevented stun-lock situations involving the frozen debuff.


Update 0.91.3
  • Fixed bug where hub menus don't resize with a screen resolution change if done just after they're loaded.
  • Made Hub area more festive.
  • Added gift to left of starting area.


We wish you a well-earned rest at the end of this tough year.
Happy Hanukkah 🕎 ! Happy Kwanzaa! Merry Christmas 🌟🌠!

Patch 0.88.11

Hi folks! We hope things are going well for you in the lead-up to the festive season.

We've just rolled out a patch which:
  • Fixes two rare dead-end bugs with the level generator.
  • Reduces superfluous ladders and other terrain pieces of ascension (e.g., moving platforms right next to each other, moving in parallel). Thus, encouraging a bit more planning in navigating each level and cleaning up the visuals.
  • Tiled structural rooms are now more extensive and more common in the Grotto of Guidance.


What's Next?

We're looking forward to finally make the ice world available within the next 1.5 months
(without giving too much away, here's a thumbnail teaser):


Level Generator Overhaul + Gameplay Refinements

Hi folks,

We hope you're doing well during these unusual times.

[h2]Level Generation[/h2]

We've been finding ways to drastically improve this through several methods. Such includes:

  • The path to the exit branches more, further moving away from the predictable zig-zag path.
  • Levels have grown, with more seamless connections between segments.
  • Rooms no longer need to be locked to grid cells, allowing for more fluid layouts.
  • Several of the dynamic template types have had their creation patterns rewritten.
  • Fixed various bugs with inaccessible rooms generating the past.


[h2]Gameplay Improvements[/h2]
Some people who are already quite familiar with roguelites/roguelikes have asked for additional challenge.
We want to accommodate this while still allowing the game to be accessible for people who are a bit more new (e.g., having an Easy mode option).

Multiple changes address such points (especially with regards to making higher difficulty modes more challenging):
  • On higher difficulty modes, player damage and defense has been reduced. This is largely done to balance out the systems of dodging, luck, critical hits, and status modifiers, which made the game significantly easier.
  • Health potions have had their potency reduced slightly. We changed this because of how numerous they are within the game. We saw some players had too many leftovers. Keeping your supply up, and discovering other healing methods, provide more reasons to explore the new levels a bit more!
  • You've demonstrated how powerful the Chakram could be in the right hands, so much so that it was preferable to all primary weapons. As a result, we've had to nerf its range and speed.
    It's still quite an effective weapon, but the change should encourage experimentation with other weapon types.
  • Certain hazards like lava, spikes, and a few monster attacks have had their damage increased. Such may sound brutal, but remember it can work to your advantage too.
  • The Necromancer and Giant Worm have both been extended to be more exciting and less exploitable. For example:
    • Players will no longer be able to freeze lock most of the fight away.
    • The Necromancer is not as vulnerable when healing and will be summoned with fewer crystals destroyed.
    • The Giant Worm has undergone improvements to all its maneuvers and will become increasingly aggressive as it takes damage.
  • There are some changes which make things easier, to encourage exploration more. For example:
    • Certain environmental weaknesses have been extended (e.g., some status effects on the Giant Worm).
    • Fewer enemies are spawned on the generation of a boss level.
  • Bezoar has a chance to transfer poison enemies (as well as increasing your own resistance).


A special Thanks to all the testers on the Alpha branch

Thanks for reading/playing, and have a Wonderful Week ahead!

More Updates to Alpha Branch

Hi everyone!

We hope you're keeping well during these strange times!

We've been working multiple new quality of life and functional changes, not all of which are 100% stable (we won't spoil them until the update is fully released).

We've uploaded said changes to the alpha branch, for
To access the branch please navigate to:
Steam Client->Right Click Aura of Worlds->Properties->Betas tab->Select Alpha from the Dropdown list.



[h3]"What's in it for me for reporting on the builds early?"[/h3]
  • Progress carries over into the main branch.
  • Our heartfelt thanks.
  • The advantage of playing with the new features and mechanics before next major update.
  • The gratitude of an awesome community.


The update is almost complete, and we estimate properly releasing within seven days.
Have a Wonderful Week ahead!