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Aura of Worlds News

Updates 0.82.5 and 0.82.8

[h3]Patch 0.82.8 [/h3]
  • Fixed bug with being forced to do the tutorial if you had a controller.
  • Fixed a bug where pressing back on the Choose Equipment Menu in the hub, reloaded the splash screen.
  • Fixed not being able to set alt-item in certain scenarios with the weapon wheel.


[h3]Update 0.82.5 :[/h3](1st February 2020)
  • Updated music logic for early areas.
  • Audio additions...
  • Refinements to tutorial
  • Boomerangs can no longer stun lock opponents, but have a longer stun duration.
  • Skeletons have a reaction delay if you get behind them while they swing their weapons (dashing/rolling/etc.)
  • Fixed bug where visiting the hub counted as a run.
  • Updated credits page


We're working on some engine updates to support more platforms in the near future...

Update Set 0.82.X: Better Level Generation, Hub 2.0 and More! +Bushfire Appeal

Hi everyone,

We’ve been working on multiple enhancements and new features for you, over the past couple of months:

[h2]New Hub[/h2]
  • Now almost double the size with far more polish than its predecessor.
  • Added a plethora of decorations and new tiles.
  • Added difficulty select station.


[h2]Better Level Generation:[/h2]
  • Level rooms are connected in an even more varied network, joining in a more labyrinth-like fashion.
  • Tuned down the probability of large pits.
  • Rebuilt the method of random tile graphic selection, to be much less repetitive.
  • Chests are more spread out, with higher reward chests more likely to occur in dangerous detours.
  • Grotto tiles have a cleaner generation pattern:


[h2]Graphics:[/h2]
  • New background objects, including these stained glass windows:
  • Various U.I. improvements including an updated confirmation dialog box.
  • New terrain tiles including those in the picture above.
  • Certain background objects can give off a glow when appropriate.
  • Updated the sprites of some collectable runes.


[h2]Bug Fixes/Balance changes:[/h2]
  • Made the player's hitbox snap more accurately to the animations.
  • Fixed colliders on the wooden platforms seen in the hub.
  • Fixed diagnostic script printing to console continuously.
  • Fixed a glitch where the first grotto level was sometimes too short.
  • Tutorial Level 1 has been rebuilt
  • The poison status effect now carries more of a punch.

And much more...

[h2]More updates/patches in February[/h2]
See next announcement for full details.

[h2]Bushfire Appeal[/h2]
The recent Australian bushfires have caused devastation to homes, wildlife, property, and human lives. This has been on a scale unprecedented since the 1970s.
As Australians, it grieves us to see the disaster hurt those around us.

In response to this, we will be donating all proceeds from sales to the bushfire relief:
from the 1st of January to the 5th 7th of February.
This includes the following charities:


[h3]To be transparent about what this means:[/h3]
  • All proceeds exclude taxes and Steam’s cut.
  • The charities listed above, have ways to donate directly to them. This is much more efficient as they’re not subject to the fees that we are.
  • If roguelites/platformers aren’t the type of game you enjoy at this stage than don’t buy (there are other ways of contributing to the appeal, for those interested).
  • We receive proceeds from sales, one month after the end of January, though we will offset this with the previous month's sales in the meantime.
  • If anything is unclear, please feel free to enquire either by email [email protected] or by posting a comment here.


Thank you!

Merry Christmas 🎁🎄 + Update 0.81.31

Merry Christmas everyone!

The changes are as follows:
  • Significant rework of room placement generation. Resulting in, less predictable paths, that requires more exploration.
  • Both arrows and chakrams can be coated in poison or armor breaking sap.
  • Bugfix: Mines, lantern traps and brazier traps, properly flash red to warn you (previously they weren't fully ported to the color new system),
  • Numerous balance adjustments and small U.I. enhancements.


The game is currently on sale for the festive season!

NOTE: These changes are the start of a larger update set which we look forward to rolling out to you soon!

Update Set 0.80.56 👻🎃

Happy Halloween Everyone 💀!

With Update 0.80.56, we have quite a number of additions for you:

The Hub:


This starter world comes with portals to the various areas and crafting stations for:
  • Cosmetics.
  • Unlockables.
  • Pets
  • Starting Equipment Options
  • Character Backgrounds


This allows for much fewer menus, between you and the perils beyond!
Additionally, it provides you with unlimited ammo and mana to test your abilities before you jump into the fray.

Engine Overhaul:

We've been rewriting of over 300 code files in preparation for porting to other operating other than Windows. These changes also bring optimizations to allow the game to run better on low-end computers.



Halloween event (31st October, till the 6th of November)

Joining in the festivities for a week:
  • The Hunter enrages faster.
  • Undead foes have an increased chance of spawning
  • + 16% XP for runs during this period.

  • The game is on sale!



Personal note

Sorry that this update set has taken longer than our usual cycle;
we encountered some financial challenges with some of the changes to Steam on the 12th of September.
We're back on track now, and shall continue providing more updates for this amazing community!

Update set 0.79.x: Easy mode, pets, new ability + more outfits, audio 🎵...

Introducing a new system of Pets
  • These companions that will follow you around as you navigate the labyrinths of death and the realms beyond.
  • As with most systems (starting gear/worlds/character backgrounds/skins) their unlock cost is discounted during early access.
    Keep an eye out for those egg collectables...


🎼 New Audio

Additional sound effects have been added to the grotto.

We also have a new boss 🎶 piece for the necromancer

New skin tones and outfits

Leading to over 27 new cosmetic combinations since the previous update set.



New Difficulty Mode


A few players have asked for a more gradual difficulty curve.
The easy mode provides a much more forgiving game experience, whilst retaining a degree of the core challenge.

In case you're wondering what the differences are between the 3 difficulties:
Easy:
  • Most noticeably there is no timer for the hunter's appearance, so you can take as much time as you like without having to evade it.
  • Special pursuit level themes (lava,gas,fading lights...) move slower.
  • Your attacks are stronger
  • Take 12% less damage.
  • Many enemy moves are nerfed including having slower and fewer projectiles.
  • Health potions are more effective.
  • Be warned though that world/boss completion achievements are disabled in this mode; XP is also earned at a 30% slower rate.



Moderate: The Standard experience.
Note that health potions have been adjusted slightly due to the addition of the previous mode.

Hard 💀: Designed for the masters
  • Bosses have more health and enter their enraged phases sooner.
  • Certain enemy moves are faster and happen more frequently (e.g. skeletal warriors become much better at dodging).
  • Enemies are more resilient to harm and will deal out more damage per attack.
  • Starting health and recovery is smaller.
  • Pursuit level themes (lava/pollen flood/fading light etc.) move faster.
  • Made slightly harder as of this update.
  • Bonuses: + 30% XP, hardest achievements and bragging rights.



New Ability: Sphere of influence

This is a handy spell that knits the life energy of creatures together, allowing you to chain up opponents.

Injuring one opponent in the chain, injures them all. Setting one on fire also spreads the light through the connected...
Can be particularly powerful against groups of enemies or for hitting more elusive monsters with the right planning.



GUI and other graphics
  • Added shield gauntlet collapsed state; actively drawn on character.
  • New menu for purchasing pets.
  • Better scaling of existing menu elements for wide screen.
  • Notification icons now appear when a new item/character background/pet becomes available.
  • Fixed up the control rebind menu so it is fully compatible with the Xbox controller.
  • Additional background set pieces including parallax statues for the grotto and chains for the temple.
  • Updated credits screen.


Narrative

We added an intro transition screen for a bit of exposition.
Some environmental art has also been added to convey more of the setting
It's no substitute for an epic story, but it does set things up for the narrative we have planned for the game...


Steam stats:
  • Fixed bug with Ghost Lover achievement and stats not unlocking properly. Sorry about that, if you've met the pre-requisites it should now auto-unlock the next time you play.
  • Added additional Steam stats regarding unlockables. These will go to automatically unlocking some new achievements in the future...



Optimization
  • Reduced the number of draw calls and render textures created across the entire game.
  • Render textures are cached more instead of creating new ones to save on memory and performance.
  • Fixed Rare OpenGL memory issue which randomly skipped rendering the lighting layer for a chunk.



Bug fixes and rebalancing
  • Behavior for grapple release adjusted to be more intuitive on controller.
  • You can stand on fallen stalactites now.
  • Nerfed orb mage pre-hard difficulty. It will no longer jet away from you as fast to dish out pain.
  • Skeletal soldiers will roll away from you at close range.
  • Crystal eye telegraphs where it's going to fire.
  • Repeater dart trap have been slowed slightly
  • Firebrands/embers are no longer acting like straphnel.
  • Fixed issue with notification text not appearing
  • Multiple other tweaks
  • Additional time before the hunter's summoning is given on the higher levels.
  • Progress Menu now shows character backgrounds and pet unlocks at the end of each run (not just equipment items).


Patch 0.79.18
15th July
  • Certain pets now glow.
  • Fixed uncommon generation glitch where 1 block waterfalls could spawn.
  • Updated Steam stats: added world unlocks, tied unlocked_equipment stat to Shining Collector achievement


Patch 0.79.20
20th July
  • Pets cloak along with their owner.
  • Fixed bug where steam stat for unlocked_equipment didn't get uploaded until game was closed.
  • Added new version of level end stinger for completing a boss level.
  • Items in quick slots are now much more visible.
  • Added Advanced Graphics Options menu.
  • Changed damage resistance of Easy mode from 12% -> 15%
  • Added an option to change how quick slots are displayed (see advanced graphics options menu)


Patch 0.79.21.5
  • Added Legacy Tile Render option (for the rare case of older drivers running out of OpenGL memory).
    Go to Graphics->Options->Advanced->Tile Renderer on starting the game.
  • Added a couple more background art objects to the temple.
  • Health potions and vampirism orbs now heal you 8% and 20% more respectively on Easy mode.


Patch 0.79.22.5
11th August
Changed the default tile renderer back to legacy for any new players.

This was in light of a windows 10 update throttling the amount of memory available to OpenGL on certain drivers. This lead to a rare Out of Memory exception on a few machines (crash/white fog)
steamcommunity.com/app/841600/discussions/0/1840188800808448613/

If your driver is updated to have enough memory you can change this in
Graphics->Options->Advanced->Tile renderer.

Patch 0.79.23
  • Added options to invert X/Y axis on controller right analog stick.
    As well as an option to swap them. This could give better support for PS4 controller.
  • Added more clarity to grotto foreground tiles.


We've been working on much more for the next update set in the background...



Have fun!