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New World: Mantle's Edge 🔥 + Multiple Enhancements ⚔️



Far below the crust caverns and past the thawing lake; lies a world of ritual and fire. It's a biome where supernatural and elemental creatures intermingle with ancient architecture and engineering marvels. The ancients here built shrines around a chasm to maintain balance and appease powerful beings above and below. They viewed Cold Crust Caverns as a place of preservation, with Mantle's Edge as the realm's fiery forge.


Gold is much more abundant here, but so are the perils.


The Edge of the Mantle Area marks the 5th biome added to our game and a milestone toward the game's Full Release in 2023.

[h2]New Enemies and Traps include[/h2]
(but are not limited to)

  • Giant Golden Fists:
    The ancients designed these to pulverize intruders, though, with some planning and quick thinking, you might be able to use a few to your advantage...
  • Dragon Turrets
  • Blaze Stars
  • Gilded Serpents
  • Ashen Warriors
  • Fire Slimes
  • +Multiple others, including some surprises...


[h2]Sword and Dagger Combat rework:[/h2]
Slashes now use a traditionally animated arc instead of a rotating hitbox; with a much broader reach and effect. This extends to all swords and dagger weapons (except the bronze knife).


[h2]New Graphical Polish:[/h2]
We've added improved unique animations to the game for multiple actions. These include
  • item collection
  • objects breaking
  • opponents getting destroyed and more...


While reworking a sub-image algorithm we also fixed occasional render offset issues with parallax backgrounds and all cave-related terrain.


[h2]Item Modifiers:[/h2]
  • All items found during a run have a much higher chance of receiving positive and negative modifiers that affect their utility.
  • Items found mid-game are guaranteed to have positive traits added, with more modifiers added in late-game areas (community)
  • New Item Modifier - Chaining:
    Similar to a lighter version of the Sphere of Influence ability, what affects one opponent in the chain will affect the others. Handy for Crowd Control!


[h2]Other Balance Changes/Bug Fixes:[/h2]
  • The Colossal Worm boss fight has been considerably buff. It now moves/attacks more aggressively and faster, particularly as its health decreases.
  • Most other bosses have had (more modest) buffs applied to their attacks and stats.
  • Improved level generation in the temple by cleaning up the generation of climbable nets and moving platforms.
  • Fixed background pedestals not being generated in the Grotto of Guidance's generation.
  • Multiple other improvements.



[h2]🎼🎶 New Music Track: [/h2]
For the new area
https://drive.google.com/file/d/1yvZQdB94sHxyBpq-90-c3xly_VSU3Gia/view

[h2]A note regarding price[/h2]
Even without the Steam sales factor, we've heavily discounted the game discounted during early access.
The project has been extended and polished with community feedback to evolve into quite a different game since early access started in mid-2018. You can see the list of update sets on the news page:
https://store.steampowered.com/news/app/841600

As such, the game will increase slightly in price this year to help us continue adding extra content to the game for you as we approach full release.


[h2]Patch 0.109.3[/h2]
  • Improved A.I. for teleportation of skeletal areas.
  • The max level at which the XP difference is capped has increased from 27 to 32. Such was due to players potentially gaining much more XP during a run. This change will not affect the number of XP tokens you have, though it will allow you to acquire more
    (unlocks like world shortcuts/backgrounds/pets/starting equipment alternatives etc.).
  • Raised max level cap to 77
  • Fixed transparency issue of gilded serpent eyes on Mac & Linux.
  • Area select screen shows correct difficulty marking skulls for all areas.
  • Fixed Bloodthirsty background, not draining health.


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

Patch O.106.25

  • Average number of extra chests per level has been increased (with less coins dropped per chests for rebalancing)
  • Improved distribution of treasure in level.
  • Shifted hammer, sword and dagger slash coordinates downward to be more consistent.
  • More enemy types now drop money on defeat.
  • Improved knockback mechanics from injury; making it more consistent when being hit on-ground vs. in the air.
  • Bronze knight shield has improved mechanics with repelling melee weapon strikes.
  • Bronze knight health buffed slightly.
  • Fixed display of control prompts for inventory hot slots at higher resolutions.
  • Fixed semi-transparent parallax of Ice world for higher resolutions.
  • Nerfed sharpness rune (12% extra damage->8%)
  • Updated Freeze Burst trap sprite:



[h2]Patch 0.106.22[/h2]

World Generation:
  • Fixed several uncommon creation glitches with hazard pits.
  • Adjusted decorative tiles at the very top and bottom of the level.
  • Reverted temple lava back to its original sprite based on player feedback and optimized its animation.


The Hunter:

  • Increased Time limit before the hunter appears on Normal (especially in latter levels and according to the biome), but reduced the time on Hard difficulty. We still encourage players to engage the hunter head-on when it is advantageous to do so (e.g. bouncing off it's head or redirecting it to hit enemies), but also want to encourage more exploration/experimentation early on.

    More details about the time changes here:
    https://steamcommunity.com/app/841600/discussions/0/6021892758155021421/
  • Hunter's charge attack rate starts of slower but increases to an even faster pace more gradually over time.
  • Stays stunned for longer after being hit by an explosive




Other:
  • Fixed bug with how an attacking possessed crate, bobbed up and down on jump-through platforms.
  • Updated game hints.
  • Updated cloud projectile physics (e.g. sap of weakness, frost phoenix ice breath and an upcoming trap for Mantle's Edge)
  • Buffed bronze knight shield bash slightly.
  • Adjustment to shield section of the tutorial.

Update Set 0.106.X - Quality of life improvements, new hazards & item upgrades

Hey Folks,

Here are some of the most recent updates we've been working on by category:

[h2]New Hazards and Opponents[/h2]

[h3]Freeze burst[/h3]

These icy mines spray large freezing shards in all directions (potentially knocking out unlucky nearby enemies too).

[h3]Flower of Fierce Frost[/h3]

More intelligent and reserved than the former. Don't let its decorative disguise fool you; once the intruder is in striking range, it will track them down to land a few deadly petals.
[h3] Clockwork Turrets[/h3]
Comes in tripod and ceiling varieties.
We figured a Steampunk automation shooting charged gears matched the theme of the earlier areas more than futuristic metal.


They're less damage-spongy and easier to hack but still pack quite a punch!

Here's what they look if you turn them friendly:



For comparison here's the old more futuristic sprite (we may use this in a latter area after some adjustments).



[h2]Adjustments to other enemies and traps[/h2]


  • All skeletal snake species drop throwable skulls on defeat.
  • Fixed glowing eye sprites for skeletal snakes.
  • Ice Phoenix now fires much more radial projectiles when enraged.
  • New lava texture.

  • Fixed issue with rising lava tide getting drawn behind lava pools.
  • More enemy types drop money on defeat.
  • All slimes have demise animations!




[h2]Status effect reworks[/h2]

You can apply upgrades to your gear can be applied at an Anvil. Some of these had a chance status effect modifiers to weapon strikes based on the damage output and consecutive hits.



While this worked, it still felt too random for some of the effects. Particularly in a game where you can plan your approach to every situation.

So now modifiers of poison, flame, and sapping (armor break) aspects are all guaranteed to apply a lighter version of the status effect with every weapon hit over a more extended period. If you chain enough strikes together, you can stack them.

[h2]Item buffs[/h2]
  • Daggers are now much faster to recover after hitting a target,
  • Field of slowing has a larger radius and duration, even if you don't fully charge the spell.
  • Sap spray applies armor break (sapping) for much longer with a more fluid projectile.
  • The guaranteed health potion chest on most levels; will now always give you money. Additionally, if you can't carry more health potions, it will drop a few life orbs and an additional small item (usually an emergency teleport or grenade) instead.
  • Fixed up chances of shotbow and orb of stunning appearing in chests once unlocked.


[h2]Level Generation[/h2]
  • Overhauled slope generation in cavern-like areas (Grotto of Guidance, Cold Crust Caverns, and the upcoming Mantle's Edge biome).
  • Level exits and entrances are more consistent according to the area.
  • Increased variation of hazard pits.
  • A slightly more even distribution of enemies, item drops, and traps.
  • Various fixes to rare dead-end situations.
  • Improved traceability.


[h2]Other balance changes and bug fixes[/h2]
  • Fixed disproportional chance weighting of ranged weapons to proc with status effect modifiers.
  • Fixed issue with rebind dodge roll mode not being saved on quitting the game.
  • Fixed rare music silencing bug.
  • Patched some visual changes with the blink ability.
  • Reworked the second level of the tutorial to be more friendly and intuitive.
  • Drastically increased chances of shotbow and orb of stunning appearing in starting gear and shop selection once unlocked.
  • Accelerator platforms will no longer get stuck if just beneath a jump-through platform.
  • Jumping through platforms and objects is now more consistent and less sticky.
  • Multiple other improvements.


[h2]Patch 0.106.18 (3rd of July 2022)[/h2]
  • Fixed rare level generation bug of hazard pits eating into hand-made templates.
  • Fixed rare bug of hazard pits being too wide to jump
  • Fixed visual alignment issues with lava.
  • Fixed bug where the slowing field couldn't be re-used
  • Fixed uncommon bug of lava pit self-destructing.
  • Fixed frost shard spell not being drawn on player's hand while being charged.


[h2]Upcoming Biome: Mantle's Edge[/h2]
Sorry for having to tease this a bit longer. We're taking some more time on this one because we want to deliver a more polished and challenging experience with the 5th biome (avoiding the temptation of rehashing previous areas).

Without giving to much away, here are some development snapshots from last month, May:

Thanks, everyone!
The community's advice and suggestions have been essential for refining the game!

We hope that you enjoy the updates and keep well!

Update Set 0.104.X + upcoming biome teaser

Hey everyone,

Here are some of the new updates we've been working on:

[h2]New Enemies[/h2]

[h3]Cursed Tomes[/h3]


These books were enchanted to bring the story of intruders to an abrupt end with a variety of melee and ranged attacks.

You can find them in the Celestial Catacombs (renamed from the Celestial Temple), with a few in the far corners of Cold Crust Caverns, where they will test the skill of even the most experienced adventurers.


[h3]Possessed Crates[/h3]

Who said spirits could only inhabit vases?
These will similarly lunge at their player after levitating to a certain height (albeit with a rush of gravity); however, due to their durability they can provide you with various uses with some lateral thinking.

[h3]..[/h3]
[h3]Oversized Mushrooms[/h3]

Okay, these aren't actually opponents,
but they have several applications when encountered in the Grotto,
including as an jump boost pad and throw-able object.

[h2]Better Level Generation[/h2]
[h3]Hazard Pits v2[/h3]
Filled with spikes, lava, spring traps, or briars to give a bit more edge to your adventures.
In the past these were barely noticeable, small, and prone to occasional glitches.
We've drastically reworked them
to grow with the terrain and become more expansive with carefully placed platforms.


[h3]Improved Level Themes[/h3]
  • Dark levels properly dim the ambient lighting as time progresses
  • Avalanche levels have increased speed.
  • Flooded levels have now been given multiple enhancements and safeguards for their generation.
    They can occur in the gardens rather than the catacombs, with the former being more likely.

[h3]Other[/h3]
  • High-level enemies can now spawn earlier on hard mode,
    while futuristic opponents are less likely to appear in earlier worlds.
  • Improved jump through platform supports.
  • Much more.


[h2]Additional Improvements/changes[/h2]
  • If you have to quit the game mid-run (through the Pause menu), you will still gain the XP.
  • The cost of all in-game items has increased (though items you've unlocked you would have obtained at a discount), added early player rewards to ease players in.
  • Added option for changing dodge roll configurations (tapping a given button/ducking while running or a mixture of both).
  • Nerfed orb mage projectile speed.
  • Now, all mages and cursed tomes drop a few health orbs on defeat.
  • Added controller/mouse prompts to all inventory hot slots.
  • Sphere of Influencing/chaining status effects last over 3 times longer.
  • Fixed greyscale effect on having no tokens/locked world areas.
  • Updated Shotbow/arrow graphics.
  • Fixed bug where forging an item would sometimes drop the item from the inventory.
  • Added per forge cap for upgrading items. Once an item receives two modifiers from a single reforge, every forge thereafter will only give one modifier, encouraging the use of other items.
  • The Celestial Temple was renamed to The Celestial Catacombs. The new name more closely matches the inhabitants of the area, and there's a lore reason for this which we'll get to in a future update.
  • Fixed bugs with the glowing eyes of skeletal snakes and phase bats.
  • Numerous bug fixes and other balance changes.


Patch 0.104.23.X

Note from glider521al:
Sorry, I just found that I put a reference to a local machine folder in the program's startup code 🤦 and that caused a crash for some players.

I've since fixed my mistake and reuploaded. Also readjusted shotbow animation.


Upcoming World Area: Mantle's Edge

We've been working on the next major biome for the game for a while.
Without spoiling too much, here's some concept art/tiles to get into the spirit of things.


Thanks, everyone!

We hope that you enjoy the updates and keep well during these unusual times!







Happy Lunar New Year + Update Set 0.102.3X!

Hi folks, we hope things are going wonderfully for you with the dawn of the new year!


[h2]We have some bonuses for you during the festivities:[/h2]
  • You will have an extra 12% XP in each run through the rogue-lite (until the end of February)
  • Check the gift + Fireworks on the left side of the Hub (even if you've already claimed the former, it will be refilled by the 1st of February when Lunar New Year officially starts for most cultures).
  • We've put up themed decorations:



  • Aura of Worlds was 20% off for Steam's Lunar New year sale (in addition to the heavy early access discount).

[h2]New Items:[/h2]
With a new year comes new tools to play with!

[h3]Shotbow[/h3]

This weapon trades accuracy for crowd control and a few more points against larger opponents. I.e., it fires three arrows at once!



[h3]Repeater[/h3]

The weapon fires very rapidly in exchange for accuracy and range.
Here's introducing a crystal serpent to its recently defeated cousin...


[h3]Stunning Orb[/h3]

A spell that goes through walls knocking out opponents at a distance.


[h3]Inventory Management Updated:[/h3]
Ever wanted to wield a shield, grapple, and crossbow simultaneously without having to press too many buttons? Now you can.

We've noticed when watching people play that many players stick to using a couple of ability items for most of the run (leaving much of the inventory to gather dust). We want to encourage more multitasking between abilities as various interactions exist between the tools simultaneously. There used to be a row of quick-swap slots, but many found these awkward to use and would often forget about them during the heat of the moment.

As such, we're replacing the quick swap row with another active offhand slot (Default bindings with Mouse and on an Xbox Gamepad). We've also updated all related inventory systems; for example, smart-swapping will prioritize mobility items and non-directional powers to the new offhand slot by default.

[h3]Miscellaneous:[/h3]
  • Buffed Recurve Bow and Chakram.
  • Fixed parallax stuttering edge cases.
  • Multiple other balance changes
  • Fixed visual glitch with spear thrust attacks causing the player's hands to disconnect with the weapon.
  • Much more...


A note regarding price
Even without the Steam sales factor, we've heavily discounted the game discounted during early access.
The game has been extended and polished with community feedback to become quite a different experience each year in early access. You can see the list of update sets on the news page:
https://store.steampowered.com/news/app/841600
As such, the game will increase in price later on, to help us add extra content to the game for you as we approach full release.

恭禧發財! We wish you all the best for the year of the Tiger 🏮🐅!